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- (C) Copyright 1978, 1989 Virginia Tech
- Intellectual Properties, Inc. All rights reserved.
- FAST AND EASY COMPUTER FOOTBALL GAME (TM)
-
- Weak Side Defense Point Of View Strong Side
- | |
- V X X V
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- X
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- X X X X
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- X X X X
- O O O C O O O
- O O
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- A O O A
- | |
- Weak Side Offense Point Of View Strong Side
- (WS) (SS)
-
- The set of offensive and defensive plays based on the
- above diagram follows (Ss=Strong side, Ws=Weak side):
-
- Play Code Description
- ---- ---- -----------
- Off Tackle Ss OTS Use when defense expects a pass or run
- Ws OTW to one side/short gains, 5-10 yd
-
- SWeep Ss SWS Use in some pass situations when defense
- Ws SWW expects a run or pass/gains up to 20 yd
-
- Quick Trap up QTM Use when defense expects a pass or in
- the Middle long yardage situations/gains up to 25 yd
-
- FullBack Draw FBD Works well when defense expects a pass
- but does not blitz/gains up to 15 yd
-
- Screen Pass Ss SPS Can be successful in many passing and
- Ws SPW short yardage situations/gains up to 15yd
-
- Side Line Ss SLS Good "ball control" play - use to stop
- pass Ws SLW the clock/short gain 5 yd
-
- Post Pass Ss PPS Don't use much in pass situations
- Ws PPW good against blitzes/gains of 40+ yd
-
- Long Pass Ss LPS The "bomb" - use when defense expects a
- Ws LPW run
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- Square In Ss SIS Use for medium gains (10-15 yd)
- pass Ws SIW even when a pass is expected
-
- Pop Pass to PPT Use to control the blitz/gains 5-15 yd
- Tight end
-
- Comeback Ss CPS Use when defense expects a long pass or a
- Pass Ws CPW pass to one side/good for 3rd & 20
-
- Hook Pass to HPT Not good against a blitz/use even though
- the Tight end defense expects a pass
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- Zone WS ZWS Good against runs, passes, or screens to
- the weak side and also any long pass
-
- Zone SS ZSS Good against runs, passes, or screens to
- the strong side and also any long pass
-
- Combination CCV Good against any pass, particularly one
- CoVerage to the weak side
-
- 6-1 Blitz 61B Best against sweeps, screens, and draw
- plays/puts maximum pressure on QB, but it
- is weak against the long pass
-
- Middle-Strong MSB Use when you suspect a run up the middle
- Blitz or to the strong side/weak against passes
- to the strong side/some pressure on QB
-
- Middle-Weak MWB Never use if you suspect a weak side pass
- Blitz -good against runs up the middle or
- to the weak side
-
- Goal Line GLD Can use only if offense is within your 10
- Defense yd line/good against most passes
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- PreVent PVD Defense should use only in long yardage
- Defense situations when you are willing to give
- up 10-20 yds to prevent the "bomb"
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- Time OuT TOT Each side is allowed 3 time outs per half
- (2 time outs for the sudden death period)
- Field GoaL FGL
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- PUNt PUN
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- QUIT game QUIT
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- list ALL plays ALL List all plays
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- DEFensive plays DEF List defensive plays
-
- OFFensive plays OFF List offensive plays
- --------------------------------------------------------------
-
- This game uses most of the characteristics of pro football
- to create game situations based on probabilistic and
- deterministic models. There is only one penalty--too much time
- on your part, more than 30 or 45 seconds a play--when you are either
- playing offense or defense. Wind affects long kicks and passes.
- The computer selects all plays independent of your plays,
- offense and defense, i.e., there is no cheating going on.
- The game has artificial intelligence ability; so, it learns
- from each game the best play for a given situation.
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