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ftball.doc
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1995-04-22
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4KB
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92 lines
FOOTBALL.BAS
1/24/86 Revision
Steven G. Kendall
[71415,535]
FOOTBALL.BAS is not an arcade-style game. It is a strategy game in which
success depends upon choosing the right offensive and defensive plays to fit a
given situation. It works person vs. computer, and person vs. person. A
handicapping option is included.
The game has been adapted and greatly enlarged from a two-player board game
sold several years ago, "Thinking Man's Football". The odds of success for a
given offense against a given defense have been adopted (with some
modifications) from the board game, which supposedly was based upon a
computer analysis of a complete NFL season.
FOOTBALL.BAS keeps statistics as you play. You may review the stats at any
time from the scoreboard screen.
The game is mostly self-explanatory. You should know:
1. The wind significantly affects the kicking game, but not the
passing game.
2. Defensive alignment and shift have no effect on field goal attempts.
Field goal attempts and punts can, however, be blocked.
3. A defensive alignment of "Punt" or "Kick" increases the odds of a
blocked punt, and reduces the odds of a long punt; but it also increases the
odds of success of a run or pass.
4. The pitchout can produce the most running yards, but also the most
fumbles.
5. The run off tackle and the counterplay are fairly reliable at
producing three or four yard gains, with a moderate risk of fumble.
6. The sneak is quite reliable for a one yard gain, but rarely produces
more than a few yards against a run defense.
7. Upon completion of a pass, the receiver will attempt to run downfield.
There is a risk of fumbling.
8. The longer the attempted pass, the lower the probability of
completion. The most yardage is often made on short or medium length passes
(4 to 11 yards), followed by a run downfield.
9. The chances of a sack, an incompletion, or an interception are
increased if the defense is in "pass" alignment.
10. If both teams shift the same way, the chances of the offensive play
succeeding are greatly reduced. If the defense plays "balanced", the offensive
shift has no effect on the odds. If the teams shift opposite directions,
the chances of success for the offensive play are greatly increased.
11. Time is subtracted from the game clock for every play. The time
spent by the players deliberating their moves is ignored. An incomplete pass
takes relatively little time (0.2 min.), but completed passes and all
running plays consume 0.5 - 0.8 minutes.
12. When two persons are playing, the defensive alignment and shift
commands are entered with a joystick plugged into controller jack # 1, to
conceal them from the offense. The joystick is represented by a diagram on
the screen.
13. The BREAK key has not been disabled. If the game is accidentally
stopped, type CONT <RETURN> from immediate mode. If you can't recover
with CONT, type GOTO 510 <RETURN>.
FOOTBALL.BAS was written four years ago, before the author learned the
wisdom of internal program documentation and structure. Modifications are
therefore difficult. The game has nonetheless been revised several times
to improve its realism.
The game requires BASIC and 48k of memory, and occupies about 230 sectors
on a single-density disk.{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{{