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1993-09-18
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3,594 lines
F I E L D G E N E R A L
version 7.0
"UNEQUALLED in Pro Football Simulation!"
"It's a great game for armchair quarterbacks because it lets you
try out plays you always knew would work but nobody had the guts
to call . . . There are options galore . . . And the game keeps
stats like you wouldn't believe . . . My favorite feature was the
Tendency Tracking System . . . this game does an excellent job of
recreating the drama, strategy, suspense, and frustration of real
football . . . the computer, incidentally, calls an excellent game
and makes a very challenging opponent . . . If you would rather
outwit than outmaneuver an opponent, you'll enjoy FIELD GENERAL
. . . it's a lot of fun."
- Bud Sadler, Shareware Update, October '92
". . . a quick, thorough way for two pigskin nuts to lock their
strategic horns over a couple frosties (drinking with the A.I. is
NOT recommended)."
- Computer Gaming World, August 1, 1992
"FIELD GENERAL brings the gridiron, in all its gory glory, to
computer . . . We learned a lot about the game and had a good time
in the process."
- Noah Matthews, Knight-Ridder News Service
rbm software's FIELD GENERAL
version 7.0
"UNEQUALLED in Pro Football Simulation"
__________________________
USER'S MANUAL AND PLAYBOOK
__________________________
Copyright (C) rbm software 1992
All rights reserved.
Release Date: 9-01-92
13117 Broughton Way, Austin Texas 78727-3147
_________________________________________________________________
TABLE OF CONTENTS
_________________________________________________________________
PAGE
General Disclaimer............................................. 1
Unlawful Software Duplication and Use.......................... 1
Introduction to FIELD GENERAL.................................. 3
Installing and Running FIELD GENERAL........................... 5
Installation.............................................. 5
Running FIELD GENERAL..................................... 5
Playing a Season vs. Playing a Single Game..................... 7
Playing Options................................................ 9
Automation................................................ 9
The Super-Quick and Quick Game Options.................... 9
Weather Elements.......................................... 9
Precipitation........................................ 9
Wind................................................ 10
The Turnover Reduction Variable.......................... 10
Regulation Length Game vs. Short Game.................... 10
Normal Playing Conditions................................ 10
The Real-Time Clock ..................................... 11
The Play Clock........................................... 12
Using the Real-Time Clock Only
During the Final Minutes of a Half..................... 12
The Two-Point Conversion................................. 13
The Home Field Advantage Factor.......................... 13
Team Characteristics Files............................... 13
Restoring Interrupted Games.............................. 14
Game Features - Miscellaneous................................. 15
Hashmarks................................................ 15
Out of Bounds............................................ 15
Penalties................................................ 15
Kickoffs................................................. 16
Kickoff "Hands" Team................................ 16
Field Goals.............................................. 16
Fake Field Goals.................................... 16
Field Goal Defense.................................. 16
Punts.................................................... 17
Angle Punts......................................... 17
Fake Punts.......................................... 17
The No-Huddle Offense.................................... 17
Wearing Down the Defense................................. 18
But the Defense Gets Wiser............................... 18
Time Outs................................................ 19
Grounding the Ball....................................... 19
QB Kneel-Down............................................ 20
Overtime................................................. 20
All-Time Game Records.................................... 20
Utilities................................................ 20
Viewing Team Ratings................................ 20
Accessing TTS Reports............................... 21
Game Exit Function.................................. 21
Accessing Game Statistics........................... 21
Activating/Deactivating Quick Play Modes............ 21
Activating/Deactivating Sound....................... 21
Adjusting game speed................................ 21
Activating/Deactivating Encryption.................. 21
Statistics.................................................... 23
Tendency Tracking System (TTS)................................ 25
Strategy................................................. 25
The Plays..................................................... 27
Terminology.............................................. 27
Choosing and Entering a Play............................. 28
Play Results............................................. 28
A Final Note.................................................. 29
Computer Football Tournaments............................ 29
Product Support Policy................................... 29
Appendices.................................................... 31
Appendix A: Packing List................................ 31
Appendix B: Weather Elements............................ 35
Appendix C: The Game Clock.............................. 37
Without Real-Time Clock Option......... 37
Normal Time....................... 37
Two Minute Warning Time........... 37
With or Without Real-Time Clock........ 38
With Real-Time Clock Option............ 39
Appendix D: Field Goals................................. 41
Appendix E: Special Teams' Options...................... 43
The "Hands" Team....................... 43
Kick Return Wedge vs. Direction
of Kickoff........................... 43
Blocking Punts......................... 43
Maximizing Punt Returns................ 43
Blocking Field Goals................... 43
Appendix F: Format for the Team Strength
Characteristics File...................... 45
How to Interpret Play Calling
Balance Values....................... 47
How Team Strength Ratings Affect
Play Outcomes........................ 48
Appendix G: The Playbook................................ 51
Defenses............................... 51
Offenses............................... 58
Appendix H: Play and Utility Listing.................... 79
Defenses............................... 79
Utilities.............................. 79
Offenses............................... 80
Lexicon....................................................... 81
User Response Form
_________________________________________________________________
GENERAL DISCLAIMER
_________________________________________________________________
Users of FIELD GENERAL must accept this disclaimer of
warranty: FIELD GENERAL is supplied as is. All warranties of
merchantability and fitness, including suitability for a particular
purpose, and incidental or consequential damages, are hereby
denied.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
UNLAWFUL SOFTWARE DUPLICATION AND USE
rbm software's FIELD GENERAL Software and User's Manual are
protected under copyright law. Unlawfully copying, duplicating,
selling, or otherwise distributing these products is hereby
expressly forbidden. rbm software's FIELD GENERAL Software may be
made for backup purposes only. Warranties, updates, and user
support will not be honored for any program which has been
unlawfully copied.
Copyright 1993 by Rodney B. Markert, 13117 Broughton Way,
Austin, Texas. All rights reserved. This work may not be
reproduced, in whole or in part, in any way or by any means,
electronic or mechanical, including photo-copying, recording or
through storage and retrieval mechanisms, without prior written
consent of rbm software.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
_________________________________________________________________
INTRODUCTION TO FIELD GENERAL
_________________________________________________________________
FIELD GENERAL (FG) simulates the game of professional football
as closely as possible by comprising nearly everything which can
happen on a football field. By simulating much of the strategy
existing in pro games, rbm software creates an atmosphere in FG
where the players can experience the pressure and the excitement
of a pro football game from a coach's point of view. By playing
FG, you may even learn a few things about the professional game.
As a player of FG, your main concern is to determine and act upon
your opponent's play calling tendencies and team strengths. FG
puts you up close to professional football action by letting YOU
call the plays! As you will see, you must not only battle against
the wits of your opponent, you must also race against the clock!
Like other computer football games on the market, FG is
entertaining, but FG is also challenging (especially when played
by two people), somewhat sophisticated (requiring a relatively good
understanding of the game of football), unpredictable (many
possible results and outcomes), and realistic (a true football
simulation where the results mirror those of actual pro football
games). The big difference between two competing teams are their
play callers - YOU! Winning might take a little luck, but winning
mostly depends on a sound play calling strategy and game plan!
_________________________________________________________________
INSTALLING AND RUNNING FIELD GENERAL
_________________________________________________________________
INSTALLATION:
Welcome to FIELD GENERAL! FG is a professional football
simulator programmed for IBM computers and compatibles with VGA.
A hard disk is needed to unpack and run this software.
The VERY FIRST thing you need to do is make at least one
backup of the FG distribution disk. This simple action will guard
against the loss of information needed to run FG. Consult your DOS
manual on how to use DOS's "diskcopy" command if you have any
questions on how to make a backup disk.
FG's executable and data files have been archived so they
would fit on a 360K distribution disk. These files are archived
in the self-extracting files "ARCHIVE1.EXE", "ARCHIVE2.COM",
"ARCHIVE3.COM", and "ARCHIVE4.EXE". To install FG, type "install"
at the system prompt and follow directions. The installation
program will unpack and copy all files to the desired directory on
your hard disk. (NOTE: Be sure to instruct the installation
program to copy the FG files to your hard disk - usually drive C).
RUNNING FIELD GENERAL:
1) Be sure you have read the description for the file
"SCR_MELT.COM". This description is found in
Appendix A and contains important information which
may pertain to you and your computer system.
2) Make sure the hard disk you are running FG from has
some extra memory, about 80K, so FG has room to
create files for record keeping purposes.
3) Type "FOOTBALL" at the system prompt to begin play.
4) Type "CHALKBOARD" at the system prompt to run the
program which diagrams all offensive and defensive
plays.-----------------------------------------------------------------
PLAYING A SEASON VS. PLAYING A SINGLE GAME
-----------------------------------------------------------------
Users may set-up FG for a single game or for a whole season.
Single games may be played between 2 human players or between a
human player and an automated team, but season play is designed to
match users with a series of automated teams. Single games are
set-up through the FG program, but season play must be initiated
through the program "SCHEDULE.EXE". "SCHEDULE.EXE" must be
executed to create a season schedule for the user. Once inside
"SCHEDULE.EXE", the instructions for creating a season are fairly
self-explanatory and are similar to those for setting-up a single
game.
Once a season schedule has been created, the user may return
to FG to start season play. When the user selects season play, FG
will automatically set-up the user's next scheduled game. After
the completion of each game, the results will be written to the
file "SCHEDULE.TXT" which may be viewed by the user to chart his
progress through the season. The user may then return to FG at any
time in the future to play the remaining games on the schedule.
FG takes users through a short 8 game season or through a long 16
game season and then through the playoffs and championship game if
users qualify for post-season play. A record of 5-3 or better is
needed to qualify for the playoffs when playing a short season and
a record of 10-6 or better is needed to make the playoffs when
playing a long season. Only 1 season may be active at any one
time. If "SCHEDULE.EXE" is executed again and a new schedule is
created, the old schedule will be erased and lost.
When running "SCHEDULE.EXE", users will be asked to choose the
team they wish to represent. Teams numbered 1-28 represent the 28
professional football teams and already have corresponding team
characteristic files where their team ratings are stored. Teams
numbered 29-35 are for users who wish to create team characteristic
files for other teams (all-star, fantasy, college, etc.). (See
Appendix F for instructions on editing these files.)
Users may choose to have FG ignore team ratings and simulate
games where both teams are even in every team characteristic
category. Users will be prompted for this option.
While creating a season schedule, users will be asked for the
division in which to place the user's team. Choice of division is
important because teams must play every team in their division
twice during long seasons and once during short seasons. The other
scheduled opponents are selected at random. Possible playoff
opponents are also dependent upon the division users select. _________________________________________________________________
PLAYING OPTIONS
_________________________________________________________________
FG is programmed with many built-in options so you may tailor
the game to your individual liking. Variations include:
AUTOMATION:
You have the choice of automating one or both of the
participating teams. By automating one of them, you have the
capability to play against the computer - a worthy opponent. The
computer uses "smart" random play options to call its plays semi-
intelligently. After the 1st quarter, the computer plays even more
intelligently by considering its opponent's play calling tendencies
when choosing its play!
THE SUPER-QUICK AND QUICK GAME OPTIONS:
For fastest possible play, choose the super-quick game option.
This option eliminates all ball movement and time delays which
occur during normal play. The quick game option produces fast ball
movement and eliminates SOME time delays - time delays after
important messages remain active.
WEATHER ELEMENTS:
You may choose to play under "perfect playing conditions",
where there is no precipitation or wind to affect play outcomes.
If you wish to have the weather elements be a part of the game,
you may set these elements in one of two ways. You can let the
computer set the elements in a random manner, or you can set the
conditions yourself. As the weather worsens, weather elements play
a greater part in your play calling strategy.
Precipitation: "Drizzle" is slightly disruptive, "rain" is
moderately disruptive, and "snow" is very disruptive. As
precipitation conditions worsen, it will be a bit harder to
complete medium and long range passes. Precipitation affects
medium range passes only slightly, and affects long range passes
a bit more. Precipitation also affects the kicking game, but only
slightly. Precipitation has its greatest effect on the outside
running game. As precipitation worsens, it will be difficult to
get good rushing yardage to the outside (sweeps, quick pitches).
On a slippery field, it is difficult for running backs to cut up
field quickly, allowing the defensive pursuit to catch up to them.
Wind: "Good breeze" is slightly disruptive, "windy" is
moderately disruptive, and "strong wind" is very disruptive. Wind
direction will be either against or with the offense; there are
never cross-winds. Wind only affects passes which are thrown
against the wind. Wind does not affect short passes, but does
affect medium and long range passes. As wind conditions worsen,
completing medium range passes will become slightly more difficult
and completing long range passes will become considerably more
difficult. Wind has its greatest effect on the kicking game.
Thus, wind direction becomes a VERY important strategic element as
wind conditions worsen.
Weather information is displayed to the left of the
scoreboard. The symbols used for weather elements are:
> good breeze + drizzle
>> windy ++ rain
>>> strong wind ++* snow
THE TURNOVER REDUCTION VARIABLE:
The Turnover Reduction Variable (TRV) controls the number of
fumbles and interceptions generated during plays run from scrimmage
(fumbles may still be generated on punts and kickoffs). If you
find the number of turnovers to be excessive during normal play
(when TRV = 0), you may change the TRV to reduce the amount of
turnovers. By setting the TRV to 100 (a 100% reduction), no
turnovers will be generated during plays run from scrimmage.
Likewise, if you set the TRV to 50, you may expect the number of
turnovers to be reduced by half the number normally generated.
REGULATION LENGTH GAME VS. SHORT GAME:
Regulation length games have 15 minute quarters while short
games have only 7 minute quarters. The only other difference is
separate files are maintained for each type of game's all-time game
records and won-loss records.
NORMAL PLAYING CONDITIONS:
This is where the real-time game clock and play clock are
inactive. In this variation, players have as much time as they
wish to call their plays. Each type of play and game activity is
assigned a predetermined amount of time it will take off the game
clock. These predetermined times do a good job of simulating
actual pro football game conditions, but limit the players' ability
to manipulate the game clock through their play calling. Under
these conditions, expect the following:
* The more yardage gained, the more time will
be subtracted from the game clock.
* Runs take more time than passes.
* Plays take less time during the two minute
warning period.
* Plays take less time when they go out of
bounds (see "Out of Bounds").
THE REAL-TIME CLOCK:
This option is only for the most experienced FG players! This
option provides players with a truly advanced version of the game.
The real-time clock provides you with action under conditions
closest to those of an actual professional football game! The game
clock works like the clock in a pro game; the clock is stopped when
a pass is incomplete, when there's a change in possession, etc..
The play clock is also activated when this option is chosen.
Plays and game activities still subtract a small predetermined
amount of time off the clock, but players do have control over how
much time ticks off the clock while they decide on their plays.
The real-time game clock makes for some very interesting two minute
drills! Only the most experienced and cool-headed FG players can
lead their offense in beating both the defense and the clock for
a TD during the closing seconds of a half!.
The game clock can be seen running while the offense is
deciding on its next play, but the game clock does not run while
the defense is deciding on its play. Of course, the game clock
does not ALWAYS run while the offense is deciding upon its next
play. In a similar fashion to pro football, the game clock will
stop after these events:
* Incomplete passes
* Plays which go out of bounds during the
final two minutes of the first half and
the final five minutes of the second half
and overtime quarters
* Changes of possession
* Scores
* Penalties (exception: clock will run
after all declined penalties which occur
outside the final two minutes of the
first half and the final five minutes of
the second half and overtime quarters)
* Time outs
* Two minute warnings
* Ends of quarters
* Injuries
When the real-time clock is in use, the offense's play clock
is automatically set to 25 seconds. Normally, the offense would
receive more time to call their play, but under real-time clock
conditions, time is subtracted to account for the time the offense
needs to break their huddle, line up, and snap the ball. However,
during the last two minutes of each half, less time will be
attributed to snapping the ball. Instead of setting the play clock
to 25 seconds, the offense will have 30 seconds to call its play
(we think less time should be subtracted for snapping the ball
within the two minute warning period because offenses are usually
in a hurry-up type situation during this time).
THE PLAY CLOCK:
The play clock restricts the amount of time the offense and
defense may take to call its play. The play clock will somewhat
guard against slow play as well as introduce a more interesting
play calling strategy. If the offense or defense cannot get their
play called before their play clock expires, then they are assessed
a 5 yard DELAY OF GAME penalty. There are 2 play clocks - one in
the back of each end zone. Once the offense has entered a VALID
play, the play clocks are reset for the defense.
The play clock is automatically activated when the real-time
clock option is chosen, but when the real-time clock is not
activated, players may choose the number of seconds (10-45) to be
placed on the offense's play clock. The defense always has 6
seconds placed on its play clock.
The play clock can be stopped with a time out. When a team
calls a time out, the play clocks are removed from the screen and
the offense may take as long as it wishes in entering its next
play.
We recommend a hard copy of the list of plays when the play
clock is activated. This will eliminate the time needed to access
help screens for a list of plays.
USING THE REAL-TIME CLOCK ONLY DURING
THE FINAL MINUTES OF A HALF:
When using this option, the option we prefer, the real-time
clock is deactivated except for the final 2 minutes of the 1st half
and for the final 5 minutes of the 2nd half and overtime quarters.
NOTE: If you choose the PLAY CLOCK option, set the play clock for
15 seconds, and THEN choose to have the real-time clock run during
the last minutes of each half, a 15 second play clock will be used
throughout the game EXCEPT when the real-time clock is in use.
THE TWO-POINT CONVERSION:
When this option is chosen, each team has the option, after
each TD it scores, to either attempt an extra point kick for 1
point or to attempt a 2-point conversion from 3 yards out. The
offense may run its 2-point conversion attempt from the middle of
the field or from either hash mark. The 2-point conversion is
similar to other offensive downs except the offense is allowed only
1 down to reach the end zone.
THE HOME FIELD ADVANTAGE FACTOR:
If this factor is chosen to be active, the home team will have
a SLIGHT advantage in the following areas:
* Penalties
* "Chaingang" measurements
* Play reviews by officials
* The coinflip
* Field goals - home team will get 5 yards added to
their field goal attempts
* Kicking game - home team will get 3 yards added to
their kickoffs and punts
* The play clock - visiting team will have 7 seconds
less than the home team to call their offensive
plays. However, this advantage is taken away once
the visiting team has a lead of 10 points or more.
* Wearing down the defense - the home team will need 1
rush and 75 seconds less than the visiting team to
reach bonus levels during short games, and 2 rushes
and 2.5 minutes less to reach bonus levels during
regular length games
In the first 4 areas mentioned, the advantage is only slight. This
factor tries to simulate the home field advantage: home field is
usually worth a few points, the visiting team must contend with
crowd noise, close calls tend to favor the home team, and the
visitors have the disadvantage of having to travel.
TEAM CHARACTERISTICS FILES:
These files contain player names for several team positions,
characteristic information on play calling balance (% of runs to
passes), and team strength factors for several parts of the team's
game. The 1st 28 files reflect the characteristics of the 28
professional football teams from the last completed season. The
next 7 files can be edited by the user to set up the user's own
customized team file. The user can customize these files to
reflect the characteristics of college, fantasy, all-star, or any
other football teams. The user can even edit one of the first 28
files if the user doesn't like how rbm software rated his favorite
pro team!
These team files create game situations in which one team
might have an advantage over the other. These factors will have
a great effect on a user's play calling strategy. However, users
may want to play a game in which teams are even and where the
outcome is more determined by the quality of play calling instead
of influenced by team ratings. FG will prompt users for making
teams even.
RESTORING AN INTERRUPTED GAME:
When a user exits FG by entering "74" at the "Call offense:"
or "Call defense:" prompt, a file is created to save crucial game
information ("OLD_GAME.DAT"), but not ALL game data. This is not
a GREAT game saving feature, but it does allow users to finish an
interrupted game. This feature falls well of a true game saving
feature because most statistics accrued to the point of
interruption are lost. Further more, failure to restore all stats
will have a negative impact on the decision making of automated
teams. However, due to the program's large size and many
variables, a true game saving feature is not possible at this time.
Old games may be restored at the beginning of the FG program._________________________________________________________________
GAME FEATURES - MISCELLANEOUS
_________________________________________________________________
The game is very easy to play, prompting you for any
information it needs. However, there are a few features needing
further explanation.
HASHMARKS:
On each play, the ball is snapped from either the left or
right hashmark, or from the middle of the field. This is one
important strategic aspect of FG because the offense may be in a
position where it has more room to run a play to one side of the
field. Since it is better to run plays to the widest side of the
field (because the defense has more field to cover), the offense
may elect to go to the wide side most of the time. However, the
defense also knows this and will probably call its defenses to
guard against plays to the wide side. Thus, the offense may, in
turn, try to fool the defense by running a play to the short side
of the field. The decision is yours to make!
OUT OF BOUNDS:
A play goes out of bounds if the play starts AND ends at the
right OR left hashmark. Use the out of bounds to your advantage
when trying to score late in the half when time is a factor. "Out
of bounds" is another good reason to keep track of which hashmark
your on! REMINDER: Plays which go out of bounds take less time
and stop the real-time game clock.
PENALTIES:
Penalties can occur at almost any time. When they do, the
computer will usually give you a choice of either taking the
penalty or taking the down (obviously, if the penalty is against
the offense, the defense makes the choice, and vice versa). Your
choice is made my entering a "P" for penalty or a "D" for down.
If there is a question of who the offense is at the time of the
penalty, look at the scoreboard. The team which has the brown "<>"
characters to the left of its name is the offense. When a penalty
occurs during a field goal attempt, the field goal kick is given
in yardage from the line of scrimmage to the goal post. For
instance, if the computer displays "FG attempt is 30 yards long",
then the field goal kick would be good if the line of scrimmage is
at the 20 yardline or closer to the goal post.
KICKOFFS:
There are 3 types of kickoffs to choose from. The two we are
sure you have heard about are onside kickoffs and deep kickoffs
(regular kickoffs). The third type of kickoff is called a squib
kick. This is where the the ball is kicked down field along the
ground - not in the air. This kick will not travel as far as a
deep kick, but it will cut down on yardage gained on the kick
return. This kick is used is to keep the ball away from the return
team's best return man, the player positioned deepest on the return
team. In this manner, the kicking team can guard against a big
return near the end of a half. The squib kick is also a good
alternative to the deep kick when kicking into a strong wind.
When a team chooses to kick deep, they must choose where to
aim the kickoff (left, middle, or right side of the field). In
turn, the receiving team must choose what type of return to run
(wedge left, middle wedge, or wedge right). The combination of
these 2 choices will determine the success of the return. For
instance, if the kickoff is directed to same side of the field the
return is called, the return will be longer than usual. If the
kickoff is aimed to the opposite side of the field to where the
return is called, the return will be shorter than usual.
Kickoff "Hands" Team: When receiving a kickoff, the receiving
team has the choice of putting in their regular receiving team or
their "hands" team. The "hands" team is used in situations where
the receiving team is expecting an onside kick. Choosing the
"hands" team will cut down on the return yardage, but will improve
the odds of recovering an onside kick.
FIELD GOALS:
Field goal attempts may come up short of the end zone. In
this case, the defense has the option to return the kick. If the
defense decides not to return the kick, the defense gets the ball
at the place of the kick, or at their 20 yardline if the kick was
attempted from inside their 20.
Field Goal Defense: There are 2 types of field goal defenses.
A defense can go for the block or they can guard against a fake.
When going for the block, they are more susceptible to a fake.
When defending against a fake, they have less chance for a block.
Defending against a fake will ALMOST ALWAYS stop a fake.
Fake Field Goals: Field goals may be faked, but the chances
of converting a fake field goal for a first down or touchdown are
slim. Chances for success are best when the defense chooses to
try to block the field goal rather than guard against a fake and
when only a couple of yards are needed.
PUNTS:
When the offense has elected to punt (but not angle punt),
the defense has the option to try to block the punt, maximize a
punt return, or check for a fake punt and then set up a punt
return. A punt can be blocked even if the defense decides to set
up a return, but a defense can improve its chances of blocking a
punt by almost 3 times if it decides to go for the block. The odds
of blocking a punt are even better if the punting team is within
their own 5 yardline (the punter has less room). However, if the
defense goes for the block, punt return yardage is decreased
significantly and the defense is vulnerable to fake punts.
When a defense decides to maximize a punt return, it makes
itself very vulnerable to faked punts and it will not have a good
chance at blocking the punt, but it will get maximum punt return
yardage. By checking for a fake punt before setting up a return,
the defense will greatly improve its chances of NOT getting burned
on a fake, and it will still insure good return yardage.
Angle Punts: An angle punt is when the punter tries to kick
the ball out of bounds near his opponents goal line. In this game,
the punt may indeed go out of bounds, but it may also go into the
end zone for a touchback or stay in bounds and be fielded by the
punt return team. A team may choose to angle punt only when it is
at or inside its opponent's 40 yardline.
Fake Punts: The odds for a successful fake punt are better
than the odds for a successful fake field goal. Naturally, the
best chance an offense has at pulling off a fake punt is when the
return team is setting up to maximize a punt return or setting up
to block the punt.
THE NO-HUDDLE OFFENSE:
The no-huddle offense can only be run when the play clock is
active. The no-huddle offense is simulated when the offense calls
its plays quickly, giving the defense little time to think about
its next play. Besides the possibility of the defense calling a
bad play or being accessed a delay of game penalty, there is an
added bonus to running the no-huddle offense. If the offense calls
its play before 3 seconds tick off the play clock, the offense will
prohibit the defense from making player substitutions. Thus, the
defense will not be able to go into its nickel defenses (in the
nickel defense, a LB or lineman is substituted for another
defensive back, this includes the 4-0 2-Deep Zone defense). When
this happens, the prompt "NO SUBSTITUTIONS!" will appear with the
prompt "Call defense:" to warn the defense of this restriction.
However, the offense cannot always keep the defense out of its
nickel defenses. The exceptions are:
* The 1st play of a drive.
* When the defense was in a nickel defense
the play before.
* The first play following a time out or the
two minute warning.
* The first play of a quarter.
* The first play after a penalty.
* The first play after an official's timeout.
WEARING DOWN THE DEFENSE:
An offense can wear down the defense by running the ball and
keeping possession of the ball for great lengths of time. By
keeping the defense on the field, the offense will tire the
defensive team. A small bonus is given to the offense which
accomplishes this. An extra yard will be added to the result of
a running play if the offense has run the ball at least 27 times
(13 times for short games) and has had possession of the ball at
least 27 minutes (13 minutes for short games). An extra 2 yards
will be added if the offense has run the ball at least 32 times (16
times for short games) and has had the ball at least 32 minutes (16
minutes for short games). The computer will prompt a team and put
yellow "*"'s next to the team's name on the scoreboard when bonus
levels have been reached. This bonus isn't much, but it could make
a big difference late in the game when the offense is in short
yardage situations or is trying to run out the clock.
BUT THE DEFENSE GETS WISER:
Everyone has their favorite plays, plays they like to go to
in "crunch time", but going to the same play again and again could
get you into trouble. The defense has a good memory, so when it
sees the same play over and over again, it will tend to better
defend against the play as the game wears on. In FG, plays tend
to be less effective AFTER the 3rd time they're called in short
games, and less effective AFTER the 5th time they're called in long
games.
For example, the 4th time a pass play is called during a short
game, the play has a 10% greater chance to fall incomplete. The
5th time its called, it has a 20% greater chance to be incomplete.
The trend continues up to the 8th time it's called when the play
has a 50% greater chance to be incomplete. For running plays,
yardage gained is 10% less on the 4th time they're called during
short games and 20% less on the 5th time they're called. This
trend also continues up to the 8th time they're called when the
yardage gained is 50% less than normal.
TIME OUTS:
Time outs are used to keep the clock from running during the
proceeding play. For instance, if on offense, enter "89" at the
prompt "Call offense:" to call a time out, then enter the desired
play. By doing so, the clock will not run during the called play.
When the real-time clock is in use, time outs will not only keep
the clock from running DURING the proceeding play, but they will
also stop the game clock AFTER the proceeding play. Thus, the game
clock will not start until the play after the proceeding play is
called.
Time outs cannot be called to keep the clock from running
during extra points, field goal attempts, kickoffs, and punts. If
the offense has called a time out and the defense is called for a
delay of game penalty, the offense is not charged for a time out.
This rule prevents the defense from sacrificing a 5 yard penalty
for causing the offense to waste one of its time outs.
The defense may not only call time outs at the "Call defense:"
prompt ("89"), but it may also call time outs at the "Call
offense:" prompt ("86"). This feature was added so the defense
could use its time outs when the offense is "milking" the clock.
The defense can only call time out "86" when the real-time game
clock is active AND running. The defense must also make this call
quickly, before 3 seconds expire off the play clock. Problems will
arise when the offense wants to call a play quickly at the same
time the defense wishes to call a time out "86". It is the
responsibility of the defense to inform the offense before the play
clock starts of its wishes to use a time out "86".
GROUNDING THE BALL:
Grounding the ball, offensive play #88, may be used when the
offense needs to stop the game clock within the two minute warning
period, but has no time outs left. The play simply has the QB
intentionally ground the ball after taking the snap. The offense
loses a down, but the game clock is stopped.
QB KNEEL-DOWN:
QB Kneel-Down, offensive play #87, may be used when the
offense wants to run time off the game clock near the end of the
half with no risk of turnover. The play simply has the QB kneel
down after taking the snap. The result is a loss of 2 yards, no
turnover, and no stoppage of the game clock.
OVERTIME:
If a game ends in a tie, the game will go into sudden-death-
overtime and will not end until there is another score.
ALL-TIME GAME RECORDS:
FG creates the files "TOPSTATS.TXT" and "TOPSHORT.TXT" so you
can view the all-time FG records made using your copy of FG. These
files are dependent on the information in the data files
"TOPSTATS.DAT" and "TOPSHORT.DAT". By erasing these data files,
you may renew the record keeping process.
When viewing the all-time records, you may see the characters
"**" appearing before a record. These characters indicate the
given record was set during the most previously played game.
FG only keeps track of the best or worst performance in each
category. To break a record, a team must SURPASS or EQUAL the
given record. In this manner, the name of the most recent team to
break or equal a record is recorded. Also, if opposing teams break
the same record in identical fashion, the VISITING team will be
honored with the record. Yes, this isn't fair, but this must be
done since FG matches only one team to every record.
Won-loss records are kept in the files "REG_REC.TXT" and
"SHORTREC.TXT". By erasing their corresponding ".DAT" files, you
may also renew this record keeping process.
UTILITIES:
The help screen with the list of available utilities can be
accessed by entering "97" at the "Call offense:" or "Call defense:"
prompt. The utilities available to you are:
Viewing Team Ratings: By entering "70", team ratings on
several team characteristics for both teams will be shown on
screen.
Accessing TTS Reports: By entering "71", the TTS report for
the home team will be shown on screen. Enter "72" to access the
visitor's TTS report. (See "Tendency Tracking System (TTS)".)
Game Exit Function: Select "74" to exit FG before normal
program termination. Pertinent game data will be saved for future
restoration of the interrupted game.
Accessing Game Statistics: The game statistics consist of 4
screens. All screens can be accessed by entering "76" at the play
prompts.
Activating/Deactivating Sound: Sound can be
activated/deactivated by entering "77" at the play prompts.
Activating/Deactivating Quick Play Modes: Enter "79" to
toggle between regular play, quick play, and super-quick play
modes.
Adjusting Game Speed: At the pre-game screen, you will be
asked if you wish to change the game speed. Game speed defaults
to a factor of 4. To slow the game down, pick a value greater than
4. To speed the game up, pick a value between 1 and 3. You may
also adjust the game speed during the game by entering "80" at the
play prompts. The speed factor controls the speed for sounds and
ball movement. Use this utility to adjust FG to your computer's
CPU.
Activating/Deactivating Encryption: When encryption is
deactivated, FG echoes all offensive calls to the screen. When
encryption is activated, offensive calls are hidden during entry.
At the "Call offense:" prompt, "*"'s will appear in place of the
numbers being entered. In this manner, the integrity of the
offensive call will be better protected from the defensive player.
Encryption is activated/deactivated by entering "81" at the play
prompts._________________________________________________________________
STATISTICS
_________________________________________________________________
Most of the statistics are self-explanatory. The ones which
need some explaining are listed below:
Passing Yardage (Average): The passing average statistic has
been proven to be very important in determining the winner of pro
football games (even more so than yardage and time of possession).
Number of turnovers is also very important. It is interesting to
take note of in which statistics the winning team is ahead.
Return Yardage: The yardage gained on punt returns plus the
yardage interceptions were returned past the line of scrimmage.
NOTE: This isn't the technical definition of "return yardage".
Third Down Efficiency: The first number is the number of 3rd
downs converted for 1st downs, and the second number is the total
number of 3rd downs the offense faced. This statistic also
includes 4th down attempts.
Average Field Position: The average distance, in yards to
your opposition's goal line, from which your team started each of
its drives.
Punts - Average: This category does not include angle punts
or blocked punts.
Average First Down Yardage: This is the average amount of
yardage gained on first down plays. High averages are best.
Average Yards to Go on 3rd Down: This is the average amount
of yardage a team had to make on third down plays to achieve a
first down or touchdown. Low averages are best.
Red Zone Shots - Points: This statistic shows how each
offense fared in the red zone (inside your opponent's 20 yardline).
The first number is the number of times the offense entered the red
zone (in other words, the number of drives an offense had in which
they ran at least 1 play from inside their opponent's 20 yardline).
The second number is the number of points scored on drives which
entered the red zone. It's great if an offense is good at moving
the ball between the 20's, but it's crucial for an offense to score
when it's in the red zone.
_________________________________________________________________
TENDENCY TRACKING SYSTEM (TTS)
_________________________________________________________________
At halftime, during professional football games, the head
coach gets VALUABLE information, from his assistants, on his
opponent's play calling tendencies. This information is vital in
formulating the team's second half strategy. The halftime report
made by the coaching assistants could be the difference between
winning and losing!
In a similar manner, FG provides you with this information at
halftime. Acting as your team of assistant coaches, FG tracks your
opponent's, as well as your own, play calling tendencies. If you
wish, you may, at halftime, get a TTS printout of your opponent and
your team to help you in devising your second half strategy. TTS
reports are also available during the game (see "Utilities").
Also, at the end of the game, you may view the files "HOME_TTS.TXT"
and "OPP_TTS.TXT" to see the TTS reports which cover the entire
game. This information can be stored and used as a reference for
future games with the same opponent.
The TTS reports include both offensive and defensive play
calling tendencies, totals of how many times each specific play
was called, the success of each specific play, and statistics on
what type of plays were called in different situations.
STRATEGY:
How do you devise a game-winning strategy? It's not easy,
especially when playing an opponent for the first time, because
all teams are different. However, each team does have tendencies.
It's just a matter of determining and acting upon them. The
following suggestions will start you on the right track.
One of the most important things you can do during game play
is to keep close track of where you are on the field relative to
the hashmarks. Sometimes you'll want to call a play which will
stop the clock by going out of bounds. Sometimes you'll make a
call to simply position yourself to run the play you really want.
The other important thing you must do to improve your chances
of winning is to keep track of your opponent's as well as your OWN
play calling tendencies! By knowing your opponent's habits, you
can make smarter play selections. By knowing your OWN habits, you
can set-up and cross-up your opponent by varying from your
tendencies. Your opponent's strengths will also influence your
play calling.
Know what your defenses are good for and what type of offenses
can give them trouble. Is the offense you're facing the
conservative, ball-control type or are they gamblers looking for
the quick strike? Does your opponent's offense play the
percentages or do they try to be clever by running to the short
side of the field or by calling draws on 3rd and long?
On the other side of the ball, know what offenses are good
for attacking each defensive play. Does the defense you're facing
play very safe and conservative by playing the percentages, like
playing the run on 1st downs, or are they always gambling with
blitzes and tight defenses? What kinds of plays does your opposing
defense call when they're backed up inside their own 20 yardline
and do they consistently come at you hard on 1st downs?
By answering these questions and raising some of your own,
you will be well on your way to becoming a Four-Star FIELD GENERAL!
_________________________________________________________________
THE PLAYS
_________________________________________________________________
A list of all plays can be found in the file "PLAYS.TXT".
Some plays have restrictions on their use. For example, deep pass
routes cannot be used within your opponent's 20 yardline. These
restrictions are cited on the help screens and in the "PLAYS.TXT"
file.
TERMINOLOGY:
The offensive plays use numbers and letters to signify certain
positions. X is the receiver lined-up to the left, Y is the tight-
end, etc.. Numbers can signify where the play is aimed at in the
line of scrimmage (holes), which back will be carrying the ball (2
is the HB, 3 is the FB), or in the case of pass plays, what the
running backs are assigned to do. Pass plays are either in the
50's or the 80's. Running backs stay in the backfield to help pass
protect when the pass play is called in the 50's, while the backs
are outlet or secondary receivers when the pass play is called in
the 80's.
WEAK SIDE STRONG SIDE
HOLES -> 9 7 5 3 1-0 2 4 6 8
-----------------------------------------------
X T G C G T Y
Q Z
A B
-----------------------------------------------
BACK POSITIONS -> 2 3 4
2
Examples: "20 Fold" - halfback from the 2 position takes and
runs the ball into the 0 hole.
"83 X Curl" - "83" tells the running back on the weak
side to run an outlet pass route. "X
Curl" tells X he is the primary receiver
and is running a curl pattern. All
other routes are implicit.
When an offensive play is diagrammed on the screen using the
"CHALKBOARD.EXE" program, "O"'s are used for all the players on the
offense except for the center which is represented by a "C".
The defensive play calls convey information on formation, line
action, and pass coverage. i.e. In the "4-3 Over Key Strong Zone"
defense, the formation is a 4-3 (4 linemen, 3 LB's), the linemen
OVERshift and KEY the offensive linemen, and the DB's use a STRONG
ZONE pass coverage. When a defensive play is diagrammed on the
screen, "X"'s are used to represent the players except for the down
linemen which are represented by "V"'s. (See "LEXICON" for more
definitions.)
CHOOSING AND ENTERING A PLAY:
There are two ways to get a list of available plays. You can
get a hard copy by printing the file "PLAYS.TXT" before you start,
or you may pull up a help screen during play. To get a help screen
while on defense, enter "99" at the prompt "Call defense". To get
a help screen while on offense, enter "98" or "99" at the prompt
"Call offense". Once you have chosen a play, enter the number
corresponding to that play when the computer prompts you.
The offense is always asked to choose its play first. While
the offense is entering the number corresponding to its chosen
play, the defensive player should turn his head so as not to see
what offense is being called. The computer will produce a unique
sound to signal when a valid offensive play has been chosen. At
this time, the computer will erase the number corresponding to the
chosen offensive play from the screen and the defensive player may
turn around and enter his selection. This procedure should be
followed on kickoffs and two-point conversions as well. NOTE: If
an offensive play's corresponding entry number is a single digit
(1-9), it is best to enter the number with a leading 0 (01, 02,
etc.) so not to give the defense any hint at the play being called.
PLAY RESULTS:
Results are based on the chances of a particular offense
succeeding against a particular defense. Each offense-defense
combination has many possible results. In total, FG has over
37,000 possible play results! The success of a play is somewhat
dependent on what side of the field the play is aimed. Obviously,
running a play to the wide side of the field could mean more
success, but since the defense also knows this, it may be a better
idea to run to the short side of the field.
Play results are based on percentages. If the perfect offense
is run against a defense, the percentages will be in favor of the
play doing well. However, every play has a chance, if ever so
slim, to fail. Conversely, an offensive play which seems to be
doomed, could, surprisingly, get good yardage.
_________________________________________________________________
A FINAL NOTE
_________________________________________________________________
We must warn you about strange things occurring during game
play! Because beer is sold at FG stadium, there is the possibility
of fans over-indulging themselves and becoming boisterous.
Thunderstorms and the referees may even interrupt play momentarily,
so be on the lookout!
COMPUTER FOOTBALL TOURNAMENTS:
The list of FG players is steadily growing. There has been
increasing interest in rbm software sanctioned FG computer football
tournaments to recognize the BEST FIELD GENERALS. rbm software has
prepared a list of requirements for those who wish to hold an rbm
software sanctioned tournament of their own (see "TOURNEY.TXT").
The winner of these tournaments will receive a certificate
recognizing such winner as achieving the status of FG, ONE STAR
FG, or whatever title is appropriate. Also, all won-loss records
and all-time game records generated from these tournaments will be
combined with records from other tournaments to form a national FG
database.
If you know others who might like to be registered users,
contact us for complete details about holding your own tournament.
If you don't know any registered users, but wish to participate in
such a tournament, contact us and we'll let you know when there are
any other interested users in your area.
PRODUCT SUPPORT POLICY:
Please feel free to contact us at any time. Send any comments
and questions you have on the game -- features you like/dislike,
suggested improvements, bugs you may have found, etc.. Through
users' comments, FG is "UNEQUALLED in Pro Football Simulation"!
We'll let registered users know of any improvements to the game.
We know FG will give you many hours of entertainment whether you're
matching football wits with a friend or against the computer. Have
fun and thank you for your support of FIELD GENERAL!
rbm software_________________________________________________________________
A P P E N D I X A
PACKING LIST
_________________________________________________________________
TEXT FILES:
General.doc - FG documentation and playbook in ASCII format.
Tourney.doc - rules for rbm software sanctioned FG football
tournaments.
Plays.txt - the list of defensive and offensive plays you
may choose from while playing this version of
FG. A hard copy of this file serves as a good
quick reference during game play.
FILES NEEDED TO RUN FIELD GENERAL:
?.92 - each file contains data on one team - player
names and team characteristics. The first 28
files reflect data on all professional
football teams for the 1992 season. The next
7 files ("FG?.92") can be used to store data
for other teams (college, high school, all-
star teams, etc.). See appendix F for
information on the format of these files.
Chalkbrd.exe - the FG chalkboard. Run this program to get
diagrams of all offensive and defensive plays.
List.com - a simple text editor used for viewing FIELD
GENERAL text files. This program is
called by "GENERAL.EXE" and "PRT_UTIL.EXE".
Scr_melt.com - this utility clears the computer screen by
making the characters look like they're
melting away! On some IBM compatibles, this
program has caused the system to hang. If
this happens to you, simply reboot the
system and remove this file from the
directory you're running FG from. The system
will output the "BAD COMMAND" error message
when FG tries to run "SCR_MELT.COM", but other
than that, the game will function perfectly
well.
General?.dat - the data files used to determine play
results. There should be 10 of these files.
Football.exe - FG is started through this program by typing
'FOOTBALL'at the system prompt.
General.exe - rbm software's FIELD GENERAL version 7.0.
This program will only execute through the
running of "FOOTBALL.EXE".
Halfshow.exe - the halftime show. This file can also be
replaced with a halftime show of your choice.
Prt_util.exe - FG view & print utility. Use this program to
view or print any FG text file. This utility
must be present in the same directory as the
file to be printed.
Schedule.exe - the FG scheduler. Run this program to create
a season schedule for your team.
OTHER EXECUTABLE FILES:
Archive1.exe - this file contains FG's main program in
archived form. Run this file to UNarchive,
unpack, these files.
Archive2.com - this file contains all of FG's support files
in archived form.
Archive3.com - this file contains all of FG's data files in
archived form.
Archive4.exe - this file contains all of FG's documentation
in archived form.
FILES TO BE CREATED - GAME RECORDS:
The following files are NOT present on the FG distribution
disk, but will be created during play. View these files at the end
of a game to see the many statistics and records FG keeps for you!
Old_game.dat - the data file containing information on last
interrupted game. This file is used to
restore interrupted games.
Record.dat - the data file used to track a team's progress
through a season.
Reg_rec.dat - the data file containing won-loss records
for regulation length games. This file is
used to generate the file "REG_REC.TXT" and
is created by the file "GENERAL.EXE".
Schedule.dat - the data file containing a team's season
schedule.
Shortrec.dat - the data file containing won-loss records
for short games. This file is used to
generate the file "SHORTREC.TXT" and is
created by the file "GENERAL.EXE".
Topshort.dat - the data file containing game records for
short games. This file is used to generate
the file "TOPSHORT.TXT" and is created by
the file "GENERAL.EXE".
Topstats.dat - the data file containing game records for
regulation length games. This file is used
to generate the file "TOPSTATS.TXT" and is
created by the file "GENERAL.EXE".
Game_log.txt - this file is updated throughout the game to
give you a log of game highlights and
statistics. View this file at the
completion of a game. This file is created
by the file "GENERAL.EXE".
Home_tts.txt - this file is created at the end of each game
to give you a report on the home team's play
calling tendencies during the most
previously played game. This file is
created by "GENERAL.EXE".
Opp_tts.txt - this file is exactly like "HOME_TTS.TXT"
except it gives you a report on the visiting
team's play calling tendencies.
Reg_rec.txt - this file is updated at the end of every
game to give you a listing of won-loss
records for regulation length games. This
file is created by the file "GENERAL.EXE".
Records for up to 40 teams will be kept in
this file.
Schedule.txt - this file is updated as a season progresses.
It contains a history of the season being
played.
Shortrec.txt - this file is like the file "REG_REC.TXT"
except it lists the won-loss records for
short games. Records for up to 40 teams will
be kept in this file.
Topstats.txt - this file is updated at the end of every
game to give you a listing of all-time game
records for regulation length games. View
this file at the completion of a regulation
length game to see if your team has set any
records! This file is created by the file
"GENERAL.EXE".
Topshort.txt - this file is like the file "TOPSTATS.TXT"
except it lists the all-time game records
for short games.
!!!!!!! WARNING !!!!!!!! WARNING !!!!!!!! WARNING !!!!!!!
All data files (files with the extension ".DAT") are VERY
IMPORTANT to the proper operation of this program. Changing these
files will result in improper results and may even cause the
program to crash. Make backups of all files!
!!!!!!! WARNING !!!!!!!! WARNING !!!!!!!! WARNING !!!!!!!_________________________________________________________________
A P P E N D I X B
WEATHER ELEMENTS
_________________________________________________________________
This appendix shows exactly how much precipitation and wind
affect play outcomes. The percentages given below are interpreted
as follows:
For RUNS and KICKS, the percentage is a comparison between
the amount of yardage which would have been gained under perfect
playing conditions and the yardage which would have been gained
under the specified weather condition. For instance, a kick which
would travel 50 yards under perfect playing conditions would only
travel 47 (50 * .94) yards in the rain.
For PASSES, the percentage stands for the percentage of passes
which would have been completed under perfect playing conditions,
but would fall incomplete under the specified weather condition.
For instance, for every LONG pass which would be completed under
perfect conditions, there would be a 30% chance it would fall
incomplete under windy conditions.
Weather elements have a quantitative effect. For instance,
snow would offset the distance gained by kicking with a good breeze
behind you.
WEATHER CONDITIONS
> good breeze + drizzle
>> windy ++ rain
>>> strong wind ++* snow
EFFECTS
KICKING CONDITION PASSING RUNNING
AGAINST WITH MED. RANGE LONG RANGE OUTSIDE
97% 97% + 2% 4% 85%
94% 94% ++ 4% 8% 70%
91% 91% ++* 6% 12% 55%
92% 108% > 5% 15% -
84% 116% >> 10% 30% -
76% 124% >>> 15% 45% -
_________________________________________________________________
A P P E N D I X C
THE GAME CLOCK
_________________________________________________________________
WITHOUT REAL-TIME CLOCK OPTION:
The following table shows how much time will be subtracted
from the game clock for various plays when the real-time clock is
deactivated. The "TWO MINUTE WARNING TIME" table shows how much
time will be taken off the game clock during the last two minutes
of the second, fourth, and overtime quarters.
NORMAL TIME
runs for < 1 yard 32 seconds
runs for 1-20 yards 40 seconds
runs for > 20 yards 48 seconds
incomplete passes 12 seconds
passes for < 21 yards 22 seconds
passes for > 20 yards 32 seconds
delay of game penalty 12 seconds
TWO MINUTE WARNING TIME
runs out of bounds 18 seconds
runs for < 1 yard 28 seconds
runs for 1-20 yards 34 seconds
runs for > 20 yards 40 seconds
incomplete passes 10 seconds
passes out of bounds 10 seconds
passes < 21 yards 20 seconds
passes > 20 yards 28 seconds
delay of game penalty 10 seconds
WITH OR WITHOUT REAL-TIME CLOCK OPTION:
The next table shows how much time special team plays take
whether the real-time clock is activated or deactivated.
Extra points & two point
conversions (dead ball) 0 seconds
Field goals 4 seconds
Blocked field goals/punts 7 seconds
Punts 9 seconds
Punt returns 6 seconds
Kickoffs 13 seconds
Kickoffs out of bounds
or not returned 5 seconds
* Kickoffs (within 2 minute
warning) 8 seconds
* Kickoffs out of bounds or
not returned (within 2
minute warning) 0 seconds
* During the last 2 minutes of each half, the
game clock does not start on a kickoff until
the ball is touched after the kick.
WITH REAL-TIME CLOCK OPTION:
When the real-time clock option is activated, you can expect
the following plays and activities to take the following amount of
time off the game clock:
runs for < 1 yard 5 seconds
runs for 1-9 yards 6 seconds
runs for 10-19 yards 8 seconds
runs for 20-39 yards 10 seconds
runs for 40-59 yards 12 seconds
runs for 60-79 yards 14 seconds
runs for > 79 yards 16 seconds
incomplete passes 5 seconds
passes for < 0 yards 5 seconds
passes for 1-9 yards 6 seconds
passes for 10-19 yards 8 seconds
passes for 20-39 yards 10 seconds
passes for 40-59 yards 12 seconds
passes for 60-79 yards 14 seconds
passes for > 79 yards 16 seconds
At the end of a play, the time taken to unpile and start the play
clock during:
* Normal time is 7 seconds
* Two minute warning time is 5 seconds
This amount of time is subtracted at the end of a play if the game
clock is still running.
The time taken to break the huddle, line up at the line of
scrimmage, call signals, and snap the ball during:
* Normal time is 10 seconds
* Two minute warning time is 5 seconds
This amount of time is subtracted after plays are called and before
the plays are run if the game clock is running.
Thus, the time you are given to call your offensive play before the
play clock expires during:
* Normal time is 25 seconds
* Two minute warning time is 30 seconds
NOTE: Time can only be subtracted from the game clock if the
game clock is running while the play or activity is being run. For
instance, if the game clock is stopped because of an incomplete
pass, the time subtracted for breaking the huddle, lining up at the
line of scrimmage, and calling signals is NOT taken off the game
clock.
_________________________________________________________________
A P P E N D I X D
FIELD GOALS
_________________________________________________________________
The following table shows the percentages of making field
goals from certain distances (up to 19 yards = line of scrimmage
is at the 9 yardline or closer to your opponent's goal).
DISTANCE CHANCES OF MAKING
(FROM LINE OF SCRIMMAGE) FIELD GOAL
From right hash up to 19 yards 91.9%
20-23 yards 89.2%
24-28 yards 78.4%
29-31 yards 67.6%
32-37 yards 54.1%
38 yards 48.7%
39-44 yards 35.2%
45-50 yards 19.0%
51-55 yards 7.9%
From middle up to 18 yards 91.9%
19-26 yards 89.2%
27-30 yards 78.4%
31-35 yards 67.6%
36-41 yards 54.1%
42 yards 48.7%
43-47 yards 35.2%
48-53 yards 19.0%
54-58 yards 7.9%
From left hash up to 20 yards 91.9%
21-24 yards 89.2%
25-27 yards 78.4%
28-33 yards 67.6%
34-39 yards 54.1%
40 yards 48.7%
41-42 yards 35.2%
43-46 yards 27.1%
47-51 yards 19.0%
52 52-56 yards 7.9%
If you consider your kicker is actually kicking from 7 yards
behind the line of scrimmage, your kicker has enough leg to kick
a 65 yard field goal from the middle of the field. If with the
wind, your kicker could kick farther still. For instance, if your
kicker kicks the ball with enough force to carry it 65 yards under
normal conditions, and a strong wind is behind him, he would kick
the ball an amazing 80 (65 * 1.24) yards!
_________________________________________________________________
A P P E N D I X E
SPECIAL TEAMS' OPTIONS
_________________________________________________________________
This appendix describes how the many special teams' options
affect play outcomes.
THE "HANDS" TEAM:
* Cuts kickoff return yardage by 33%.
* Increases chances of recovering an onside kick by
11.1%.
KICK RETURN WEDGE VS. DIRECTION OF KICKOFF:
* If wedge is called to the same side of the field
the kickoff is aimed, return yardage increases by
25%.
* If wedge is called to the left side of the field and
the kickoff goes to the right, or the wedge is
called to the right and the kickoff goes to the
left, return yardage decreases by 25%.
BLOCKING PUNTS:
* Decreases return yardage by 50%.
* Makes defense very susceptible to faked punts
needing 1-7 yards for a first down.
* Increases chances of blocking the punt by 8.3%. If
punting team is within their own 5 yardline, chances
of blocking the punt are increased by an additional
2.7%.
MAXIMIZING PUNT RETURNS:
* Leaves return team with NO chance of blocking the
punt.
* Makes defense very susceptible to faked punts
needing 1-7 yards for a first down.
* Increases return yardage by 25%.
BLOCKING FIELD GOALS:
* Makes defense very susceptible to faked field goals
needing 1-2 yards for a first down or touchdown.
* Increases chances of blocking the field goal by
2.8%.
_________________________________________________________________
A P P E N D I X F
FORMAT FOR THE TEAM STRENGTH CHARACTERISTICS FILE
_________________________________________________________________
Team strength characteristics files are the files with file
extension ".92". FG comes with 28 files which correspond to the
1992 professional football teams and 7 more files for users to edit
so they will reflect the teams of their choice (college, fantasy,
all-pro teams, etc.). For each team, FG allows users to match 10
player positions with player names and to set several team
characteristic values. Customizing of these files is NOT done
through FG, but must rather be done through the file editor program
of your choice. Users may edit these files as they wish, but the
files MUST be in the following format. An example file might look
like the following (comments in " "'s):
---------------------------------------------------------
"line 1" 50 "Play calling balance (1-200)"
"line 2" 5 "Rushing offense rating (1-5)"
"line 3" 4 "Passing offense rating (1-5)"
"line 4" 5 "Rushing defense rating (1-5)"
"line 5" 4 "Passing defense rating (1-5)"
"line 6" 4 "Kicker rating (1-5)"
"line 7" 3 "Punter rating (1-5)"
"line 8" 5 "Kick return rating (1-5)"
"line 9" 3 "Pass protection rating (1-5)"
"line 10" 3 "Defensive pass rush rating (1-5)"
"line 11" 3 "Off. turnover rate (1-5)"
"line 12" 2 "Takeaways (1-5)"
"line 11" AIKMAN, "QB - 14 characters max."
"line 12" SMITH, "HB"
"line 13" JOHNSTON, "FB"
"line 14" IRVIN, "X"
"line 15" NOVACEK, "Y"
"line 16" HARPER, "Z"
"line 17" MARTIN, "H"
"line 19" ELLIOT, "K"
"line 20" SAXON, "P"
"line 21" MARTIN, "KR"
---------------------------------------------------------
^ ^
ROW #1 ROW #14 - LIMITTake note of the following format rules for these files:
* Play calling balance value comes first and must be between
1 and 200 (see chart below)
* The 11 team strength characteristics values come next in
the given order and must be between 1 and 5
* The first 12 characteristic values should be listed on
separate, successive lines, beginning on line 1 of the
file
* Names must be 14 characters or less in length - use only
alphanumeric and punctuation characters
* Names must be separated by a comma (",")
* The first name must appear on line 13 of the file
* Names must occur on separate, successive lines
* Names must start in the first column of a line
* Names must be in the given order: QB first thru KR last
I prefer to use all caps to make the names stand out more, but
you may use lower case letters as well. Users may want to put in
player names for teams which do not use all the positions mentioned
above, but you must still list 10 names. For example, the '92
Houston Oilers used only 1 back, WHITE. In this case, you may wish
to list WHITE twice, once on the HB line and once on the FB line.
Also, Houston didn't use a TE (Y). In this case, you may wish to
list a receiver on the Y line (i.e. SLAUGHTER).
WARNING: You may get weird results if commas are not placed
after each name and you do not adhere to the given format rules.HOW TO INTERPRET PLAY CALLING BALANCE VALUES:
The following chart shows what effect each balance value will
have on the corresponding team's play calling. EXAMPLE: If you
give a team a balance value of 50, the team will call running plays
about 28.9% of the time under normal circumstances (i.e. if they're
not 20 points behind).
BALANCE % OF RUN CALLS BALANCE % OF RUN CALLS
1 1.0% 110 47.2%
10 7.5% 120 49.4%
20 14.0% 130 51.4%
30 19.6% 140 53.2%
40 24.5% 150 54.9%
50 28.9% 160 56.5%
60 32.8% 170 58.0%
70 36.2% 180 59.4%
80 39.4% 190 60.7%
90 42.2% 200 62.0%
100 44.8%
NOTE: You may set the balance value anywhere between 1 & 200,
not just at the given values.HOW TEAM STRENGTH RATINGS EFFECT PLAY OUTCOMES:
Kicker, punter, and kick return ratings: A rating of 3 causes
FG to produce normal results in these categories. A rating of 4
will add 2 yards to the result and a rating of 5 will add 4 yards
to the result. A rating of 2 will subtract 2 yards from the result
and a rating of 1 will subtract 4 yards from the result.
Run offense (RO) vs. run defense (RD): If the difference
between RO and RD is 0 (they're equal) normal results will be
produced for all runs. Other possibilities of RO and RD values
are:
RO - RD = -4: Defense has biggest possible advantage. Yardage of
runs reduced by 44% and .8 additional yards.
EXAMPLE: If run yardage under normal conditions =
10, actual result would be (5.6 - .8) = 4.8 yards.
RO - RD = -3: Yardage reduced by 33% and .8 additional yards.
RO - RD = -2: Yardage reduced by 22% and .5 additional yards.
RO - RD = -1: Yardage reduced by 11% and .5 additional yards.
RO - RD = 1: Yardage increased by 11% and .5 additional yards.
RO - RD = 2: Yardage increased by 22% and .5 additional yards.
RO - RD = 3: Yardage increased by 33% and .8 additional yards.
RO - RD = 4: Offense has biggest possible advantage. Yardage
increased by 44% and .8 additional yards.
Passing offense (PO) vs. passing defense (PD): If the
difference between PO and PD is 0 (they're equal) normal results
will be produced for all passing plays. Other possibilities of PO
and PD values are (REMEMBER: all these results are produced
internally and are not visible to the user):
PO - PD = -4: Defense has biggest possible advantage. The chance
a completed pass under normal conditions will be
changed to an incomplete pass is 39%.
PO - PD = -3: The chance for change to an incomplete pass is 29%.
PO - PD = -2: The chance for change to an incomplete pass is 19%.
PO - PD = -1: The chance for change to an incomplete pass is 9%.
PO - PD = 4: Offense has biggest possible advantage. The chance
the offense will get a 2nd chance to complete an
incomplete pass is 95%. Meaning, if the offense
throws an incomplete pass, there's a 95% chance the
offense will get a 2nd chance by having the computer
recompute the result in an attempt to get a
completed pass.
PO - PD = 3: The chance for recomputation is 71%.
PO - PD = 2: The chance for recomputation is 47%.
PO - PD = 1: The chance for recomputation is 23%.Pass protection (PP) vs. defensive pass rush (PR): If the
difference between PP and PR is 0 (they're equal) normal results
will be produced for all passing plays. Other possibilities of PP
and PR values are:
PP - PR = -4: Defense has biggest possible advantage. The chance
an incomplete pass under normal conditions will be
changed to a sack of 4-8 yards is 31%.
PP - PR = -3: The chance for change to a sack is 23%.
PP - PR = -2: The chance for change to a sack is 15%.
PP - PR = -1: The chance for change to a sack is 7%.
PP - PR = 4: Offense has biggest possible advantage. The chance
a sack under normal conditions will be changed to
an incomplete pass is 92%.
PP - PR = 3: The chance for change to an INC is 69%.
PP - PR = 2: The chance for change to an INC is 46%.
PP - PR = 1: The chance for change to an INC is 23%.
_________________________________________________________________
A P P E N D I X G
THE PLAYBOOK
_________________________________________________________________
This appendix lists the offensive and defensive plays'
weaknesses and strengths. By playing the game, you will get a
better feel for which plays work against which offenses or defenses
most of the time.
DEFENSES:
1) 4-3 Key Man-To-Man: Basic defense, with more attention given
to stopping the run than the pass. Linemen key to defend against
run. Man-to-man coverage and a lack of a pass rush makes it
difficult to defend against long bombs.
X X
X X
X X
V V V V X
2) "46" Weak Side Blitz: Works best on weak side runs and short
pass routes. The blitzing weak side LB could give the QB trouble,
but down field coverage, especially up the middle, is weak. This
defense uses bump and run, man-to-man coverage and is susceptible
against runs going wide to the strong side.
X
X X X X X X
V V V X
3) 4-3 Blast Man-To-Man: Basic defense, but with more attention
given to stopping the pass than the run. Linemen go for QB
immediately and react to the run if needed. Man-to-man coverage,
with secondary and LB's looking for the pass first. Runs,
especially up the middle, and quick passes could cause trouble for
this defense. The free safety provides good weak side coverage by
helping the CB with X or helping the LB's with Y or the halfback.
X X
X X
X X
V V V V X
4) 4-3 Over Key Strong Zone: This defense is geared to stop
strong side runs, the Z receiver, and long bombs. Linemen look
for runs first (key), so this defense will not provide as good a
pass rush as defense #5.
X X
X X
X X
V V V V X
5) 4-2 Nickel Twist Strong Zone: Much like defense #4 except the
linemen go right for the QB by using a crisscrossing action,
reacting to runs if need be. Consequentially, this defense will
not work as well against strong side runs as defense #4.
X X
X X
X X
V V V V X
6) 3-4 Plug Weak Zone: This defense is geared to stop weak side
runs and passes, especially long bombs and passes to the X
receiver. The blitzing LB ("plug") could drill the QB on play
action passes to the weak side.
X X
X X
X X
X V V V X
7) 4-3 Under Key Double Zone: This defense is very good against
runs to the weak side and runs outside the tackles. Secondary
provides double coverage on X and Z receivers while LB's are
responsible for any other receivers. Big, obvious weakness is
passes up the middle.
X X
X X
X
X V V V V X
8) 4-2 Key Safety X Combo: Runs and short passes, especially to
the weak side, is what this defense is geared to stop. Double
coverage is provided for the X receiver, but only man-to-man
coverage on the strong side. The strong side is susceptible to
the long bomb. This tight defense is useful when defending deep
in your end of the field.
X X
X X
X X
V V V V X
9) 3-4 Key Mombo: This is another tight defense which works well
in the red zone. Runs and short passes, especially to the strong
side, find the going tough against this defense. Double coverage
on the Z receiver if Y takes an inside route, but little help on
the weak side and in the deep zones. Watch out for the long bomb!
X X
X X
X X
X V V V X
10) 4-3 Outside LB Blitz: This defense gives you a 6 man pass
rush. Outside LB's blitz to kill runs and passes before they
start. Man-to-man coverage, so you better hope the LB's trap or
hurry the QB on passes. If a run breaks through, it'll get good
yardage. Quick passes, like screens, could embarrass this defense.
X X
X X
X X
V V V V X
11) 4-3 Max Blitz: This defense will stop almost all runs most
of the time, especially runs designed to pick up 1 or 2 yards.
This defense is also good when the QB drops back deep to pass (as
on bombs) because the QB is pressured by an 8 man pass rush. Man-
to-man coverage with the LB's responsible for the running backs.
X X
X X
X X
V V V V X
12) 3-4 Nickel Prevent: This defense is designed to protect
against the long pass. This defense works well when the offense
needs a lot of yardage quickly. The deepest DB's make sure all
passes are thrown in front of them.
X
X X
X X
X
X X
V V V
13) Short Yardage: This defense is good when the offense is going
for only 1 or 2 yards. This defense stops short runs and is better
at defending against the quick passes than the maximum blitz
because it leaves 5 players watching for the pass in the secondary
rather than just 3 players.
X X X X
V V V V V V X
14) "53" Strong Zone: This defense is used to stop runs to the
strong side and short passes. This defense resembles a 3-4 with
the outside linebackers positioned at the line of scrimmage.
Strong side linebacker covers tight end as a down lineman while
strong safety fills strong side LB's position to cover strong side
flat or to force runs on the strong side.
X
X X
X X X
X V V V V
15) 4-3 Weak Zone: This defense is designed to stop the I
formation. Very good against runs and passes to the weak side.
X X
X X
X X X
V V V V
16) Flex Strong Man-To-Man: This defense is geared to stop runs,
especially those to the strong side, by corrupting offensive
blocking. The "right" people are in the "wrong" places to be
blocked. By positioning the left end and right tackle a yard off
the line of scrimmage, offensive linemen have trouble getting to
them. The picket effect covers all the running holes. This
defense can cover short passes fairly well, but longer passes are
trouble because of the lack of a pass rush out of this formation
and because of the man-to-man coverage.
X X
X X
X V X V
V V X
17) Flex Weak Man-To-Man: This defense is like Flex Strong except
it is especially effective against weak side runs. Here, the left
tackle and the right end are 1 yard off the line of scrimmage.
X X
X X
V X V
X V V X
18) 4-0 2-Deep Zone: This defense features 7 defensive backs (the
3 LB's are substituted for 3 more DB's) This defense is geared to
stop long and, especially, medium range passes. This defense will
have trouble stopping short passes and runs before they get good
yardage. The 2 safeties play deep, keeping everything in front of
them, and the CB's play soft at the corners. The DB's who replaced
the LB's drop back to form a virtual wall about 10-15 yards from
the line of scrimmage, forcing the offense to throw in front of
them. By using 4 down linemen instead of 3, this defense will rush
the passer better than the "Nickel Prevent", but won't stop long
bombs quite as well.
X X
X X
X X X
V V V V
OFFENSES:
Most offensive plays can be run from a variation of sets and
with various players in motion, but for simplification, only 1 set
for each play is diagrammed.
1) 24 Iso: The basic, hard hitting, muscle play from the I
formation. No tricky blocking here. Linemen and FB try to get a
big push up front. Lead running back, FB, is ISOlated on LB.
O O O C O O O
O O
O
O
2) 28 Toss Sweep: Quick hitting sweep to the strong side. Could
work well against the "keying" defenses. Here, the pulling right
guard is responsible for stopping pursuit from the inside, Z is
responsible for the SS, and the FB's target is the cornerback.
O O O C O O O
O O
O
O
3) 29 Quick Pitch: Quick, QUICK hitting play to the weak side.
This play has the potential to hit it big, especially against the
"Max Blitz". Here, the left tackle and X are crossing to get good
angles for blocking the cornerback and outside LB.
O O O C O O O
O O
O O
4) 49 Sweep Weak: Power sweep for the FB to the weak side. Watch
out for the blitz because this play needs time to develop. Can't
let defense string this play out to the sideline, FB needs to cut
up field as soon as he sees daylight. Both guards lead FB on this
play.
O O O C O O O
O O
O O
5) 28 Sweep: Power sweep to the strong side. Watch out for the
blitz! Right tackle releases to block down field, leaving the
defensive end for the FB. Here, HB cuts off of TE's block on the
LB.
O O O C O O O
O O
O O
6) 24 Trap: Good, basic running play. Works best when the
defense is coming hard. Here, the defensive tackle is doubled by
the right guard and tackle while the defensive end is pounded
("trapped") by the pulling left guard. The HB cuts off the pulling
guard's block.
O O O C O O O
O O
O O
7) 37 Slant: A good, sound play for the FB. Potential for big
gain to the weak side. Here, it's important for the left tackle
to take the defensive end to the inside, leaving the FB to cut off
the HB's lead block on the LB.
O O O C O O O
O O
O O
8) 26 Belly: A muscle play for the HB off right tackle. This
play double teams the defensive end by using the right tackle and
TE, leaving the pulling left guard to seal against the inside LB
and the FB to cut down the outside LB.
O O O C O O O
O O
O O
9) 20 Fold: A good running play against the 4-3 defense. The
key is to get their left defensive tackle to think we're running
wide to our strong side by pulling our right guard that way ("false
key"). This play bulls right over the tackle and center's FOLD
block on the tackle and MLB. FB's role is to block left defensive
tackle to the outside as he's tricked to pursuing that way.
O O O C O O O
O O
O O
10) 45 Blast: A punishing, muscle play for the FB to the weak
side. This play works especially well when the defense overshifts
to the strong side. HB's role is to kick out outside LB.
O O O C O O O
O O
O O
11) 45 Counter: Misdirection play. Showing strong side sweep
(pulling guards and HB), but sending the FB off weak side guard.
This play could explode for big yardage if the defense is fooled
and over pursues, but the FB gets slammed if they don't bite. Left
tackle is responsible for sealing the defensive end to the outside
and not on a collision course with the FB.
O O O C O O O
O O
O O
12) Y Reverse Left: Another misdirection play which depends on
fooling the defense. A blitz could wreck the reverse. Left tackle
is responsible for sealing off inside pursuit.
O O O C O O O
O O
O O
13) 42 Dive: FB dives over the line for short yardage as linemen
pinch in hard, pushing the defense back.
O O O C O O O
O O
O O
14) 20 Quick Trap: HB hits the line quickly and powerfully for
short yardage. Center crosses to take out right defensive tackle
while left guard crosses to trap left defensive tackle. This play
has the potential to burn the "Max Blitz".
O O O C O O O
O O
O O
15) Shotgun X Cross: This offense is designed to give the QB more
time to pass. This offense works well if the X receiver is facing
man-to-man coverage and can outrun his defender. Against zone
defenses, QB must hit X in the seams. Z is responsible for
clearing the DB's from the right side of the field for X.
O O O C O O O
O O
O
O
16) 54 Y Go: This offense works best when the safeties are
stunting or helping in double coverage. X and Z must stretch the
defense toward the sidelines.
O O O C O O O
O O
O O
17) 85 Z Fly: Long bombs will stretch the defense out. Zone to
the weak side, mombo, combo, or man-to-man are the best defenses
to run this offense against. QB must be careful not to under-throw
or throw the ball too far inside.
O O O C O O O
O O
O O
18) Pass 28 X Fly: Much like offense #17, but with the QB faking
the run and rolling out to the weak side to pass. The "Max Blitz"
and the weak zone defenses are the defenses to watch out for when
running this play.
O O O C O O O
O O
O O
19) 50 Z Post: This offense will work best when the safeties are
playing up tight. By looking to go left, the QB can freeze the FS
and help clear the middle for Z.
O O O C O O O
O O
O O
20) 82 Z Corner: This offense will get the best results when the
Z receiver has man-to-man coverage or when the weak side safety is
in a combo.
O O O C O O O
O O
O O
21) 82 Z Pop: A quick, hard pass to the Z receiver. This
offensive play has the potential to go all the way against a blitz.
This is a solid 5-6 yard pass play, but going through the middle
is tough on Z's concentration.
O O O C O O O
O O
O O
22) 50 X Quick Out: A VERY quick pass to the X receiver. This
pass could get you 5 yards and out of trouble against the blitz.
On quick passes such as this one, offensive linemen must fire out
quickly and low to bring the defensive linemen down to create a
clear throwing lane for the QB.
O O O C O O O
O O
O O
23) 84 Z Square Out: While a mombo or strong zone could be
trouble for this pass, it can usually get you 10-15 yards against
man-to-man coverage. Like all out patterns, this pass must be
gunned to the receiver's outside.
O O O C O O O
O O
O O
24) 80 Y Cross: Passes straight up the middle are a big risk,
but this pass is pretty effective against man-to-man and zone
coverage. Y is the primary receiver on this play, but, depending
on the coverage, Z could be safer to go to. The backs flare out
wide to draw LB coverage. If the LB's don't bite, they will clog
up the middle.
O O O C O O O
O O
O O
25) 84 Y Straight: This play is designed to work against zone
defenses with Y heading straight down the seam between the LB and
SS. Man-to-man coverage is a problem.
O O O C O O O
O O
O O
26) 83 X Curl: This play could get you 10-15 yards against man-
to-man coverage, but is most effective against a strong zone. This
is a timing pattern, and with all timing patterns, the QB must make
his throw before or as the receiver makes his break.
O O O C O O O
O O
O O
27) 88 A & B Slip: This is a high percentage pass over the middle
for 5-7 yards. This pass usually works great against blitzes. The
keys here are the LB's who are responsible for the backs when they
run pass patterns. Y runs his route to the outside to draw the
strong side LB and the QB reads LB's to see which back they pick
up out of the backfield.
O O O C O O O
O O
O O
28) 89 A Hook: Another high percentage pass which usually works
well against a blitz. This pass also works well against strong
zone coverage, but could be in trouble against the combo or weak
zone. If A can't find an opening against the LB, QB can throw past
A to X.
O O O C O O O
O O
O O
29) Rollout Strong Flood: The flood pass patterns are for zone
defenses. The receivers "flood" 1 or 2 zones with 2 or 3 receivers
to get a receiver open. Here, the QB tries to hit Y between the
short and deep zones. If Y is covered, QB must tuck the ball and
get as much as he can out of the play. QB could be in trouble if
defense blitzes.
O O O C O O O
O O
O O
30) Delay Roll Middle Flood: Using the same concept as offense
#29, this offense could work well against zone defenses. If the
defense isn't blitzing, the delayed rollout by the QB will also
give him enough time to pick apart man-to-man coverage. HB must
cut off inside pursuit to buy the QB more time.
O O O C O O O
O O
O O
31) Pass 24 B Flat: This play action pass works well against
defenses geared to stop the run or defenses which use zone
coverage.
O O O C O O O
O O
O
O
32) Pass 49 Throwback Left: The play of the QB makes this play
go. Initial action is faking sweep to the weak side. The weak
side safety coming up in a combo could intercept this pass for a
TD. This is a dangerous play because the QB must pass the ball to
the FB over several defenders.
O O O C O O O
O O
O O
33) Pass 24 B Rim: This pass works best against man-to-man
coverage when a LB must cover the FB. A zone defense will usually
stop this play.
O O O C O O O
O O
O O
34) Pass 37 A Squirt: This pass is good when the defense is in
a short yardage type defense. In short yardage, the HB has a good
chance to beat the LB covering him. If the LB is covering the HB
short, the QB pump fakes, the HB cuts deep up field, and the QB
hits the HB deep. This play is designed to fool a defense trying
to defend the "37 Slant".
O O O C O O O
O O
O O
35) Pass 28 X Square Out: This play could get 10-15 yards and
will work especially well if the defense is in a strong zone,
mombo, or looking for the run. The QB could be in trouble if the
defense blitzes. The offense fakes the sweep to the strong side
and throws to the weak side.
O O O C O O O
O O
O O
36) HB Option Pass Right: This offense will have trouble against
a mombo or zone, but has a good chance against man-to-man coverage.
The HB has the option to run the ball if Z (primary) and Y
(secondary) are covered.
O O O C O O O
O O
O O
37) Flea Flicker: This is not a high percentage pass, but has
the potential to hit it big. Works best against man-to-man
coverage or if the defense is up tight. X must convince the
secondary he is not involved in the play, then shoot down field.
Ball movement goes as follows: QB to HB faking sweep right, HB to
Z faking reverse, then Z back to QB.
O O O C O O O
O O
O O
38) X Screen: Works well against defenses which charge the QB.
The X receiver will get the ball quickly, giving him the
opportunity to show his moves. Left guard and tackle move down
field quickly to block for X. QB fakes "20 Fold" to freeze LB's.
O O O C O O O
O O
O O
39) FB Screen Right: When the defense is blitzing or blasting,
this play could cost them big. Linemen must fake pass protection
and then get down field to block for FB. QB must drop deep to lure
defensive linemen.
O O O C O O O
O O
O O
40) Quick Screen Left: This screen won't get as much yardage as
the FB screen, but it is a less risky pass and will still slow up
a blitzing defense. Down field blockers must get off the line and
to the outside quickly. QB fakes 34 FB Draw to hold the LB's.
Remember, a incomplete backwards pass is a fumble.
O O O C O O O
O O
O O
41) 20 Trap Draw: The defense can usually stop this play if their
linemen under or over shift, but the offense will have the upper
hand if the linemen are blasting or twisting to stop the pass.
Linemen must fake pass block, then block for the HB. Center is
responsible for taking out right defensive tackle while left guard
"traps" left defensive tackle.
O O O C O O O
O O
O O
42) 34 FB Draw: This play will find the going tough against a
twisting front four, while a hard charging front four will most
likely get burned. Right guard lets defensive tackle rush past
him to the inside while the right tackle takes the defensive end
to the outside, making room for the FB to pass between them.
O O O C O O O
O O
O O
49) Shotgun X Comeback: This pass can get you 8-10 yards against
man-to-man and especially zone coverage. Blitzes could cause
trouble for the QB. X must sell deep pattern before making
comeback. Z runs deep post to draw the safeties away from X.
O O O C O O O
O O O
O
50) Ace 37 Shovel Pass: This play works like a draw. The QB
shows pass and then shovels the ball to the FB. Right guard pulls
to trap defensive end. Will work against defenses playing back to
guard against the pass and against defenses where the linemen are
coming in hard.
O O O C O O O
O O O
O
51) 85 H Corner: On this pass, we try to force a LB into coverage
on H. For this reason, this pass works great against man-to-man
coverage, but will also work well against zones. X is responsible
for driving DB's deep and away from H.
O O O C O O O
O O O
O
52) Fake 21 Boot Strong: QB fakes the trap play and bootlegs to
the strong side while X is freezing the defense by faking "X
Screen". Left guard pulls to help guard the QB. The QB has the
option to run or pass to Z depending on what strong side cornerback
does.
O O O C O O O
O O O
O
53) 25 Lead: On this play, the QB gets the ball deep to the HB
in the backfield so the HB has plenty of time to read his blocks.
Keying the guard, the HB can take the ball outside or inside, or
cut back across the field.
O O O C O O O
O O
O
O
54) 26 Sprint Draw: Like offenses #41 & #42, this play will work
well when the defense is expecting a pass. On this play, the QB
is faking a rollout pass. HB cuts on right tackle's block. Y goes
down field to block SS.
O O O C O O O
O O
O
O
55) 28 Triple Option: The 3 options the QB has on this play are:
handing the ball off to the FB, keeping and running the ball around
the end, or pitching the ball back to the HB for him to run the
ball around the end. The 2 reads the QB must make are: the FB
read area (area opposite the right tackle) to see if he should hand
off to the FB, and the area vacated by the TE to see if he should
keep or pitch the ball to the HB (the QB will pitch the ball if the
DE or LB comes to tackle him). This offense could be in trouble
if the safeties are in a mombo and could lose a QB if the outside
LB is blitzing. A quick, fast, gutsy QB is needed to pull this
play off.
O O O C O O O
O O
O O
56) 36 G: This play calls for the right tackle and TE to block
to their inside while the right guard pulls right and leads the FB
through the 6 hole - a powerful push through the line.
O O O C O O O
O O
O O
57) Counter Trey: This play counts on deceiving the defense the
play is a Slant off left tackle. The HB looks like he's going off
left tackle, but he then quickly cuts back to head wide right,
hoping the strong outside LB took the bait. The HB gets the ball
deep in the backfield so he can get a good view of the entire line
of scrimmage. A quick, fast HB is needed for this play.
O O O C O O O
O O
O
O
58) Double-Tight 35 Slam: This play is good for short yardage.
By adding a TE to the weak side in substitution for Z and having
the other TE come in motion to unload a trap block on the DE, the
offense gets lots of push up the 5 hole.
O O O O C O O O
O
O O
59) 84 Z Out & Up: Just like "84 Z Square Out" except Z fakes
the out to draw his defender in, the QB pump fakes to Z, and then
Z quickly darts up field on a fly pattern. This offense has good
potential against man-to-man and mombo coverage, but a strong zone
could be trouble.
O O O C O O O
O O
O O
61) Shotgun Hail Mary: The offense can call this play for a last
second miracle. Here, one receiver, with good jumping ability, is
called to tip the incoming, deep pass to one of the other 2
receivers. Cross your fingers for a pass interference call or one
of your receivers actually coming down with the ball among all the
bodies and confusion. This play is even less reliable than a
fleaflicker, but will work best against zone defenses.
O O C O O O
O O O
O
O
62) QB Draw: Another good play when the offense only needs 1 or
2 yards. Faking a run wide right, the QB tries to sneak through
the line off his center's block. Works particularly well when the
defense leaves the center uncovered with a lineman.
O O O C O O O
O O
O O
63) Flea Flicker Z Post: A variation of offense #37 with the HB
running into the line with the ball and then pitching it back to
the QB. A low percentage pass, but if the defense goes for the
fake, the offense could hit the jackpot.
O O O C O O O
O O
O O
64) Double-Tight Blind Bootleg Right: This play will work well
when the defense is geared to stop the run. It's called a blind
bootleg because the QB has no protection when he rolls right,
hoping the outside LB gets caught going for the fake. The QB has
the option to run or throw to his TE, depending on how the defense
reacts. Call the medics for the QB if the outside LB is blitzing
hard.
O O O O C O O O
O
O O
65) H Middle Screen: Much like FB Screen Right, this screen is
delayed until the defensive linemen overrun H and his blockers.
Works best when defense is coming in hard.
O O O C O O O
O O O
O
66) TE Screen Left: A hard pursuing defense will get burned going
for the sweep being faked to the strong side. A Max Blitz could
mess up this play, leaving the QB little time to set the play up.
O O O C O O O
O O
O O
_________________________________________________________________
A P P E N D I X H
PLAY AND UTILITY LISTING
_________________________________________________________________
This appendix lists all offensive plays, defensive plays, and
utilities available to users during game play. Use this appendix
or a hard copy of the file "PLAYS.TXT" as a quick reference when
playing FG. NOTE: Some plays have restrictions on their use.
DEFENSES:
1) 4-3 Key Man-To-Man 10) 4-3 Outside LB Blitz
2) "46" Weak Side Blitz 11) 4-3 Max Blitz
3) 4-3 Blast Man-To-Man 12) 3-4 Nickel Prevent
4) 4-3 Over Key Strong Zone *13) Short Yardage
5) 4-2 Nickel Twist Strong Zone 14) "53" Strong Zone
6) 3-4 Plug Weak Zone 15) 4-3 Weak Zone
7) 4-3 Under Key Double Zone 16) 4-3 Flex Strong M-T-M
8) 4-2 Key Safety X Combo 17) 4-3 Flex Weak M-T-M
9) 3-4 Key Mombo 18) 4-0 2-Deep Zone
++89) Time Out 99) Defense Help Screen
97) Utility Help Screen
* Can only be used on third or fourth down and 1-2 yards, or on
defense's 3 yardline or closer.
++ No time expires after next play.
UTILITIES:
70) View team strengths
71) View HOME's TTS Report
72) View VISITOR's TTS Report
74) Exit FIELD GENERAL
76) Show statistics
77) Turn sound OFF or ON
79) Turn quick play OFF or ON
80) Adjust game speed
81) Activate/Deactivate encryption
OFFENSES:
RUNS:
1) 24 Iso 11) 45 Counter
2) 28 Toss Sweep 12) Y Reverse Left
3) 29 Quick Pitch 13) 42 Dive
4) 49 Sweep Weak 14) 20 Quick Trap
5) 28 Sweep 53) 25 Lead
6) 24 Trap 55) 28 Triple Option
7) 37 Slant 56) 36 G
8) 26 Belly 57) Counter Trey
9) 20 Fold 58) Double-Tight 35 Slam
10) 45 Blast
PASSES:
15) Shotgun X Cross 25) 84 Y Straight
+16) 54 Y Go 26) 83 X Curl
+17) 85 Z Fly 27) 88 A & B Slip
+19) 50 Z Post 28) 89 A Hook
20) 82 Z Corner 49) Shotgun X Comeback
21) 82 Z Pop 51) 85 H Corner
22) 50 X Quick Out +59) 84 Z Out & Up
23) 84 Z Square Out +61) Shotgun Hail Mary
24) 80 Y Cross
ROLLOUTS, PLAY-ACTION PASSES, SCREEN, & DRAWS:
+18) Pass 28 X Fly 40) Quick Screen Left
29) Rollout Strong Flood 41) 20 Trap Draw
30) Delay Roll Middle Flood 42) 34 FB Draw
31) Pass 24 B Flat 50) Ace 37 Shovel Pass
32) Pass 49 Throwback Left 52) Fake 21 Boot Strong
+33) Pass 24 B Rim 54) 26 Sprint Draw
34) Pass 37 A Squirt 62) QB Draw
35) Pass 28 X Square Out 63) Flea Flicker Z Post
36) HB Option Pass Right 64) Double-Tight Blind
37) Flea Flicker Bootleg Right
38) X Screen 65) H Middle Screen
39) FB Screen Right 66) TE Screen Left
SPECIAL TEAMS AND OTHERS:
43) Punt =87) QB Kneel-Down
**44) Angle Punt ***88) Ground Ball
45) Field Goal ++89) Time Out
73) Fake Punt 97) Utility Help Screen
75) Fake Field Goal 98) Special Help Screen
#86) Defense Time Out 99) Offense Help Screen
+ Cannot be used within opponent's 20 yardline.
= Cannot be used on 4th down or within own 3 yardline.
# Game clock must be running. Must be called by defense.
++ No time expires after next play.
** Cannot be used beyond opponent's 40 yardline.
*** Cannot be used on 4th down. _________________________________________________________________
LEXICON
_________________________________________________________________
Here are some terms you will come across in FG and in the game
of professional football:
A - the left running back on pass plays.
Ace - formation where only 1 running back is
present in the backfield.
B - the right running back on pass plays.
Bear Defense - the old "46" defense of Buddy Ryan with a
six-man front, emphasizing the pass rush.
Bite Down - a cornerback charging up to a wide
receiver.
Blast - defensive linemen go directly for QB before
reacting to runs.
Blitz - linebackers and/or safeties are used to
rush the QB.
Blue - offensive backfield set to tight end's
side.
Bootleg/Boot - QB fakes the run to one side, keeps the
ball, and rolls out to the other side to
either pass or run.
Brown - offensive backs set to split end's side.
Bump and Run - aggressive man-to-man coverage by legally
jamming a wide receiver at the line of
scrimmage.
CB - cornerback.
Combo - weak side cornerback and safety put double-
team coverage on X.
Comeback Pattern - pass route where receiver drives his
defender back by faking a fly pattern, then
breaks back toward the QB.
Corner/Flag Route - pass route cutting toward the sidelines at
a 45-60 degree angle.
Crossing Route - pass route running across the field of
play.
Curl Pattern - pass route running straight down field,
stopping sharply, and turning back toward
the inside to face the QB.
DB - defensive back.
Difference Makers - players who make the big play.
Double-Tight - formation utilizing 2 TE's.
Draw - a play in which the QB drops back as to
pass and then hands the ball off to a
runner.
FB - fullback.
FG - abbreviation for FIELD GENERAL.
Flex - defensive formation used by Tom Landry and
the Cowboys, emphasizing run defense.
Flooding a Zone - offense sends two or more receivers into
one defensive zone.
Fly Pattern - straight pass route, full speed ahead.
Fold Block - this is where one guard blocks the MLB
while the center blocks the DT over the
guard. Also known as a cross block.
Free Safety (FS) - weak side safety.
H - slot back. A running back lines up outside
and behind the left tackle to get down
field easier and quicker on pass routes.
Hail Mary - a play sending 3 or more receivers deep
down field to the same spot to receive a
lob pass from the QB in hopes of drawing an
interference call or making a spectacular
catch among the confusion of offensive and
defensive players.
HB - halfback.
Hook Pattern - pass route running straight down field,
stopping sharply, and turning to the
outside to face the QB.
I-formation - both offensive backs stacked.
Key - defensive linemen watch moves of certain
offensive linemen to detect what play is
being run.
Man-To-Man - defenders cover receivers one-on-one.
Middle Wedge - term use on kickoff returns. Here, the
kick return team sets up a return down the
middle of the field by having its blockers
form a wall (wedge) across the field for
the return man to run behind.
Misdirection Play - linemen and other offensive players go in
the opposite direction of ball movement to
deceive defenders. Also known as a "false
key".
Mombo - safeties combine to cover Y. If Y goes
outside, strong safety covers. If Y goes
inside, weak safety covers Y with strong
safety helping on Z.
Nickel Offense - lining up 3 or more wide receivers.
Nickel Prevent - defense uses 5 or more defensive backs,
instead of 4, to stop big gain.
No-huddle Offense - continuous offensive plays without
regrouping in a huddle. Designed to catch
the defense out of position.
Out Pattern - pass route cutting toward the sidelines.
Out & Up Pattern - pass route cutting toward the sidelines to
fake an out pattern and draw the defender
up, then turning and running up the
sidelines.
Over - defensive linemen shift to strong side.
Pancake - a crunching block which flattens a
defensive player.
Play Action Pass - offense fakes run, then passes.
Post Pattern - pass route looking outside, then angling
toward the goalpost.
Primary receiver - the main receiver. The receiver for whom
the play is intended.
QB - quarterback.
Red - offensive backfield in split formation.
Red Zone - when offense is inside its opponent's 20
yardline.
Safety X - weak side safety crosses to his outside.
Screen Pass - short pass to running back in the flat.
Secondary receiver - the receiver the passer checks off to if
the primary receiver is not open.
Short Side - side closest to the sidelines. Also known
as the "tight side".
Shovel Pass - a short forward pass thrown from the chest
or hip instead of over the shoulder.
Square Him Up - when a defensive back levels a wide
receiver.
Spread Formation - also known as the nickel offense or Run &
Shoot formation. This formation utilizes 4
wide receivers.
SS - strong (side) safety.
Stinger - a sharp pain, often to the shoulder, after
contact.
Strong Side - the side to which the TE lines up.
Stutter - in-and-out, zig-zag route of a wide
receiver.
TE - tight end.
Tendencies - play calling habits.
Tight Defense - a defense geared to stop runs and short
passes by bringing the safeties up.
Toast - a defensive back who gets burned.
Trap - letting a defensive lineman come across
line of scrimmage, then blocking him from
the side.
Turf Toe - jamming a toe into the ground, resulting in
a sprain.
Twist - stunt by defensive linemen. Linemen criss-
cross to beat pass protection.
Under - defensive linemen shift to weak side.
Water Moccasins - stud linemen.
Weak Side - the opposite side to which the TE lines up.
Wedge Right (Left) - term used on kickoff returns. Here, the
kick return team sets up a return down the
right sideline by having their blockers
form a wall (wedge) parallel to the right
sideline and somewhere between the right
hash and right sideline. The result is a
running lane between the wedge and right
sideline for the return man.
Wide Side - side furthest from the sidelines.
V - in the spread formation, the receiver which
lines up in the slot on the left side (side
opposite the TE).
W - in the spread formation, the receiver which
lines up in the slot on the right side (TE
side).
X - the wide receiver which lines up on the
left side (side opposite the TE).
Y - tight end.
Z - the wide receiver which lines up on the
right side (TE side).
Zone - the pass defense where defensive backs are
responsible for sections (zones) of the
field instead of being responsible for a
single receiver.
_________________________________________________________________
USER RESPONSE FORM
_________________________________________________________________
rbm software's goal is to provide you with the best and most
affordable software available. Through the comments and
suggestions of our users (our most valued product testers), we CAN
achieve this goal! So after you've played this version of FIELD
GENERAL several times, please take a few minutes to fill out this
form, remove it from the manual, and send it to us. Please use the
back of this form if you need more room. Your responses will help
shape future and better versions of FIELD GENERAL! How else can
we improve FIELD GENERAL to your liking unless we know what you
think? Thank you! Your help is much appreciated!
1) How do YOU rate FIELD GENERAL v7.0? (1 = WORST, 10 = BEST)
Ease of play _____ Documentation _____
Overall speed _____ Price _____
Presentation (screens, graphics) _____
Simulation (quality of play) _____
2) What do you like BEST about FIELD GENERAL? ___________________
_______________________________________________________________
3) What do you like LEAST? ______________________________________
_______________________________________________________________
4) How did you discover FIELD GENERAL (please name specific
catalog, BBS, store, etc.)? __________________________________
5) Comments and suggestions: ____________________________________
_______________________________________________________________
_______________________________________________________________
_______________________________________________________________
____________________________________________________________rbm
FIELD GENERAL version 7.0
___________________________________________________________________
FIELD GENERAL is "UNEQUALLED in Pro Football Simulation"! The
plays, results, and statistics mirror those of actual pro football
games! By letting you call the plays, FG creates an atmosphere
where the players can experience the pressure and excitement of the
great game of football! Do you play conservative and try to
protect your lead or do you go all out until the final gun? Battle
against the wits of your opponent and race against the clock!
UNIQUE FEATURES: 61 offensive & 18 defensive plays producing
hundreds of thousands of possibilities, auto or manual play, real-
time game clock & play clock, 2-point conversion option, weather
elements, penalties, angle & fake punts, onside & squib kicks, time
outs, no-huddle offense simulation, EXTENSIVE game stats & records,
Ground Ball & QB Kneel-Down plays, Tendency Tracking System, game
restore feature, team strength & home field advantage factors,
season play capability, chain-gang feature, player injuries, team
strength files for each professional football team from the '92
season, and much, MUCH more!
///////////////////// QUOTES FROM USERS \\\\\\\\\\\\\\\\\\\\\\
"Excellent software! It's obvious that an incredible effort was
put into this game, with great attention to details only a football
fanatic would think off!" - Robin Lynn Kroll, Colorado user
"Love the chalkboard screen! . . . It's the best game I've
played." - Ted Lujan, Texas user
"TTS [Tendency Tracking System] is great concept, so is TOPSTATS
[all-time game records feature]"
- Rob Marino, New Jersey user
"GREAT PROGRAM . . . Every time I play FIELD GENERAL, I love it
more and more . . . what a great game!"
Matt Willms, Wisconsin user
"I am delighted with my . . . copy of FIELD GENERAL . . . the game
is great . . . FIELD GENERAL has the potential to be the best of
all sports games" - Lawrence Pollane, New York user
"FIELD GENERAL is the closest thing to pro football action off the
playing field!" - Scott Bullock, Texas user
"[T]he best football game I've seen yet!"
- Robert Johnson, California user
"Thanks for the GREAT game!" - Ray Ross, Maine user
---------------------- VITAL STATISTICS -----------------------
Hardware requirements: IBM or Compatible Computer, 580K RAM,
Hard Disk, and VGA Graphics.
-----------------------------------------------------------------