Super Bowl Sunday is three exciting games and twenty SUPER BOWL TEAMS, all on one disk. In the solitaire game, match your managing skills and wits against a sophisticated computer opponent. The computer has been programmed to call the plays as the real team did that season. Good luck...because in addiction to efficiently using its players, and mixing the plays up, your opponent is extremely intelligent. Just like a real coach, the computer keeps track of the plays you have been successful with and adjusts its defense to minimize your offense. And when there is a penalty, the computer's intelligence accepts or declines the penalties based upon the game situation. If the computer is ahead toward the end of the game, it will not take risks in its play selection. Having a smart computer opponent is a new game feature only large main frame computers could emulate until Super Bowl Sunday. In the two-player game you and your opponent will be able to match your coaching skills against each other. Hand the ball off to John Riggins on 3rd and short, or have Joe Namath pass deep to Don Maynard on 3rd and long. The success of the play you call will depend on the relative strengths and skills of the actual players, as well as the game situation. Replay the great games of the past or mix and match past champions to see which was the greatest of all time. STEP 2: If you want to play a two-player game, you may want to plug a joystick into Port 2 of your computer for defensive play selection. However, a joystick is not required. (See rules section 13.0.) STEP 3: Turn on your disk drive and computer, and insert the game disk into the disk drive.
STEP 4: FOR THE SOLITAIRE OR TWO PLAYER GAMES: STEP 5: The program will ask you if you want to play a one or two player game. Key either 1 or 2 for the number of game players and press RETURN.
STEP 6: FOR THE AUTOPLAY GAME: NOTE: Super Bowl Sunday is one of the largest single programs made for the C-64. The game will take about 4 minutes to load. Once loaded the game will not return to the disk drive unless you restart the game (see 7.0). The 49ers line up for the kickoff, the roar of 84.059 fans drowning out everything else. As the kicker completes his final step before the ball, the world pauses for that one moment as sports history is being made. 2.1 TEAM SELECTION If you have entered a team number by mistek ahd have not yet pressed RETURN, delete the wrong number by hittiing the INST/DEL key on your keyboard. If you have entered an unwanted number and pressed RETURN, you can only correct the mistake by restarting (see 7.0). 2.2 PLAYING TIME
1 = 5 Minute Quarters - 20 minute game Enter either a 1,2 or 3 for the quarter length you want to play. This will trigger the beginning of the game and the opening kickoff. 2.3 KICKING OFF The solitaire game will begin with a scoreboard screen showing the result of the kickoff and the field position of the Home Team. When a two-player game begins, you will see a screen prompting the Home Team to choose either a normal or onsides kick. Make your choice by depressing either the F1 or F5 key located on the right side of your keyboard. If an onside kick is recovered by the offense, then the attempt failed. The receiving team has the ball. While the game is loading (you have 4 minutes) you may want to have a formal coin toss to determine who will be the Home Team in a two-player game. ![]() The scoreboard screen will report the result of each play and keep you informed of the progress of the game. It is divided into three areas. Area a is the upper part of the scoreboard where the time and scores are displayed. The time is the remaining minutes and seconds of the quarter now underway. Scores are shown for each team by quarter, as well as the running total for the game. Area 2 is th emiddle part of the scoreboard showing Time Outs and the current game situation. Time Outs remaining are shown for both the Home Team (HT) and Visiting Team (VT). Each team gets 3 Time Outs per half game. The right side of the middle of the scoreboard shows the number of the quarter underway (QTR), the number of the down about to be played (DOWN), the yardage needed for a 1st Down or Touchdown (TO GO), and the current position of the ball on the field (BALL ON). The number and arrow below BALL ON indicates which side of the field the ball is on: the left side or the right side. Area 3 is the bottom of the scoreboard showing the result of the last play. It will show the players involved in the play and the yardage gained or lost. When the scoreboard is displayed, hit any key to continue. Super Bowl Sunday has eleven offensive plays and three different offensive formation selections. Each team has available two quarterbacks, four running backs, and ten receivers. When your team has the ball, hitting any key from the scoreboard screen will display the offensive play menu. 3.1 OFFENSIVE PLAY SELECTION 3.2 FORMATION 1 = PRO-SET: A two-back offense with a receiver set wide. This is the most frequently used formation in professional football. 2 = 3 BACKS: An extra running back is in play to help block. This formation is used most often for short yardage. There is no flanker available to pass to. 3 = 4 RECEIVERS: A single-back offense with two flankers, a wide receiver, and a tight end. This formation is used only with passing play selections and will increase your pass completion percentage because you are spreading out the defensive coverage. You risk a higher chance of a sack because you have less blocking in the backfield. Enter either 1, 2, or 3 for the formation you want and hit RETURN. 3.3 RUNNING PLAY SELECTION If you choose a running play your next decision is who will carry the ball. Super Bowl Sunday provides you with a season summary of the rushing statistics for the four top ball carriers of your team. You will be shown the number of times each player attempted to carry the ball (ATT), the total yardage he gained (YRDS), the average number of yards he gained per carry (AVG), and the number of touchdowns he scored (TD). (While this screen provides you with season summary statistics, the game is actually using over 25 running statistics and 5 different parameters per player.) Select the back to carry the ball by entering the number to the left of his name and hitting RETURN. SPECIAL NOTE: There are two factors in the game, just like real football, to prevent you from continually running the same back. 1) If you continue to run the same back the defenses will key on that back, reducing his gains. 2) If a back is run more than three consecutibe plays. a built-in fatigue facotr will decrease his gains on each additional consecutive carry. 3.4 PASS PLAY SELECTION Quarterback Selection: If you selected a pass play (either a long, short, or flat pass), you must decide which quarterback you want to throw the pass. Similar to the running backsm the quarterbacks have their season passing statistics shown: number of passes attempted (ATT), the total yards gained passing (YRDS), their completion percentage (%), and the number of touchdowns they threw (TD). The number of completed passes, the yardage gained, and the chance of an interception vary for each quarterback and for the type of pass thrown. For example, flat passes have a high completion rate, but gain low yardage. Long passes have lower completion ratem but gain more yardage and are easier to intercept. Enter the number of the quarterback you want to pass and press RETURN. Pressing RETURN without a number key will automatically place the number 1 quarterback into play. ENTER RECEIVER Receiver Selection: Each team has ten receivers. Next to the player's name you will see the position he played most often during the regular season. FL = FLANKER TE = TIGHT END BK = BACK Rach receiver's season statistics are displayed to help you decide who to pass to: the number of passes he caught (REC), the total yards he gained (YRDS), the average yardage gained per reception (AVG), and the number of touchdowns he scored (TD). Enter the number to the left of the name of the receiver that you want to catch the pass and hit RETURN. The screen will now display an overhead view of the field and the players of the two teams. Hit any key again and watch the action. 4.1 DESCRIPTION For example, if a halfback runs into the area of a 5 run-rated linebacker with a 3 run-rated offensive lineman blocking for him, then the yards gained will be reduced substantially. (However you may choose to run that type of play for strategic purposes, because the computer will adjust its defense to the type of plays you are running.) The opposite is true if a 5 run-rated offensive lineman blocks against a 3 run-rated defensive player. The greater the differences between the player's ratings the greater the difference in the play's result. Like the run rating, ech defensive player and offensive lineman has a pass rating which affects sacks, pass completions, and interception percentages. 4.2 REVIEWING PLAYER RATINGS You will first see the line matchups. If you want to save this information, press P and the matchups will be printed out for you. Hit RETURN, and the defensive backfield matchups will be displayed. They can also be printed out by pressing P. Hit RETURN again and you will be returned to the game. You can examine the ratings of your defense and the opposing offense when either of the defensive menus are displayed. Both teams have lined up, the quarterback is calling the signals. The ball is hiked. The linebackers wait for the backfield to move, but they run to the flank and never more downfield. With plenty of time, Montana waits until the right moment to release the pass. It loops high to Clark, who reaches back and makes an easy catch. With the defenseman close behind, he makes it to the 36 before being hauled down. Both teams return to the huddle and the play selection begins again. As the captain of the defense, you have many decisions to make. Do you suspect a pass or a run? Should you key on a particular back or doulbe team a receiver? Your first decision is to select the pass, run, or normal defense. 1 = RUN DEFENSE: You are looking for the offense to run. If they do, you will reduce the yardage gained. However, if the offense calls a pass, the probability of a completed pass is increased and probability of an interception is decreased. 2 = PASS DEFENSE: You are looking for the offense to pass. If they do, you will reduce the probability of a completed pass because the linebackers as well as the safeties will be covering the receivers tighter. Because you are looking for a pass, the chance for an interception is increased. 3 = NORMAL DEFENSE: You think that a run is equally as likely as a pass. With this defense the run yardage or pass completion and interception probabilities are not biased for the situation. Enter the number of your choice, 1, 2, or 3. 1 = TOP OLB BRUDZINSK RR=3 PR=3 2 = TOP ILB/MLB DUHE RR=5 PR=3 3 = BOTTOM ILB RHONE RR=3 PR=3 4 = BOTTOM OLD BROWSER RR=3 PR=4 RUN KEYS 5 = BACK #1 TYLER OR HARMON 6 = BACK #2 CRAIG OR RING SHORT YARDAGE DEFENSE 7 = 6 MAN LINE PASS PREVENT DEFENSE 8 = 5TH DEF BACK KOZLOWSKI DOUBLE COVER A = TE COOPER OR FRANCIS B = SE SOLOMAN OR NEHEMIAH C = FL1 CLARK OR WILSON D = FL2 WILSON ENTER SELECTIONS THEN PRESS (CR) 6.1 LINEBACKER BLITZES Note: The terms top and bottom have replaced the traditional terms left and right for convenience. You can blitz any or all of your 3 or 4 linebackers by entering the numbers 1-4 corresponding to the name of the player you want to send. The number of names appearing tells you how many linebackers your defense normally plays with, and thus who you can blitz. A blitzing linebacker is not available to double team a receiver on his part of the field. BLITZING TOP AND BOTTOM OUTSIDE LINEBACKERS: If a run is directed at a blitzing outside linebacker's zone (a sweap), that linebacker is more likely to stop the play for less yards. If the offense has chosen a pass, the outside linebacker has a better chance to sack the quarterback. However, if the offense throws a flat pass to the halfback on the blitzing linebacker's side, the linebacker's zone will be empty and the running back will gain about 15 yards. BLITZING TOP AND BOTTOM INSIDE LINEBACKERS: If a run is directed at a blitzing inside linebacker's zone, he will be in a better position to stop the run for no gain or a loss. If the offense selects a pass play, the blitzing linebacker will have a better chance to sack the quarterback. However, if the offense has chosen a short pass to the tight end, the chance for a completed pass is increased. 6.2 KEYING ON RUNNING BACKS 6.3 THE & MAN LINE (KEY #7) 6.4 FIVE DEFENSIVE BACKS (KEY #8) 6.5 DOUBLE TEAMING RECEIVES (KEYS A-D) If a flat pass is thrown to a back on the same side as the double teamed receiver, substantial yards will be added to any gain. This happens because the linebacker has vacated his zone and flat pass responsibility. You can double team only one receiver unless you have entered the 5th defensive back, in which case two receivers may be double teamed. F5 = Home Team Time Out F7 = Visiting Team Time Out The ball is snapped. Tyler has the ball and he slips past the front four. The rushing linebackers, intent on the quarterback , react to the ball carrier flashing past them. Tyler is tackled on the 40 for a four-yard gain. But a flag is thrown. A penalty is charged to the defense. San Fransisco has two options: accpet the penalty and gain five yards, or decline the penalty and let the play stand. If they had gained more than five yards, they would have declined, so Montana accepts the penalty, and the next play begins with San Francisco first and 5 on their 41-yard line. Occasionally during play the computer will randomly generate a penalty against either team. Rarely, a penalty may be called against both teams on the same play. (This is called "offsetting penalties" and is described below.) The frequency and severity of penalties is based on the actual penalties called against the teams during the season of their Super bowl appearance. The screen will show the result of the play and the yardage that will be assessed if the penalty is accepted. 10.1 ACCPETING AND DECLINING PENALTIES 10.2 OFFSETTING PENALTIES 10.3 INADVERTENT WHISTLE 12.1 INTERRUPTING AUTOPLAY 12.2 REVIEWING AUTOPLAY Before you go on to make the play call for the defense or the offensive, key either L or D. The L key will display the player ratings and you will have an opportunity to print them out. The D key will display the player statistics for the game so far, which you may also print out. When the game is over, key D to review or print the final statistics for the game. When you have finished looking at the statistics or ratings, press RETURN which returns you to the screens for selecting the play for the offense or defense. When you have selected the play, hit RETURN, and the computer will again take over play. When you are at the first defensive screen, pull the joystick in the
direction indicated for your choice:
At the second defensive screen, again pull in one direction:
While holding down the fire button on the joystick, you can make
the following choices: NOTE: You may continue to use the keyboard while the joystick is plugged in. Thus, if you want to blitz only one inside linebacker or double cover a specific receiver, you have to enter that command on the keyboard. G = GUARD T = TACKLE TE = TIGHT END SE = SPLIT END QB = QUARTERBACK FL = FLANKER BK = BACK NG = NOSE GUARD DT = DEFENSIVE TACKLE RILB = RIGHT INSIDE LINEBACKER ROLB = RIGHT OUTSIDE LINEBACKER RC = RIGHT CORNERBACK LC = LEFT CORNERBACK SS = STRONG SAFETY FS = FREE SAFETY Special Note: minot adjustments will be made by the defense based upon the offensive setup. ![]() A three -back offense in which the FL is removed and an extra back placed directly behind the quarterback. This formation is used most often for short yardage plays. Special Notes: this formation is not well-suited to pass plays. Only when you call a pass to the Split End will this formation appear. Running plats are not affected. With all other pass plays (except a throw to the FL2), the offense will line up in the pro-set. In a pass to the FL2, the offense appears in the four receivers formation. On running plays, the players will arrange themselves so that the last man receiving the handoff will be intended ball carrier. ![]() A two-back offense with the split end set wide to the left and a flanker set tot he right. This is the most frequently used formation. It is a verstatile offense, allowing the quarterback to pass to the receivers or hand off to his backs. Special Notes: when you select a pass to FL2, the offense automatically goes into the four receivers formation. On pass plays to the backs, BK2 or BK4 will run into the left-side flat, BK1 or BK3 into the right-side flat. ![]() A single-back offense with two flankers, a wide receiver, and a tight end. This formation is used only with passing play selections and will incrases your pass completion percentage because you are spreading out the defense coverage. You risk a higher percentage of a sack because you have less blocking in the pocket. Special Notes: this formation is available for all pass plays except when BK2 or BK4 are the eligable receivers. In that case, the formation switches to the pro-set offense. Green Bay (NFL) 35; Kansas City (AFL) 10 15 January 1967 The rivalry grew so intense that, by 1966, the solution to the owners was to merge the league. Although it would be four years before the merger took place, they decided to play the championship game immediately. Thus, the Super Bowl was born. Led by quarterback Bart Starr, the Green Bay Packkers had won four of the last five league championships, and had been picked as a 13-point favorite to win this one. That Super Bowl I happened was an event symbolizing the emergence of the American Football League, and its acceptance by the older, more established National League. Though few though that the Chiefs could stop the Packers (and no other team had a better chance), it was appropriate that they were there anyway. The Chiefs owner, Lamar Hunt, was one of eight men who launched the league in 1960, and had cointed the name Super Bowl. For the quarterbacks starting the game, being there was a confirmation of the faith their coaches placed in them. For five years prior to joining the AFL, Len Dawson sat on the bench at Pittsburgh and Cleveland. When Chief's coach Hank Stram was assistant coach at Purdue. Dawson was quarterback. Later, he remembered dawson and obtained him for the Chiefs. The result was that Dawson had led the AFL in passing for three out of the last five years. Green Bay quarterback Bart Starr, had an equally arduous task. Selected on the 17th round of the 1956 draft, he was the 199th player chosen. The first half surprised those expecting an easy Packer victory. Starr attempted a series of passes and runs, and was sacked twice in return. But from the Chiefs 37 he passed to Max McGee on the 19, who caught the ball one-handed and charged into the end zone. The Chiefs came back on the next series. In the second quarter, Dawson psuhed the team to the Packer 7, then passed to Curtis McClinton for the score. But on the next series, Starr drove the team to the 14, then sent Jim Taylor around one end to take the lead 14-7. The Chiefs kicked a field goal from the 24 iwth less than a minute remaining. At halftime, the Packers led 14-10, but the Chiefs had gained 181 yards and 11 first downs, more than the Packers 164 and 9. Both Starr and Dawson had completed all their passes. Packer receiver Willie Wood blew the game open in the third quarter. Intercepting a third down pass, he ran 50 yards beofre being tackled on the Kansas City five-yard line. One play later, Elijah Pitts went over the top and it was Green Bay 21, Kansas City 10. The Packers scored with 13-yard bullet to Max McGee in the third quarter, and once more in the fourth on a one-yard run by Pitts to win the first Super Bowl 35-10. It would not be their last. New York (AFL) 16; Baltimore (NFL) 7 12 January 1969 First, they had an 11-3 record, winning the AFL title by defeating the Oakland Raiders 23-23 in a come-from-behind game in which Namath threw three toudhdown passed. The oddsmakers obligingly made the Baltimore Colts 18-point favorites, and with good reason: Baltimore came to the game with a 13-1 record, and had blanked Cleveland 34-0 to win the title. Then came Namath's speech while receiving an award in Miami. "The Jets will win on Sunday. I guarentee it." he said. The first quarter ended scorelss, with both sides not doing well offensively. The jets couldn't move past their 40 until late in the quarter, and a Baltimore drive ended in a missed field goal from the Jets 27. Recovering a fumbled pass completion saw the Colts on the 12-yard line at the start of the 2nd quarter. Earl Morrall passed to Tom Mitchell in the end zone, but middle lineback Al Atkinson deflected the ball into Randy Beverly's arms. Then it was Namath's turn. Starting on his 20-yard line, the masterminded a 12-play drive ending in Matt Snell socring the touchdown on a four-yard run. The half ended with the underdog Jets leading 7-0. In the second half, Ralph Baker recovered a Baltimore fumble on their 33. This drive ended with a field goal making it 10-0. On thier next series, Namath drove the team to the Colt's 23-yard line before injuring his thumb. While Namath rested, Jim Turner kicked his second field goal. When the fourth quarter began, Johnyy Unitas replaced Morrall as quarterback. But it was the Jets who scored again: a Turner field goal set up by a 39-yard pass to George Sauer. Unitas was able to score with an eight-yard touchdown run by Jerry Hill near the end of the game, but it was too late. Qith the 16-7 upset, the AFL had achieved parity with the NFL. Baltimore (AFC) 16; Dallas (NFC) 13 17 January 1971 In the second quarter, another possible Dallas touchdown was lost when Morton threw from the Baltimore 7 to the wrong man. With a 15-yard Intentional Grounding penalty, they couldn'y get closer and had to kick a second field goal. Baltimore tied the score on a blooper play of its own. A Unitas pass bounced off several player into the arms of John Mackey, who ran for a 75-yard touchdown. The point-after attempt failed. But Dallas came back, sacking Unitas and causing a fumble which Jethro Pugh recovered on the 28. A 7-yard touchdown pass to Duane Thomas gave them a 13-6 lead. On the next series, disaster strick as Unitas was hurt. on their next drive, substitute Earl Morrall made it to the Dallas 2-yard line before a pass was intercepted by Chuck Howley. The ball problems continued. In the third quarter, Jim Duncan fumbled the kickoff return and Dallas recovered. They made it to the 2 before fumbling. Baltimore recovered on the 1, but failed to score. In the fourth quarter, a Morrall pass was intercepted in the end zone by Howley, and another offense by the Colts ended with a fumble in the Dallas end zone. Baltimore persevered. Intercepting a Crain Morton pass, Rick Volk made it to the three. On the next play, Morrall sent Tom Nowatzke over for the tieting touchdown. It was apparent that anything could happen, including the possiblity that the game could go into overtime. With more than a minute left, Morton passed from his 27. Mike Curtis intercepted it and ran to the 28. Two plays took it to the 25, and with five seconds left, Jim O'Brien kicked a 32-yard field goal that won the game, 16-13. Miami (AFC) 24; Minnesota (NFC) 7 13 January 1974 From the very frist, Miami dominated. Jake Scott took the opening kickoff on his 7 and ran 31 yards before being tackled. Quarterback Bob Griese piloated the team downfield, relying mostly on the leags of Mercury Morris and Larry Csonka for the first score. When Minnesota was stopped cold on their next series, Miami took the ball and headed for the promised land again. When the scores was 14-0, Csonka was well on his way to setting a Super Bowl rushing record, having gained 64 yards in 8 carries thus far. In the middle of the second quarter, a stalled Dolphin drive ended in a field goal from the 28. Viking Quarterback Fran Tarkenton drove the team from his 20 to the Miami 6. With a fourth and one situation, coach Bud grant decided to go for the first down, believing that a touchdown would stall Miami's momentum and spark a second-half turnaround. But defensive back Nick Buoniconti tackled Oscar Reed, causing a fumble that was recovered by the Dolphin defense. On their first possession of the third quarter, the Dolphins methodically amrched to the end zone, assisted by a 27-yard pass caught by a diving paul Warfield. The Dolphins hled a commanding 24-0 lead, and Minnesota looked to be the first Super Bowl team to be shut out. But early in the fourth quarter, Tarkenton capped a drive by rushing the final four yards for the TD. At game's end, Csonka had cracked the rushing record held by Matt Snell of the Jets, carrying 33 times for 145 yards. But the big statistic belonged to the team, winning three Super Bowls and compiling a 32-2 record over two seasons. Pittsburgh (AFC) 35; Dallas (NFC) 31 21 January 1979 Dallas received the kickoff, but Tony Dorsett fumbled the ball on the next play. Recovering the ball on their 34, Bradshaw moved the ball to the Dallas 28, where he found John Stallworth in the end zone for the score. A series of exchanges followed. Bradshaw was intercepted once and sacked once, the latter casuing a fumble that put Dallas on the Steeler 41. With one touchdown pass deflected, Staubach went into the shotgun and threw a TD pass to Tony Hill on the 26. Dallas scored again when Thomas "Hollywood" Henderson sacked Bradshaw and squeezed the ball out of his grip. Mike Hegman picked it up and ran 37 yards for the score. A 75-yard Pittsburgh touchdown run by Stallworth tied the game at 14, then they scored again on a pass-run option to Rocky Beleir in the end zone, giving Pittsburgh a 21-14 lead at the end of the first half. In the third quarter, Staubach called a pass from the Pittsburgh 10. The blitz was on, but he lofted an easy throw to Jackie Smith, who was running into the end zone. He slipped and the ball hit him in the chest and bounced off. Dallas had to settle for a field goal. Three points instead of seven, a fourpoint difference that would mean a lot when the game ended. Pittsburgh held a 21-17 lead, but they blew it open in the fourth quarter. First came a 22-yard touchdown run by Franco Harris. After Dallas fumbled the kickoff return, a fantastic catch by Lynn Swann in the end zone extended the score to 35-17 with seven minutes left. But Dallas came back. After driving from his 11 to the Steeler 7, Staubach found Billy Joe DuPree in the end zone. A successful on-side kick spurred Dallas into another touchdown. It was only 35-31, but there was 22 seconds left. That meant an on-side kick, the one play for which everyone was watching. The Steelers put more men on the front line, but the kick blooped over their heads. Rocky Bleier fell on it, and the Pittsburgh Steelers became the first team to win three Super Bowls. Oakland (AFC) 27; Philadelphia (NFC) 10 25 January 1981 Then Pastorini broke his leg, and the club won only two of its first five games. The quarterback job was turned over to Jim Plunkett, a former star with the New England Patriots on the early 70s who was traded to the 49ers after slumping. Hopes were not high as the team swung into the second half of the season. But through some mysterious chemistry, Plunkett and the team clicked. The Raiders began winning. At season's end, they had won 9 of the final 11 games to finish 11-5, second in the western division. They also qualified as the wild card entry in the Super Bowl sweepstakes. In the playoffs, the revitalized Raiders beat the Houstion Oilers, the Cleveland Browns, and the San Diego Chargers. They were Super Bowl bound. Opposing the boys from the West Coast was the Philadelphia Eagles, a team which had beaten the Dallas Cowboys in the playoffs. In addition, they had defeated the Raiders 10-7 in the regular season, sacking Plunkett eight times in that game. Soon after the kickoff, Oakland intercepted a Ron Jaworski pass to John Spagnola. Plunkett's first series began on the Eagle 30. Eight plays later the Raiders scored first. A Philadelphia touchdown pass was called back on an illegal motion penalty. The ball was turned over, and from his 20-yard line, Plunkett called a pass play. The defense charged, and Plunkett scrambled hard before firing a pass to Kenny King on the 39. The halfback caught the ball on his shoulder and ran the rest of the way for a touchdown. By the end of the first quarter, Plunkett had completed all four of his passes, two of them for touchdowns, and the Raiders were on top 14-0. The defenses for both sides toughed up in the second quarter. The only score came when an Eagle drive stalled on the Raider 26, forcing a field goal kick. Receiving the ball at the start of the half, Plunkett masterminded a drive that led to a 29-yard bullet pass to Cliff Branch on the goal line. With the extra point, the Raiders were leading 21-3. The Eagles need to score on their next drive. Starting on their own 10, Jaworski drove the team down to the Oakland 34. Then, on a 3rd and 3 play, Rod Martin intercepted a pass meant for John Spagnola. From there, Plunkett took the ball back far enough for a field goal kick that built Oakland's lead to 24-3. It was two minutes into the fourth quarter before Jaworski fired an 8-yard touchdown pass to Keith Krepfle for the Eagle's first touchdown. The kickoff return put Oakland on the 11-yard line, but they roared back in a relentless grinding drive that put them on the Eagle 17. The field goal made it a 27-10 game with eight minutes left. The Eagles tried to score again. They failed on two occasions, and on one of those drive Martin intercepted his third pass, setting a Super Bowl record. It was a game marred by several key interceptions. Jaworski had completed 18 of 38 for 291 yards; better than Plunkett's record. But Oakland had the points, and they became the first wild-card team to win the Super Bowl. San Francisco (NFC) 26; Cincinnatio (AFC) 21 24 January 1982 The opening kickoff was fumbled by the 49ers, and Cincinnati began with the ball on the 26 yard-line. They pushed to the five-yard line, and prepared to hit the end zone. But in three plays, Charles Alexander was stopped cold at the line of scrimmage and quarterback Ken Anderson was sacked. Then, safety Dwight Hicks intercepted a pass and ran to the 32-yard line before being tackled. Joe Montana moved the 49ers with a screen pass for six yards, and another pass brought them to the 44. The next play saw his third straight pass that moved them to the Cincy 47. Then came a handoff to Ricky Patton. Moving to his right, he passed off the ball to wide receiver Freddie Solomon, who flipped it back to Montana. Montana fired a 14-yard pass for a 1st and 10 on the 33-yard line. Three running plays brought them to the 15, where Montana threw to Solomon for the TD. The next 49ers possession saw a 12-play 92-yard touchdown drive. With 4:11 to go, they took over again, this time on their 34-yard line, and drove deep into Bengal territory before setting for a field goal. There was only 15 seconds left when Cincinnati back Archie Griffin fumbled the kickoff return. Milt McColl recovered the ball on the four-yard line with enough time for one or two plays. An illegal procedure penalty put the 49ers back to the nine-yard line. Another field goal was made that saw San Francisco into the locker room with a 20-0 lead. During the seconf half, the Cincinnati team turned themselves around. A quick drive starting with the kickoff return finished with a touchdown. The next time the Bengals had the ball, Anderson threw a 49-yard bomp putting them on the San Francisco 14. They moved down to the one before two plays were stopped cold by the 49er defense. Fourth down and one. Field goal or touchdown? They want for the TD, but the run was stopped bu Jack Reynolds and Dan Bunz. The fourth period began with a wuick score by the Bengals, cutting the lead to 20-14. The 49ers worried about their faltering offense. With ten minutes left, they had the ball on their 27-yard line. Montana's first pass fell short, and a penalty on the next play moved them back to the 22. Another pass play was caught by Mike Wilson on the 44, and the fuse was lit. Seven running plays brought the ball to the Cincy 23. It was fourth and five when a field goal attempt was made from the 40. It was successful, and the 49ers were leading 23-14. Cincinnati had to score a touchdown and a field goal to win, with only five minutes left to play. The kickoff put them on the 22-yard line, but when Anderson threw, cornerback Eric Wright intercepted. Another field goal followed, putting the game out of reach. Cincinnati came back with a touchdown of their own, but it only shortened the margin to 26-21. Washington (NFC) 27; Miami (AFC) 17 30 January 1983 The first series by both sides failed to produce a score, but on the second play, Miami quarterback David Woodley found Jumiiy Cefalo with a pass, and the wide receiver broke away for a 76-yard touchdown run. In the second quarter, the Redskins pushed hard, but quarterback John Riggins failed to gain enough yardage, so Mark Mosely kicked a 31-yard field goal. Miami made it down to the three yard line before the Washington defense stalled them. Kickker Uwe von Schamann made a 20-yarder to increase Miami's lead 10-3. Theismann marched the Redskins thew length of the field, ending in a fouryard pass to wide receiver Alvin Garrett to tie the game 10-10. Washington had a little chance to enjoy their comeback; Fulton Walker raced the kickoff return 98 yards for a touchdown. The next Washington drive got them to the Miani 8 before time rean out for the half, with Miami holding a 17-10 load. The third quarter opened with a disappointing Washingtion possession that saw Riggins losing a yard and Theismann sacked and throwing an interception. On their nexe possession, a reverse brought the Skins to the Miami 9. The drive stalled, forcing a field goal that cut the lead to 17-13. Two interceptions marred Theismann's play. A fourth quarter trick play saw Riggins faking a run, then lateralling the ball back to Theismann. But the quarterback found defensive safety lyle Blackwood on the one-yard line instead of the intended receiver. Miami could not score, and punted. When Washington was fourth and one on the Miami 43, everyone knew that Riggins would get the ball again. Ten Miami players were on the line of scrimmage. Theismann handed the ball to Riggins, who cut outside. Don McNeal grabbed for him, but Riggins broke away and ran 43 yards for the TD. For the first time, the Skins were leading 20-17. The Washingtion defense assisted by shutting Miami down on their next series. Washington drove to the six and went for another touchdown with two minutes left. Theismann rolled to his right and found wide receiver Charlie Brown just before he stepped out of bounds. With the conversion, Washington joined the ranks of Super Bowl winners with a 27-17 victory. Los Angeles Raiders (AFC) 38; Washington (NFC) 9 29 January 1984 On their side, the Redskins compiled an impressive 16-3 record, and you don't win a Super Bowl, like thay did last year, by playing bad football, either. But this time around, the Raiders dominated the game. The punt from Washington's first series was blocked by Derrick Jensen and recovered in the end zone for the score. Quarterback Jim Plunkett was unable to drive deep into washington territory until late in the first half. From his 35, Plunkett threw to Cliff Branch down the middle, who sped to the Washington 15. A 12-yard pass two plays later extended the lead to 14-0. Washington tried to come back, making it to the 7-yard line before kicking a field goal. With 12 seconds left, Washington tried a "Hail Mary" pass from their 12. Jack Squirek, a fast linebacker sent in for that particular play, snatched the pass intended for Joe Washington and streaked down the sidelines for another touchdown. In the third quarter, Theismann drove the Redskins 70 yards to cut LA's lead to 21-9. But the Raiders moved to the Washington 5, where, on a second and goal situation, Marcus Allen cut to the inside past the defense for the score. On the last play of the quarter, Allen took the ball again, and from the LA 26, he moved out, cut to the inside again, and ran 74 yards for the TD. Allen's performance broke Riggin's rushing record of 20 carries and 191 record of 209 yards by catching two passes for 18 yards. San Francisco (NFC) 38; Miami (AFC) 16 27 January 1985 After the Dolphin's first possession resulted in a field goal, the 49ers came back with a 33-yard touchdown pass to Carl Monroe to take the lead. A Miami touchdown game them a 10-7 margin, but on the next series, Montana sent Roger Craig over from the eight to score again. Then, from the six, Montana aborted a slant play to take the ball in himself. The 49ers were leading 21-10 in the second quarter when they scored again. They were fortunate in that series. On a previous play, Dolphin free safety Lyle Blackwood recovered a fumble and was headed for his goal line when the referee ruled that the pass had been incomplete. Miami kicked a field goal, then, with seconds left in the half, a 49er back fumbled the kickoff. Miami recovered and was able to kick another field goal before the half ended to close the lead to 28-16. the 49ers first drive of the third quarter ended in a field goal. On their next possession, Montana dodged a blitz and fired a 40-yard pass to Tyler. This play set up the touchdown pass of 16 yards to Craig. Miami was shut out during the second half. Late in the third quarter, cornerback Eric Wright intercepted the ball on his one-yard line to kill Miami's chance for a comeback. Rulebook: Bruce Shelley Art Direction: William E.Peschel Software Director: Alan Roireau Prep. Dept. Coordinator: Phyllis Opolko Camera. Dept. Coordinator: Elaine Adkins Typesetting: Colonial Composition Printing: Monarch Services, Inc. Cover Art: Jim Talbot |