Once you have selected the team names, you must decide on the length of the quarters. The maximum
amount of time allowed is 15 minutes. To change the time clock, pull the joystick DOWN (press
the , key) to reduce the time; push the joystick UP (press the I key) to increase the time.
When you have selected the desired quarter time length, press the FIRE button (SPACE BAR).
Now you see the Scoreboard, The scoreboard indicateds the team names, the quarter, down,
yards to go, ball position and time outs remaining.
* Kick-off to begin play. The team which has the possession of the ball should press the FIRE button (SPACE BAR) to call up the Main Menu screen.
* The Main Menu is made up of these options: * Using the joystick (pressing the J or L key), select the EXIT icon toadvance to the Play Selection screen. When the Kick-off icon appears, press the FIRE button (SPACE BAR). * Select the direction of the Kick: LEFT, MIDDLE, or RIGHT, then press the FIRE button (SPACE BAR). * Now a menu of plays for the type of Kick selected will appear. Use the joystick (press the I and , keys) to scroll UP and DOWN the list of plays. Select a play with the joystick (press the J or L key), and press the FIRE button (SPACE BAR). The play will be diagrammed on the screen. * If you wish to use the diagrammed play, select the OK icon with the joystick (press the J or L key). If you would rather see another play, select the GARBAGE CAN icon to make a new selection. If you wish to design your own play, refer to the CHALKBOARD section in this manual. * If you are playing with two players, your opponent will now select a defensive play. Follow the same selection sequence used in making the offensive play selection. For one player game play, you also select the defensive play. (Now is the time to design or run through various plays - before you face your opponent.) Note: In a two player game, players should not observe the other player making his or her play selections. * After you have chosen both the offensive and defensive play formations, use the joystick ( press the J or L key) to select the OK icon to take you to the Kick-off screen. * To initiate the Kick-off, the receiving team presses one of the numbered keys from 0 to 8. These keys correspond to the speed in which the Kick-off is played. 0 is fastest; 8 is slowest. Press 9 for a stop-action sequence, and press the SPACE BAR (Button 2 on the joystick) to advance each frame. After selecting the speed of play, the Kick-off will automatically begin. Move the Kick-off receiver downfield to gain a good position. Following the Kick-off. Press the C= (ESC) key, and the Scoreboard will appear. Play Selection * You will encounter a series of three of four simple menus asking for different types of play selections. Here are the choices you will be making to select the various types of plays: ![]() * The Offensive Players selects first. Select the type of play you want by moving the joystick (pressing the I, J, L and , keys). Press the FIRE button (SPACE BAR). * The nexy menu asks for the play direction. If you want the play to go LEFT, up the MIDDLE, or RIGHT, make your selection and press the FIRE button (SPACE BAR). * Now you will be looking at a list of plays from your Playbook. Use the joystick (the I, J, L and , keys) to scroll UP and DOWN the list of plays. You can scroll beyond the screen to view all the plays in the category. Press the FIRE button (SPACE BAR) to make your selection. * The play will be diagrammed on the screen. Study the route of the primary ball carrier. In the Commodore 64/128, the primary bal carrier is indicated with a black line ending in a square. The secondary ball carrier is indicated with a black line ending in a diamond. In the Apple version, the primary ball carrier is indicated with a white line ending in a square. The secondary ball carrier is indicated with a white line ending in a diamond. Note: The screen displays 22 plays at a time, but the play list can actually hold up to 120 plays. * Now the Defensive Player selects a play from the menu to try and contain the offense. Once the Defense has selected a play, choose the OK icon. * The Offensive selects the speed at which the play is run. It is based on a scale of 0 (fastest) to 8 (slowest). Press the numbered key for the speed you want, and the action begins. For a freeze frame, stop-action sequence, press the 9 key. The Defensive player can then press the SPACE BAR (Button 2 on the joystick) to advance the game step by step. * When the ball is snapped, you will see "Received Snap" at the top of the screen. The quarterback will follow his assigned route automatically until you decide to handoff, pass or change the preassigned play. * When your running back is in position for the handoff, you'll hear a "beep" from the computer. Press the FIRE button (SPACE BAR). Move the joystick away from the offensive line (press the appropriate directional keyboard controls) for an outside handoff. If you want to make an inside handoff, move the joystick towards the offensive line (press the appropriate directional keyboard controls). Once the handoff has been made, control shifts to the ball carrier. Use your joystick (press the appropriate directional keyboard controls) to move him downfield. * After each play is completed, press C= (ESC) key, to return to the Scoreboard. * At any time during PLAY GAME, you can EXIT to the Main Menu to call a time out. Using the joystick (pressing the J or L key), select the TIME OUT icon. This allows you to stop the clock and save huddle time. Press the FIRE button (SPACE bar). There are three time-outs per half. Sideline View Overhead View Overhead Close-up View The quarterback stand out from the other players in a white uniform with a black helmet (in the apple version, the quarterback is indicated by a green square. The Receiver will be indicated by an orange square). The ball is snapped, and play begins. Use your joystick (appropriate directional keyboard controls) to scramble. When your Primary receiver, or Secondary, if selected, is in position downfield, you will hear a "tone". To release the ball, press the FIRE button (SPACE BAR) and then move the joystick LEFT or RIGHT (press the J or L key). If there is danger of the quarterback getting sacked, you can release the ball early. Move the receiver into position to catch the ball. To release the ball, press the FIRE button (SPACE BAR). Game play automatically defaults to the Primary receiver. Commodore users press and hold the FIRE button and pull the joystick DOWN to select the Secondary receiver. To switch back to the Primary receiver, press and hold the FIRE button and push the joystick UP. Apple users press P or S to select the Primary and Secondary receiver whether you are using the joystick or the keyboard. The letter P or S will appear in the top left-hand corner of the screen. If neither receiver is open, you can elect to keep the ball and run downfield. Afther the ball is released, control switches from the quarterback to the selected receiver. The receiver stands out in a white uniform. As you follow the flight of the ball, use the joystick (appropriate directional keyboard controls) to move the receiver into position. He has to be within arm's reach of the ball to make the catch. Once the ball is released, the defensive secondary moves toward the ball and closes in on the ball carrier. If the defense comes into contact with the ball carrier, the carrier is tackled and the play is over. The defense can also switch players. The game automatically defaults to the Linebacker. Commodore users press and hold the FIRE button and pull the joystick DOWM for a Safety. Push the joystick UP to switch back to a Linebacker. Apple users press Button 1 on the joystick when using the joystick or the SPACE BAR when using the keyboard, to toggle between the Safety and the Linebacker (the Linebacker and Safety will be indicated by a purple square). The letter S or L will appear in the top right-hand corner of the screen. Control of the Linebacker is generally desired on a running play. Control of a Safety is generally desired on a pass play. As each play develops, you should be able to determine if a play is a pass or run and this will help you decide whether to select a Linebacker or Safety. Press the C= (ESC) key after each play to return to the scoreboard. If you make a touchdown, you must kick for the extra point. The Punt or Field Goal On a punt return, the receiving team uses the joystick or the keyboard to control the movements of the punt returner - in a white uniform. To call a fair catch, press the FIRE button (SPACE BAR.) Save Game Load Game Restore/Reset Note: Whenever you switch from CHALKBOARD to PLAY GAME or vice versa, be sure to insert SIDE 1 of the disk and press RETURN. Before you start designing your plays, study the illustrations provided in the Playbook. You'll see a variety of offensive and defensive formations and routes. There are 87 possible offensive receiver routes, each identified by a number in the lower lefthand corner. The X and Y coordinates in each pattern represent the forward and lateral movement of the player on the field, with 0,0 being the starting point of each receiver. Thus, in a Square Out - Route 05, the receiver runs straight out 10 yards, then cuts to his right 10 yards to catch the ball. ![]()
The boxes you see in the blocking routes represent the first turn point in the route, and the arrow represents the end point. The X and Y coordinates represents the end point. The X and Y coordinates represent forward and lateral movement, with 0,0 being the position of the ball on the line. In Blocking Route - 01, for example, the tackle moves one yard forward and two yards to the left of the ball then continues straight ahead 3 yards. ![]()
Entering the CHALKBOARD from the PLAY GAME section is easy. Select the EXIT icon from the GAME OPTION menu to return to the Main Menu. Using the joystick (pressing the J or L key), select the DISK icon and press the FIRE button (SPACE BAR). This takes you to the SAVE/LOAD menu. If you want to save the present game, select SAVE GAME and the game will be saved. Then you can go on to the CHALKBOARD and return to the game after you have designed your plays. Select the CHALKBOARD icon from the SAVE/LOAD menu. Press the FIRE button (SPACE BAR). Remove the disk from the disk drive, turn it over and insert it with the SIDE 1 label facing up. CHALKBOARD menu is made up ox six options. These options are: Selecting any of the first four icons will prompt you to choose Offense (O's) or Defense (X's). Then you'll be asked to select Run, Pass, Field Goal, and Punt. Next choose Left, Right, and Middle. The last screen is the Play Book. Note: On certain apple computers you must first intialize your disk using the Init Hello command, and the reinitialize with the initialize (disk icon) option on the Chalkboard menu. TO VIEW A PLAY Note: If there are no plays available in a particular category you've selected, "NO PLAYS ON FILE" will appear at the top of the screen. Select EXIT to return to the CHALKBOARD menu. The play will then be diagrammed on your screen. Black lines (white lines on Apple) ending in a square represent the Primary receiver route and black lines (white lines on the Apple) ending in a diamond represent the Secondary receiver route. Blue lines (orange lines on the Apple) represent the routes of the other players. If you have a printer, you can print out the diagram of the new plays you design - or of the entire class of plays by selecting the print option you want.
* Exit the print option. TO ADD/DESIGN A PLAY Insert a blank, initialized disk, or the PLAY disk (SIDE 2) and press the FIRE button (SPACE BAR). Then select the appropriate options on each menu. Note: It is recommended that each player save plays on separate disks.
Choosing Formations When you are diagramming plays on the CHALKBOARD, the yardage lines on your screen are marked every 10 yards. To see the preassigned routes for players in each formation, move the cursor to the ROUTES x icon and press the FIRE button (SPACE BAR). When you've found the formation you want, move the cursor to OK and press the FIRE button (SPACE BAR). Selecting Players To select a player, set the circle around the position within the formation. Then move the cursor to the OK option and press the FIRE button (SPACE BAR). Selecting Routes If you're assigning routes to a running back, and want to see how a cross pattern, for example, Route 03, will integrate with the routes that the rest of the team players will be running, select the ROUTES x icon and press the FIRE button (SPACE BAR). The running back's cross pattern will be highlighted with a black line, (white line), and all other offensive routes will be shown in blue lines (orange lines). If you want to reverse the displayed routes, select the REVERSE icon "REV". The route number of that pattern will be displayed in green lettering on a black background (black lettering on a white background) on the bottom right-hand side of the screen, until you select the REVERSE icon "RVS" again. When you're ready to assign a route to that player, move the cursor to the EXIT icon and press the FIRE button (SPACE BAR). You'll then be asked to choose the next player you want to assign a route to. Repeat the process as above. Note: To move ahead to the next menu, select OK. Select EXIT to return to the previous menu. You don't have to select a route for each player. If you want to stay with a player's preassigned route, just skip to the next player in the "Choose Player" screen. Primary and Secondary Player Selection You must then select a secondary receiver the same way. His route will be shown ending in a diamond. Name a Play/Save a Play You can name your play with any combination of letters and numbers up to 15 characters. It's a good idea to include information in the play name that will cue you as to the nature of the play. For example, "F1 Trap Left RB" tells you the formation you are using (#1), the kind of play, and the Primary ball carrier or running back. In a defensive play "322 MAN TO MAN" indicates three players starting on the line of scrimmage, two players starting one yard off the line, and two players two yards off the line, with the rest of the players in the backfield. TO CHANGE A PLAY You'll then be asked whether you want to Rename "NAME" or Redesign "REDO" the play. Press the FIRE button (SPACE BAR) and you'll see the play list for that type of play. Use the cursor to select the play you want to change. If you just want to Rename a play, you'll be given a screen to rename. Now you can SAVE the play as before. If you want to Redesign the play, you'll go through the same sequence you followed in the ADD play process - choosing a new formation, player routes and ball carriers. Remember that players will keep the same routes you assigned them in your original play, unless you change a particular player's route. Save your play as before. TO DELETE A PLAY When you're satisfied with the variety of plays you've designed on the CHALKBOARD, it's time to suit up and return to the field. To get from the CHALKBOARD to the PLAY GAME, select the PLAY GAME icon from the CHALKBOARD menu. This will bring you back to the ENTER TEAM NAME screen. Using the keyboard, enter your team name and press RETURN. To continue on in PLAY GAME, follow the instructions in the PRE-GAME selection. Note: At any time during the CHALKBOARD, you can press the RESTORE (RESET) key to return to the main CHALKBOARD menu. * On running plays, you will hear a "tone" when the designated player is in position to take a hand-off. For example, you can run a halfback option, with your halfback taking the handoff and passing to a receiver downfield. * When positioning a player to catch a pass or lateral, move them toward the shadow cast by the football. The shadow indicates the ball's relative position to the ground. Players must be within arm's reach of the ball to take the pass. * If the ball has not passed the line of scrimmage, players will stay at the endpoints of their routes. Defensive players will revert to man-to-man coverage. * If you have not assigned a route to a defensive player, he'll play man-to-man. Linemen will rush the quarterback, and backs will move toward the ball. * Offensive backs may have a hard time shaking man-to-man coverage. One technique is to jiggle the joystick when you're controlling the receiver. (There are no corresponding keyboard controls). * Each player is programmed with his own logic for his position. For instance, a tight end may pick up the blitz and stay on the line to block, rather than run his route. * Running backs are programmed with "the John Riggins factor" - the ability to overpower tacklers in the open field or at the line of scrimmage. * Quaterbacks are programmed with a "tiring factor" - if you try too many quaterback sneaks or end runs, he'll tire and become less effective. * Offensive and defensive backs are fast, but less effective blockers. Linemen are slow, but strong. * Plays can be altered by you on the field. So, if you call a long, left passing play, and then decide to run the ball up the middle, you can control the action. * Using the joystick (appropriate directional keyboard controls), movement is keyed to the sideline view of the game. Moving the joystick LEFT or RIGHT (press the J or L key) will move your player left or right on the field. If you're keying your moves to the overhead view of the field, you may want to rotate the joystick one quarter turn to the right, so that player movement on the overhead screen corresponds to the movement of the joystick. * When selecting the direction of the Play type, remember that the direction is from each player's point of view on the field. Left for you is right for the opposition. Select the EXIT option from any menu you're in to cancel a selection and start again.
RESUME PLAT AFTER A DOWN:
DISPLAY WINDOWS:
SPEED CONTROL:
SWITCH CONTROL FROM PRIMARY TO SECONDARY RECEIVER:
SWITCH CONTROL FROM SAFETY TO LINEBACKER:
OUTSIDE HANDOFF:
INSIDE HANDOFF:
SAVE A PLAY IN THE PLAYBOOK:
SAVE A GAME:
LOAD A GAME:
RESTORE WITHIN THE CHALKBOARD:
RESTORE WITHIN PLAY GAME: Note: All joysticks controls refer to both the Commodore and Apple. Keyboard controls for the Apple are in parentheses. |