You are the head coach of a football team. You will be called on to plan
offensive and defensive strategy to defeat your arch rival (a team controlled
by the computer).
You will be asked to assign names to both your team and the computer team.
You will be asked input the level of difficulty (wimp factor) of the game. Beware:
if you choose the easiest level, the computer will call you a nasty name!
You will be asked to tailor your team strengths to your strategy. The categories are as
follows:
Rushing offense
Passing offense
Rushing defense
Passing defense
Special teams
Your total must be less than or equal to ten (only fools use less than ten).
The computer will choose its team's strengths.
The coin toss
andd opening kickoff will follow.
If you are on offense, you will be asked to input your offensive play.
The play selection is as follows:
1. line plunge
2. trap play
3. power sweep
4. draw play
5. screen pass
6. short pass
7. medium pass
8. long pass
9. sideline pass
10. punt
11. field goal
12. status
13. timeout
14. quit
An invalid numerical input will generate a menu.
Be careful...if you take too long deciding, you will
get a 'delay of game penalty.
If you are on defense you will be asked to input your defensive play selection.
Your choices are as follows:
1. standard defense
2. short yardage defense
3. 'nickel' defense
4. 'prevent' defense
5. partial blitz
6. all-out blitz
7. time out
8. status
Again, an invalid numerical input will generate a menu.
The status command will output
the quarter, time remaining, score, timeouts remaining, down, yards to go and yardline.
It will also let you view the game statistics.
The program includes penalties, fumbles, interceptions, a clock
(ie: a sideline pass is likely to go out of bounds and consume less
time) and other surprises.
The computer is a very smart coach and makes adjustments as the game goes on.
Good luck!!
To begin Baseball load and run the program. The first thing it will ask you for are the team names and their colours.
The averages and the approximate distance the pitchers will go will then be displayed for each team. Press any
key to continue from there.
Next the score board will be displayed. To begin plays press the key G.
The batter uses joystick port 1. The pitcher uses joystick port 2. There are 5 different pitches as shown in the example below.
UP = High Slow Ball
RIGHT = Low Fast Ball
DOWN = Fast Ball Strike
LEFT = Sinker Strike
NOTHING = High Fast Ball
To pitch the ball hold the joystick in the desired position and press the fire button.
To hit the ball the batter must press the fire button as the ball crosses the plate.
The batters avarege is displayed at the top of the screen along with the count and the men on base. When there is a 1 in the
corresponding position then there is a man on base.
*EG. men on: 1 0 0 (man on first)
If the team at bat wishes the lead runner to steal then push the joystick forward before the pitch.
When the ball is hit the screen will display the outfield and the home run fence. To catch the ball the defence can maneuver
the fielder under or to the ball. Use the joystick to move and the fire button to jump.
To throw the ball in, push the joystick to the desired position.
DOWN = Home Plate
RIGHT = 1st Base
UP = 2nd Base
LEFT = 3rd Base
In the later innings your pitcher may begin throwing balls beyond your control. Time to go to the bullpen!
In between innings press P then F1 to change team 1's pitcher. For team 2 press F3. During an inning the P is not
necessary.