INTRODUCTION
All the razzmataz of American Football now for your micro screen. Authentic
game play including strategy, action, replay and even cheerleaders.
The game SUPERBOWL revolves around the two teams who made it to the final of
SUPERBOWL XX, played on 26th January, 1986 at the New Orleans stadium. The
two finalists were the CHICAGO BEARS and the NEW ENGLAND PATRIOTS: the final
score was: BEARS 46 - PATRIOTS 10
This is your chance to replay that wonderful final in this superb computer
simulation. It's up to you, now...
AMERICAN FOOTBALL is played in FOUR QUARTERS of FIVETEEN MINUTES duration
each. Super Bowl shows a display starting at 15 minutes which reduces to 0,
but the game clock has been accelerated to last approximately 90 seconds
per quater of actual processor time. Naturally the clock does not run whilst
you are organising the various strategies. The teams change ends at the end
of each quater, and the FIRST and THIRD QUATERS commence each HALF with a
KICK OFF. For the purposes of this game, the game clock is stopped on the
completion of each play, and is restarted at the SNAP of each successive
play. The game is played in two sections, OFFENSE and DEFENSE. Each team is
controlled by a series of comprehensive menus, the OFFENSE always being
selected first.
If you wish to play the game but are a little worried about its complexity,
then worry no more, for SUPERBOWL has been designed to allow the total
novice to play without understanding it finer points.
When faced with the OFFENSE menu, all you need to do is select the PLAY
GAME option, at which point, control is transferred to the DEFENCE menu.
The person playing DEFENCE (or the computer) can again simply select the PLAY
GAME option. The game will then begin when the OFFENSE presses the fire
button.
Of course, the subsequent game will not be as sophisticated as if the
menus has been utilised, but will certainly allow you to become familiar with
the concept of this simulation.
SINGLE PLAYER STRATEGY MODE
It is possible to practice strategies and technical situations on your own
by setting up both teams with the menu system. If you wish to try out a
specific type of play, say, the Shotgun Offence, you can do so by following
this example (although any Offence Strategy can be applied using the same
method.)
1. From the Main Offence Menu, select the Shotgun Offence. The formation will
now appear on the pitch with one player highlighted by a cursor: this is
the preferred reciever who will attempt to catch the ball. If you wish to
pass to another player, then move to the SETUP receiver option and press
FIRE to select it. The joystick now controls the cursor which will move
around the eligible recievers, who can be selected by pressing fire. When
you are happy, select the MAIN MENU option and then the PLAY GAME option.
Control now passes to the DEFENCE MENU.
2. You now have to use the keyboard or joystick associated with the Defense
to set up your desired strategy or, if you wish to use the computer
selected default, then simply select the RETURN TO PLAY option. If you
wish to select your own Defence formation then choose, say, the 4-2-5
Defence on the main menu, which will transfer you to the DEFENCE STRATEGY
SUB-MENU, where you can actually define the player marking allocation.
Moving the joystick down the list of Defence Players will highlight
the marked Offensive Player on the BALL. (the ball carrier). Pressing
FIRE will move the joystick to the offensive players so you can select a
different player by again pressing fire. If you highlight the FREE option,
all Unmarked Offensive players will also be highlighted.
3. When you are satisfied; select RETURN which will take you to the SELECT
CONTROL PLAYER menu where you should simply press FIRE to return to the
main menu and then select RETURN TO PLAY.
Control is now with the Offence, and the computer will control all
players except the Quaterback or any any other person carrying the ball.
NOTE: Further instructions follow in the main Offence and Defense section.
Controls
The joysticks or keyboard is used to move UP and DOWN the menu structure
using FIRE to select the desired option. During play, the joystick controls
your selected player, and FIRE either changes controls to another player or
passes the ball (explained in more detail, later)..
Kick Off
The game commences with a KICK OFF from the kicking team's 35-Yard line. This
play is automatically selected as required to commence each half and after
a TOUCHDOWN. The essence of the play is important, as the principle is
carried through to the other kicking plays. When the fire button is pressed
AND KEPT DEPRESSED, the forward/backward movement of the joystick will affect
a POWER SCALE. This scale shows a reading based on the PERCENTAGE OF A
MAXIMUM KICK but, in addition to affecting strength of the kick, it also
affects the TRUENESS OF THE KICK. In other words, a maximum kick has more
chance of veering away for the straight line. When the fire button is
released, the offensive play is automatic. As in real Football, the kicker
must practice and become aware of what he is able to do.
The Defence is quite capable of catching the kick and advancing the ball
back up the field, although the Offence can only establish possession of the
ball: THEY CANNOT ADVANCE THE BALL ANY FURTHER.
Game Play
There are two kinds of service which can be used :
The MAIN MENU gives the option of the type of strategy you wish to adopt for
the particular play. NOTE: KICK-OFF AND EXTRA POINT ATTEMPT ARE SELECTED
AUTOMATICALLY.
The choices available are:
LONG PASS - SHORT PASS - RUSH PLAY - SPECIAL PLAY
Each option leads to a sub-menu giving further, more specific options,
such as the SHOTGUN offense. Essentially, LONG PASS plays can gain a good
deal of yardage, but there is a good chance that the ball will be intercepted
by the opposition. SHORT PASS plays are a little safer, but still give the
option of the successful reciever running a fair distance with the ball.
RUSH PLAYS are the bread-and-butter plays, but it is usually only possible
to make a few yard gain on each down. Of course, in PASS PLAYS, there is
always the option of the Quaterback rushing with the ball instead of passing
it. SPECIAL PLAYS include the two kicking plays, the PUNT and the FIELD GOAL
ATTEMPT, and also the GOAL LINE RUSH which is just a concerted RUSH PLAY
specifically designed for the play on the opposition's goal line.
Having selected the specific Offensive play, the player has the ability to
see the actual movements of his team members, by VIEWING NEXT FRAME. There is
also the option to select the PREFERRED RECIEVER, that is, the reciever who
the player is intending (initially) to recieve the catch from the
quaterback.
Then the player simply selects the PLAY GAME option which passes control to
the DEFENSE (to make their selection).
The Snap
During play, the game-clock is started when the Offense presses his fire
button, causing the CENTRE to SNAP the ball back to the quaterback. At this
point, the joystick will control the QUARTERBACK, whilst the other players
move upfield according to their chosen strategy.
Passing
As soon as the fire button is pressed (without realeasing), the joystick will
move the screen cursor around the eligible recievers (starting with the
preferred reciever), that is, those men able to catch a forward pass. When
the fire button is released, the ball is immediately passed to the selected
reciever WHO THEN COMES UNDER JOYSTICK CONTROL (BEFORE THE BALL IS ACTUALLY
CAUGHT). The reciever must now position himslef correctly to catch the pass.
There can only be one forward pass AND IT MUST OCCUR BEFORE THE BALL CROSSES
THE LINE OF SCRIMMAGE, otherwise the offense incurs a penalty (Loss of
Down).
Catching
The reciever must be moved to the place where the player thinks the ball is
going to land (within a few yards of the reciever's position).
If the ball touches the reciever between ground-level and six feet, then
it is considered a good catch and the player can attempt to advance toward
the goal line.
If the ball touches the reciever between six and nine feet, then there is
a possibility of a catch of a recoverable tumble (one which can be advanced).
Over nine feet, and the ball is considered missed. In this event, the ball
will be considered dead when it touches the ground, that is, the pass is
incomplete. This causes the original yardage required to remain the same but
at the expense of the down, so a SECOND-AND-SIX AT THE 60 YARD LINE would
become a THIRD-AND-SIX AT THE 60 YARD LINE.
If the ball touches any inteligible reciever, the pass is unfortunately
considered incomplete, causing a Loss of Down.
If the ball first touches a defensive player, then the player can catch
the ball according to the above guidelines, but after a fumble by either
team, the ball can be recovered by any player and advanced in the appropriate
direction.
Controlling Other Receivers
Having successfully caught the ball or fumbled, the player can choose to
control any of the recievers by pressing the fire button and moving the
cursor whilst keeping the fire button depressed. When the button is released
the appropriate reciever is under joystick control, so the player can use
him either to retrieve a free ball (after a tumble) or to protect the ball
carrier on his run for touchdown, although please note that because of the
inherant speed of the game, this is a necessarily difficult manoeuvre.
Touchdown
When the ball carrier crosses the opposition's goal line or an eligible
reciever catches the ball in the opposition's end zone his team will score
a touchdown. Play will then automatically transfer to the EXTRA POINT
ATTEMPT, which operates in a similar fashion to the Kick-Off, in that the
fire button when kept depressed, will utilise the POWER SCALE. The player
must determine how much power he need apply to successfully send the ball
between the uprights. When the fire button is released the play is automatic.
Field Goal Attempt
In operation, this is the same as the Extra Point Attempt, in that the object
is to kick the ball between the uprights. As before, the fire button controls
the POWER SCALE which determines the strength and trueness of the kick. If
the kick is unsuccessful then the opposition restarts play with a first down
at the point of the kicking team's scrimmage line.
The Punt
Keeping the fire button depressed will again control the POWER SCALE which
will determine the strength and, to a lesser degree than on other kicks, the
trueness of the kick. This ensures that the punt reciever (on the defense)
will have to work to catch the ball.
If the ball is missed, then the opposition starts play with a first down
at the point at which the ball comes to rest. In the event that this is in
the END ZONE, then the scrimmage takes place on the 20-yard line.
If the ball is caught, then the defense can advance the ball, but if it is
fumbled either team can recieve the ball and advance it.
Defense
The DEFENSE is set up using a rather more involved menu system, which begins
with a MAIN MENU offering the four major types of defense strategy.
3-4-4 DEFENSE | 4-3-4 DEFENSE | 4-2-5 DEFENSE | 7-1-3 DEFENSE
The numbers represent the layout of the defense, so the 3-4-4 defense has
three front-line defenders followed by two lines of four.
The player first chooses the type of defense strategy which he thinks will
best handle the Offense initial line-up (which is displayed on screen) and
then will enter the main strategy menu which allows the player to set up
which players are to mark given offensive linesmen.
This strategy menu lists the players by actual NFL player numbers:
DEFENSE - OFFENSE
21 Safety - 22 Running Back
23 Safety - 25 Running Back
35 Cornerback - 88 Flankerback
38 Cornerback - 81 Split End
91 Defensive End - 85 Tight End
50 Linebacker - 10 Quaterback
53 Linebacker - 54 Centre
63 Defensive Tackle - 64 Guard
73 Defensive Tackle - 69 Guard
95 Defensive End - 65 Tackle
55 Linebacker -71 Tackle
The player can choose which Offensive players to mark with his defenders
but also there are two extra options. The first is that any defender can
mark the ball corner, that is, they will always go for the person carrying
the ball. Secondly, there is the FREE option which shows all the unmarked
Offensive players.
To operate this menu, the joystick will control up and down movement. If
the fire button is pressed whilst selecting a defender, the joystick will
then only operate within the offensive players and the BALL option. By
pressing the fire button now, that offensive player becomes marked by the
selected defender. For example, let's assume that the defender highlighted
is number 22, the Running Back, pressing the fire button will cause the
offensive player to be highlighted in turn according to the joystick
movement. If the button is pressed whilst number 10, the Quaterback, is
highlighted, then the effect will be that for this particular play number 22
will personally mark number 10. THE EFFECT OF THIS PARTICULAR STRATEGY IS
VALID ONLY FOR THIS PARTICULAR PLAY.
When the selection is complete, the defense is given the option to select
which player he wishes to control when the game commences.
As soon as the Offense begins the defenders will behave as per their
selected patterns, except for the player under joystick control. If the
player wishes to change the defender under control then he must press the
fire button and whilst the fire button is depressed joystick movement will
highlight the various players on the pitch. As soon as the fire button is
released, he will have control of that particular player.
That covers most of the game play, but YOU are the one in control.
|