Introduction Dialing Directory...... 21 Game Features Game Features ...... 3 Make the Connection ...... 24 Introduction Here are some of the features you’ll find in How to Use This Manual...... 4 League setup Practice is over! You’ve played the com- All-American College Football: Getting Started Setting Up Your League ...... 26 petition; now it's time to bang heads with . College teams, with full rosters made up System Requirements...... ,5 Schedule Editor...... 27 the big boys! Welcome to All-American Installing All-American College Football ...... 5 Managing Your League ...... 29 College Football-the most comprehensive of actual college players. Defining ‘Select’ ...... ,5 Running a Game Plan League ...... 30 simulation of college football ever created! . The ability to manage four The General Manager Menu...... ,7 Participating in a Head Up League...... 31 separate leagues. Printing Playbooks...... 7 Seasonal Simulations...... 34 Coach your favorite college team through a Game Setup Remote League Data...... 34 full schedule of hard-hiting action. Play . Auto Play mode for rapid simulation Using the Game Setup Screen...... 8 Updating League Files...... 35 head-to-head match-ups either locally or via of scheduled games. Modem Play Options ...... 10 Team Editor...... ,36 modem. Create a league and play scheduled The Options Menu ...... 11 Editing/Adding a Team ...... 37 games in either head-up or Micro Sports’ l True modem play, Starting the Game...... 12 Editing Team Rosters...... 38 exclusive Game Plan mode. Whatever your . Two play styles-Head Up or Game Playing All-American College Football League Leaders preference, A//-American College Football Plan mode. Playing a Head UpGame ...... 13 Viewing and Printing Leaders ...... 39 can deliver! What’s more, each play is Game Setup Selections ...... 13 State Keeper tracked by the Stats Keeper module, which l Stunning graphics. The Head Up Screen ...... 13 Viewing and Printing Statistics ...... ,41 provides pages of the most complete stalisti- l Play-by-play commentary. Play Calling ...... 15 Glossary of Terms...... 44 cal reports found in anycomputer game! Player Substitution...... 17 Play Calling Codes...... 57 Playing a Game Plan Game...... 18 Game Setup Selections ...... 18 Game Options ...... 19 ModemPlay ...... 2 0 Equipment Needed ...... 20 Pregame Setup...... ,20
2 3 How to Use This Manual Get in the Game! Installing All-American Your owner's manual contains five main sec- To get the most out of All-American College 1 Getting Started College Football System Re irements tions and a glossary: Football, play it with a friend, either at the Follow this procedure to install All-American keyboard or via modem. If you can’t find an Here’s what you need to play All-American Getting Started-Includes the hardware College Football: College football into your hard drive: requirements for All-American College opponent locally, you can always find worthy competition on commercial bulletin board 1. Insert the CD-ROM into your CD-ROM Football as well as how to install and load l DOS 6.0 services. What’s more, these services drive and type the drive identifier followed the program. l 486/25 MHz IBM or 100% compatible PC frequently sponsor leagues, with online sec- (486/33 MHz recommended) by a colon (e.g., D:). Press
4 5 2. Using your mouse, move the mouse The
14 15 Play Calling-Using Play If you decide to define your own play, the These events stop the clock, so there is no Piay Calling Syntax Calling Buttons play design screen appears. To define a play, need to call a time out. You must input FOUR characters when Chose Call Play or Define Play from the main you must make decisions for each applicable calling plays. Head Up screen. subcategory on this screen (each of which NOTE: If you call a time out, the game will is described in the Glossary of Terms). For not charge it to you if your runner or receiver 1st digit--formation code (i-6, see play HINT: It is quicker to calf a preset play than example, you do not need to choose a steps out of bounds or your quarterback card for formation codes) design your own. If you are trying to con- receiver if you are calling a running play. throws an incomplete pass. serve time, it is best to call a preset play If, 2nd & 3rd digits-Play Number (01-99, however, you want to keep your opponent on Time Out Play Calling-Two Human Players see play card for play numbers) You can use either the keyboard or the play his toes, use the Define Play feature. Once you have selected or defined the play 4th digit-Time out code (0 = No T.O., you want to call, you must decide if you want calling buttons when playing against a friend 1 = T.O.) NOTE: Consult the Glossary of Terms at the on the same computer. The keyboard is the end of this manual to learn definitions of any to call a time out upon completion of the play. To call a time out after the play is com- default. To use the mouse with the play but- For example: 1101 football terms found on the play calling tons, use the Play Cal/choice from the 1 = Pro Set screens. plete, select Call Play/Time Out. Otherwise, select Call Play/No Time Out Options menu. 10=Play# 1 = T.O. Preset vs. Define Time management is very important in foot- Using the Keyboard to Call Plays If you call a Preset play, the game asks if you ball, so be sure to call time outs only when If you decide to use the keyboard to call your Player Substitution want to call a run play, pass play, or kick necessary. For example, don’t call a time out plays, follow these guidelines. The plays are If a player becomes injured, or is simply not play. Choose one of the three. The appropri- printed on your enclosed play card. playing up to his abilities, you can make a ate list of predefined plays appears on the if one of these events will occur at the end of the play: quick change using the Substitution menu. l The home team coach uses the number play calling screen. Select a play from the Follow this procedure to substitute players: play list. l The end of the quarter keypad to enter his plays (be sure Num l The end of the half Lock is on). 1. Click the Substitute pull-down menu and select a team, Visitor or Home. The list of l The visiting team coach uses the number standard formations appears. row to enter his plays. 16 17 2. Select the formation for which you want to Game Setup Selections the game plan before the game begins substitute players. The list of players for To play a game in Game Plan mode, you (Manual), the computer will create the game Two buttons labeled Continue and No Pause that formation appears. must choose Game Plan in the Play Method plan (Computer), or the game plans are replace the play calling buttons on the main saved on your disk (Saved). screen. Select Continue to have the computer 3. Select the player you wish to remove from box on the Game Setup menu. In addition, you have three different ways of playing a animate the next play in the game. Select No that formation. A list of eligible replace- Game Plan game, depending on what you When you choose Let’s Do It!, the game dis- Pause if you want the computer to animate ment players appears. choose in the Game Type box. plays your game plan form (unless the com- each play of the game in succession without puter is generating the plans). You can either a break in the action. 4. Select a replacement player. Norma/-plays a single Game Plan game. modify the form or choose to leave it as is. 5. The game asks if you want to make this If you play a league game, the computer When you press ESC, the form is written to substitution globally (across all forma- updates season stats at its conclusion. If you the hard drive in the default directory, and The following keys have special functions in tions). Select Yes to substitute globally, play an exhibition game, the game does not the Game Plan module is loaded. Game Plan mode: No to substitute for only this formation. update stats. NOTE: Game plan forms are written with the Space Ear-Displays the pull-down menus 6. Select Exit from the formation list to return Repeat-plays a single game and gener- following file name convention: when you are paused between plays. to the game, or repeat steps 2-5 to make ates the same outcome each time, given the [TEAMYR.GPD]. TEAM = the first four char-
21 20 Phone Number Syntax The ‘70 disables the service, while the Adding a Dialing Directory Entry 8. Team Name is an optional, 14-character You can enter the telephone number in one comma inserts a pause before the phone 1. Select Add Entry. A blank entry appears. field where you can list the team your of two ways: without spaces between the opponent is coaching. It is useful if you number to allow the phone system time to 2. Enter the player’s name, up to 20 charac- numbers OR with dash marks as separators. reestablish the dial tone. If you are dialing are running a large league and need to ters. keep track of which person coaches which Do not use parentheses. For example, the from a rotary-dial phone, you can sometimes team. long distance number (614) 555-1212 could disable call waiting by replacing the * char- 3. Press
24 Select a League l Choose the year of the teams (same or Choose Year League Setup Next, League Setup needs to know which different) and enter the two digit number You now have the option of creating a As the name suggests, All-American College league file to create or modify. Select a (e.g., 93.) league full of teams from the same year, or Football was designed with league play in league from the menu. If you are creating a from different years. If you choose Same, the mind! Whether you are involved in a league new league, League Setup will continue ask- i Once you have answered all of these ques- program prompts you to enter a two-digit with a group of friends, or just playing ing you questions about how you want to tions, you can begin creating your league year representing the team files you want to through a schedule against the computer, structure your league. If, however, you are schedule. See Creating a League Schedule load (e.g., 93). If you choose Different, the you’re sure to enjoy the power and flexibility simply modifying a league, the league sched- later in this chapter for more information. program prompts you to choose individual of the League Setup program. ule will appear, allowing you to make any If you choose Default the program continues team files. necessary changes, Setting Up Your League with the questions in the following sections. Once you are finished making your team When you select League Setup from the Type of League League Definition selections, League Setup will look for an General Manager menu, the program guides League Setup allows you to model your new You have the option of choosing an actual existing league file on your hard drive. If it you through the steps necessary to define league after the college set up, or design schedule for your league, or creating your finds one, the program will ask if you want to your league and set up your schedule. These your own. For seasonal simulations, choose own from scratch. Choose Actual to choose a overwrite it, or cancel the league creation. are all described on the following pages. Default. If you are competing with a group of pre-defined schedule, or Create to make your friends, choose Design to manually create a Schedule Editor Create or Modify own match-ups. Using an actual schedule league structure. At the bottom of the League Setup screen is The program first asks if you want to create a saves you a lot of time. the Schedule Editor. This is where you create new league or modify an existing league. If you choose Design, the program prompts If you decide to create your own schedule, or modify a schedule for your league. _ Choose Create to start fresh, or Modify to you with the following questions: the program skips to the next question. change the schedule for an existing league. Selection Buttons l Select the league to model your confer- League Model The top section of the Schedule Editor con- ences (Pre 1992 or Current) Choose Current or Pre 1992 for the league tains a row of five gray selection buttons. l Select conferences to use. (Select Cancel model. Choose Schedule. Select the sched- Click on any of these buttons to set schedule when all conferences you wish to use have ule you want to use. parameters. For example, click on the first been selected.) box to set or modify the game date. 26 27 Action Buttons 2. Click on the first gray button in the IO. Select Head Up to schedule any type of Modifying a league Schedule Below the selection buttons are the action Schedule Editor. A box appears prompting Head Up game (two people on one com- If you need to change a game in your sched- buttons. you to choose a month for your game. puter, modem play, or vs. computer). ule, simply select the game from the list and Select Computer to schedule any type of use the selection buttons to modify the game Top-Click on this button to move to the 3. Choose a month for the game to be Game Plan game. data. Don’t forget to save your schedule after beginning of the schedule. played. A list of calendar days appears. you have finished making all of your changes. Bottom-Select this button to move to the 4. Select the day the game will be played. 11. Click on the final gray box to change the game status.This is optional. You will Managing Your league end of the schedule. 5. Click on the second gray button to choose only need this field if you are editing a Serving as a All-American College Football Add-Choose this button to add a new the visiting team. A list of teams in your i schedule and need to manually update a league commissioner can be great fun. You game to the schedule. league appears. game status. get to organize the participants, create the 12. Repeat steps league, set the schedule, and play the games Delete-Select this button to remove the 6. Choose the visiting team. 1-11 to add the remaining to determine official outcomes. currently selected game from the schedule. games to your league schedule. When 7. Click on the third gray button to choose finished, choose Save from the File menu the home team. A list of teams in your To get the most out of your league, follow Creating a league Schedule to save your schedule. these league management guidelines. When you choose to define your own league league appears. or create your own schedule, you must use Printing a Schedule Choosing Teams the Schedule Editor to add games to your 8. Choose the home team. To print your schedule, press
28 29 l You can mimic the college structure, let- As a rule of thumb, leagues run more effi- 1. Obtain saved game plan files from each 4. Send the game plan files to each partici- ting the computer coach the teams that ciently if only one game type is used. The participant. You create these files in the pant so they can replay the weeks games. your friends don’t choose. Head Up and Computer types are so radically Game Setup program by setting the Play Games must be replayed using the same l You can choose an even number of teams different, that trying to mix these styles of Method to Game Plan, filling out the game settings as in step two above. In addition, and design your own league structure. play in your league can lead to confusion. plan form, and then saving it to disk by the computer’s internal clock must be set selecting Let’s Do It! to the same date as on the schedule for Once you decide which teams to include If you insist on mixing the Head Up and results to be accurate. Choose the visiting in your league, use League Setup to create Computer types in your league, try playing NOTE: Game Plan files are saved in the team’s year. your league. the first half of the season one way, and the default directory under the file name 5. Send the updated league file to league second half another way. TEAMYR.GPO. Setting a Schedule participants so they can track how the You also must set your schedule when exe- NOTE: You can modify the game type selec- 2. Replay each scheduled game. Be sure teams fared in that week’s action. This file cuting League Setup. Here are some sugges- tion for any game that has not been played. to make these choices on the Game resides in the default directory, and is tions for schedule creation: For example, if a game cannot be played Setup Screen: named LEAGUE-?.LFR. The question mark because the team owners are both too busy Play Method-Game Plan after the underscore character represents l If you are mimicking the college structure, to get together, you can set that game to Game Type--Repeat the league you are running (league A, B, choose an actual schedule. Computer and have the computer generate l When your season is over use the Bowls Vis. Game P/an-Saved C, or 0). an outcome. Home Game Plan-Saved module to set up the bowl games. Participating In a Head Up League Running a Game Plan League While game plan leagues may capture what Choosing a Play Method To run a league using Game Plan mode, you NOTE: Be sure to select the correct league Once you have created your league and coaches do to prepare for a game, the corn- will need to follow these steps each week to and game. All other settings are optional, missioner has a lot of responsibility. He must schedule, you must decide how you want to but should be agreed upon by all partici- determine game outcomes and inform the replay all the games to determine official out- play your games. That done, you must then participants of the week’s results: pants before the league begins. edit your schedule to set each game to the comes. This takes a large time commitment. correct game type (Head Up or Computer). 3. Repeat steps 1-2 until all games are played for the week. 30 31 Head-up leagues, conversely, involve all NOTE: See the Remote League Data league Tips File Management league participants, as each coach is respon- section for instructions on extracting While serving as a commissioner can be lots The commissioner is responsible for accu- sible for playing his scheduled game. All your team files. of fun, you must be well organized for your mulating and archiving all team files and all league participants must follow the steps in league to run smoothly. Here are some tips league files for each week’s games on the 3. Both you and your opponent must send for efficient league management. league schedule. We recommend that the the procedure on the next page to report your respective team files to the commis- game outcomes to the commissioner: commissioner create a league directory. sioner. He will then use Remote League Ground Rules Under that directory, he should create a sub- 1. Following the league schedule, each par- Data to create an updated league file with Publish ground rules well ahead of your start directory for each week on the schedule. ticipant is responsible for playing the cur- all the week’s results. date. Your ground rules should address these rent week’s game. You can play locally or topics: For example, if the league directory is via modem. The Game Setup settings Updating the League File C:\LEAGUE1, these should be the additional As commissioner of a Head Up league, you l Which game setup selections you will use should be as follows: subdirectories: will be responsible for updating the league in your league. l When team files are due to the commis- l C:\LEAGUE1\WEEK01 Play Method-Head Up file after each set of games. After you receive updated team files from all participants, use sioner. l C:\LEAGUE1\WEEK02 Game Type-Normal or Modem Remote League Data to overwrite the new l How the commissioner will accept team : ;;;bEAGUEl\WEEK03 team data in the existing league file. Once files (i.e., via E-mail, on disk, etc.). NOTE: Be sure to select the correct league you’ve done this, send the new league file to l How many games will be played per and game. All other settings are optional, the participants so they can view the week’s week. This should also be reflected in the Once the commissioner has created the directory structure, he should copy the initial but should be agreed upon by all partici- results and statistics. league schedule. pants before the league begins. league file into the WEEK01 subdirectory. See the Remote League Data section After receiving all team files for the first week 2. After the game, you and your opponent NOTE: for more information about updating league on the schedule, he should copy these to that must use the Remote League Data files. same directory. program to extract your newly updated team files.
32 33 When finished updating the league files, 2. Select the Teams button and choose the Extracting Team Files Updating League Files he should copy the updated league file 1st game on the schedule. As a participant in a Head Up league, you If you are acting as commissioner of an to the next week’s subdirectory (i.e., must use Remote League Data to extract your online or play-by-mail league, it will be your C:\LEAGUE1\WEEK02). 3. Select an Autoplay Speed (Fast or Real team file after you play a scheduled game. responsibility to collect the updated team Fast) from the Options menu. When finished, send it to your commissioner files each week from your participants and Seasonal Simulations so he can merge it into the new league file. use Remote League Data to create the new If you want the computer to play an entire 4. Press Let’s Do It! to begin playing the games. league file. Follow this procedure once you season, choose Computer as your game type 1. Choose Remote League Data from the have received all files for a given week on when filling out your league schedule. Then If you want to interrupt the seasonal simula- General Manager Utility menu. The pro- your schedule: follow the steps below to replay your season: tion at any time, press the
33 37 5. To work with a different player type, 2. Select the formation you want to edit. A 5. Repeat steps 2-4 to edit more formations. choose a new category of players from the list of current starters appears, with their When finished, choose Save from the File League Leaders Category menu, or press
I 38 39 Individual Defense-Individual Oef. only Viewing and Printing Statistics You have the choice of printing either to disk Stats Keeper You can either view or print the statistics or to the printer. Teams Stats-Team Offense, Team At the heart of All-American College Football tracked by Stats Keeper. To view statistics, Defense, Team Misc. is a sophisticated statistics tracking and simply select a pull-down menu and choose If you print to disk, a dialog box appears, reporting program that keeps tabs on all showing the file name created. Select OK to the stats you want to display. To print statis- League Leaders-The top ten leaders for league and exhibition game activity. Since write the file to disk. The file is written to the each category tics, select the Print choice in each pull- the key to winning football games is knowing down menu. main All-American College Football directory your opponent’s strengths and weaknesses, (i.e., C:\ACF95). The Help Menu Player stats won’t appear in the League the Stats Keeper is an invaluable tool to use You have the choice of printing either to disk Some printed reports combine more than Leaders reports unless they meet the pro- in preparing for war on the gridiron! or to the printer. If you print to disk, a dialog one View category. Refer to the chart on the grams qualifications. You can view these box appears showing the file name created. Entering Stats Keeper Select OK to write the file to disk. The file is following page to learn what information is thresholds from the Help menu. printed on what reports. Choose Stats Keeperfrom the General written to the main All-American College Manager menu. The program appears, with football directory (i.e., C:\ACF95). View/Print Cross Reference the stats from the last complete game on Report Name-view Categories Reported the screen. Stats Keeper Menus The following sections describe each Stats Passing-Passing leaders only NOTE: The Stats Keeper also appears after Keeper menu: each completed game if you turned Game Run/Receiving-Rushing leaders, Summary to On when on the Game Setup File Receiving leaders screen. This is where you change league files within. Special Teams-Kick Returners, Punt Stats Keeoer. Select League to load a differ- Returners, Kicking, Punting ent league file. Choose Exit to quit Stats Keeper and return to the General Manager menu.
40 Game Records Season Top 20 This menu has selections that summarize the The Records menu includes stats reports for To view season stats, you must first select As the name suggests, All-American College numbers from the most recently played individual, team, offensive, and defensive a team and year. To choose a team, select Football has a Coaches’ Poll to determine the game. The Offense selection displays offen- league records. There are 67 categories in Load Team. National Champion. Votes are compiled and sive statistics, including: all. Each listing shows the record, the game calculated based on win/loss record and in which it was set, and the team that set the Once you have selected a team and year, select the function you want under the schedule strength. If a team is undefeated l Team totals record. Individual records also show the playing an easy schedule, there is a chance l Scores by quarter player who set the mark. Select the respec- Season menu. Offense displays team offen- sive statistics, while Defense shows team they will not win the crown. The “Pollsters” l Passing, rushing, and receiving statistics tive menu choice to display these records. defensive stats and game scores. Select look at more than the win/loss columns to The Defense section shows the following If you want to view the criteria used for Clear only if you want to wipe out the season decide this National Championship. defensive statistics: including a player or team in the record stats for the selected team.
l Kick and punt returns book, choose Qualifications. Select Clear only if you want to wipe out all the league HINT: Choose Clear at the end of the l Tackles, sacks, and interceptions regular season to track separate statistics records. l Kicking and punting statistics or bowl games. HINT: Choose Clear at the end of the Drive Summary MVP regular season to track separate records for Select View from the Drive menu to list the As the name suggests, All-American bowl games. number of plays, yards gained, time of pos- College Football has an MVP program session, result, and score for each of the that selects the Nation3 Most Outstanding game’s possessions. The report is grouped College Football Player. Votes are calculated by quarter, This screen also displays team based on player performance, and the totals summaries in categories such as number of xea;;,rted out to see who wins this coveted first downs, number of fumbles, passing plays/yards, rushing plays/yards, etc.
42 43 3-4 7-4 Defensive Strategies Glossary of Terms The 3-4 is a traditional formation with three The 7-4, also known as goal line defense, is Once you set your alignment, you have This glossary is desighed to both define the down linemen and four linebackers (a down best for stuffing the run. Don’t use it in the to tell your team how to play their positions. lineman is a defensive player who positions terms used in All-American College Football, open field, however, or you’re liable to be The following terms describe the defensive and offer some tips on how to best utilize the himself on the line of scrimmage and starts burned by a deep pass. This formation has strategies you can use in All-American the play in a three or four-point stance). It is tactics they describe. To help you find the two linebackers, seven down linemen and College Football definitions you need, the terms are grouped a good read formation because the line- two defensive backs. Reserve the 7-4 for use by function. Any codes next to the definitions backers have time to react to the play. It also within your own five yard line. Linemen and Linebackers represent the corresponding code in the allows decent short pass coverage because The following terms apply to your linemen Call Preset Play screens and enclosed of the extra linebacker. Nickel and linebackers: Play Cards. Traditionally used in 3rd down-and-long sit- 4-3 uations, the nickel package removes a line- Alignment Defensive Formations A 4-3 formation is a flip-flop of the 3-4. You backer from the 3-4 and adds a defensive Choosing an alignment determines how your The formation of your players is the starting have four down linemen and three lineback- back. defensive linemen will space themselves on point of any play. There are six defensive for- ers. It’s also a basic set, but better the line before the snap. Choose the align- mations supported in All-American College the run. Dime ment style best suited to stopping the type of Football, each designed to stop a particular The dime formation has six defensive backs, play you think your opponent will call. The 5-2 offensive set. and is used when you know the other team alignment choices are listed below: Add another lineman to the mix, subtract a is going deep. Use the dime package to pre- linebacker, and you have the 5-2. This for- vent deep passes if you’re leading late in Tight-Best for stopping inside running mation is stacked against the run, and can be the game. plays like dives and draw plays. a gamble in passing situations. Spread-Best for stopping outside running plays like slants and sweeps. Head Up-A conservative, helmet-on-hel- met alignment. Kay Runner Pursuit Twist Weak-The tackle and defensive end Under Zone-The secondary covers the Predicting what player will carry the ball is IS your opponent going to run a quick-hitter furthest from the offensive tight end quickly area 5-10 yards behind the line of scrim- another key to a successful run defense. You or a slow-developing counter play? You pre- switch positions when the ball is snapped. mage. This is also called a Short Zone. can have your defense key on: dict how fast the play will develop by setting the pursuit code: Twist Strong-The tackle and defensive Over Zone-The secondary covers the area The halfback (code A) end opposite the tight end switch positions IO-15 yards behind the line of scrimmage. Quick (code 1)-You’re expecting a when the ball is snapped. This is also called a Medium Zone. The fullback (code B) quick-hitter. Twist Both-Both tackles and defensive Deep Zone-The secondary covers the If you choose to key on the quarterback, you Medium (code Z/-You’re playing it safe. ends switch when the ball is snapped. area 15+ yards behind the line of scrimmage. are essentially calling a no-key defense. Slow (code 3)-You’re anticipating a Defensive Secondary Man to Man Line Strength slow-developing play. These terms apply to techniques employed Man-to-man coverage is good if your sec- The strength code allows you to anticipate in by the defensive secondary: Stunts ondary is highly skilled, but is more risky what direction the ball carrier will run. The because the receiver only has to beat one Stunts are fancy footwork executed by defen- Coverage/Zone Type choices are: man to make the play. Zone coverage is more sive ends and tackles to confuse the offense. The coverage selection tells your defensive conservative, and is more effective when the Strong (code 4)-The ball carrier will run The twisting stunts are often used by teams backs how to play the receivers. There are pass is deep because the secondary has to the side of the offensive line where the with under-powered defensive lines as a way four different ways to align your defensive tight end is located. secondary. more time to adjust to the quarterbacks to equalize the competition. There are four throw. Middle (code 5)--The ball carrier will run types of stunts: Man-to-Man- Each defensive player is Coverage up the middle. Blast-The tackle and defensive end try to matched with a corresponding eligible Technique receiver. You also must tell your secondary how close Weak (code 6)-The ball carrier will run plow through the line as quickly as possible. to cover their receivers. The options are: to the side of the offensive line opposite the tight end.
46 47 Run & Shoot Tight (code 1)-Best for defending simple . Split End (code X) Offensive Formations These offensive formations tell your players Made famous recently by the Detroit Lions routes. Tight coverage increases your chance . Tight End (code Y) . Flanker (code Z) where to line up before the play is called. As and the Houston Oilers of the NFL, this for- of getting an interception, but also increases with defensive formations, each is designed mation uses four wide receivers and only one the chances that the receiver will turn a short Blitz to be effective with different play types. The running back. There is no tight end. pass into a long gain. The hIit is a risky play where you send six offensive formations are as follows: White the Pro Set and 1 formations operate Medium (code 2)-This is a conservative one or more linebackers or a defensive back toward the quarterback. This weakens the Pro Set under the notion that it is best to set up the coverage which gives no real advantages or The Pro Set is the stock formation for most disadvantages. pass coverage, but can lead to a sack or pass with a strong running game, the Run & hurried throw. There are three types Of NFL teams. It has two running backs split Shoot is designed to set up the run by open- Loose (code 3)-Best for defending com- blitz plays: behind the QB, two receivers, and one tight ing up the game with frequent passes. It is plex pass routes where the receiver is mak- end. The Pro Set is effective for both running primarily a pass formation, but can be effec- ing two or three direction changes. 5-man blitz-sends 1 linebacker and passing plays, but is not optimized for tive for running plays once the defense is 6-man blitz--Sends 2 linebackers either one. lulled into keying on the pass. 7-man blitz-sends 2 linebackers and a 1 Formation 3-Wide This is another traditional scheme, with two defensive back This lormation replaces the tight end with running backs, two receivers, and one tight another wide receiver. There are two running The more backs you send toward the QB, the end. Unlike the Pro Set, the backs line up backs. Since the tight end is frequently used riskier the play becomes, on both sides Of directly behind the quarterback (which forms as a lead blocker on running plays, this for- the ball! an ‘I’ pattern). mation sacrifices the run for more passing firepower.
49 This is a good play to run if you have a quick Counters work best against quick defenses. Straight Drop (code 6)-The quarterback Roll Out (code 8)-This type of pass receiver. A quick defense can be easily Slow defenses, however, are designed to stop takes the ball from center and drops 5-7 gives a mobile quarterback running room to tricked by a well-executed reverse. counter plays, so don’t be alarmed if the steps straight back before setting up for the either meet his receiver on one side of the other team is ready to thwart your counter. pass. This is the traditional setup for most field, or improvise a passing play. It’s good if QB Bootleg your offensive line is weak, because it allows As the name suggests, this play is run to the passing plays. If the line holds, the straight Offense Strategies: Pass Offense drop gives the QB time to survey the defense the QB to free-lance in the backfield and outside by the quarterback. The play starts by Todav’s high-powered offenses rely on the both running backs moving one direction. pass’as much as the run, so you’d better be and his receivers before throwing the ball. make his own play. The QB may fake a handoff before running prepared to throw the ball down field. If you Play Action (code 7)--The quarterback NOTE: Throwing on the run is more difficult around the opposite end of the offensive line. aren’t ready, you’ll run the risk of being takes the ball from center, but fakes a hand- than passing from a set position, so what blown out before the first half is over! off to a running back as he drops back into you gain in creativity you lose in pass per- Since the quarterback is not a primary ball pass position. Effective play-action quarter- carrier, this play is best used sparingly The first few definitions in this section centages. Still, if the QB is has both an accu- rate arm and good mobility, he can use the throughout the game. It can succeed, howev- explain the components of a pass play, the backs hide the ball behind their thigh after roll-out drop to his advantage. er, against quick tight defenses. Your QB is type of drop-back, the receiver, the pattern, faking the hand-off, further confusing the defense. sure to be stuffed against a medium or slow and the distance while the remainder dis- Shotgun (code 9)-This style, made spread defense. cusses each play in detail. NOTE: A well-executed play-action pass famous by Roger Staubach and the Dallas counter Plays Dmp Back Type should cause the linebacker to run forward Cowboys, allows the quarterback to get into Any running play save the QB Bootleg and There are tour different ways the quarterback to stop the run. This opens up the middle passing position much more quickly than Reverse can be run as a counter play. During can start a pass play. of the field for a high-percentage short or any other drop-back style. The quarterback a counter, the offensive line and primary medium pass. lines up 5-7 steps behind the center, who blockers move one way while the ball carrier Each is designed to exploit different defens- snaps the ball to him to start the play. es. The drop-back types are as follows: runs in the opposite direction. This serves to confuse the defense, and catch quick- reacting players off guard.
52 53 NOTE: Shotgun formation is used to thwart Fullback (code B, 5)-Same as halfback. Screen-The screen pass is designed to Pass routes are designed to shake the receiv- fake the defense into running past the receiv- a good pass rush or blitz In these situations, Tight End (code Y, 7)-The tight end on the quicker the quarterback can get the ball, er free of his defender so he can make the er toward the quarterback. When he’s about most football teams is built like a small line- the sooner he can get rid of it and avoid a catch. The more moves a receiver makes, the to be sacked, the QB flips the ball across man or big receiver, primarily because he sack. Passes out of the shotgun formation higher probability he will be open to catch the field to an open receiver (usually a half- does a lot of blocking. Due to their size, they the ball. However, more moves take more back or fullback) who has a wall of blockers are generally less accurate than those from a are often slower than the other receivers, but time. The more time the QB is waiting for his in position to knock down any would-be traditional 7-step drop due to the hurried harder to tackle. nature of the play receiver to get open, the more likely he will tacklers. Split End (code X, 8)-The split end is a be sacked. Weigh these factors carefully Receivers before,making a decision. Seam-The seam is a straight pass pattern Once you’ve decided on a drop-back style, wide receiver who lines up on the left side of where the receiver tries to find a gap (or you must choose your receiver. Receivers are the line. He and the flanker are the key The pass routes available in A//-American seam) between the defensive backs. It is a represented by two different codes in receivers in any pass offense. They combine College Football are summarized below: short one move pass. All- speed with excellent pass-catching ability to American College Football, a letter and a pose a threat anywhere on the field. F/are-Similar to the swing pass, but the Slant-A slant is thrown to a receiver cut- number, The following summarizes the eligi- halfback or fullback is running more toward ting across the field diagonally toward the ble receivers and their respective codes: Flanker (code Y, 9)-The flanker is a wide the sideline when the pass is thrown. opposite sideline. Halfback (code A, 4)-A halfback who receiver who lines up on the right side of the offensive line. Hitch-When a hitch pattern is run, the Out-This type of pass is thrown toward can catch the ball is a real asset to any foot- receiver runs past the line of scrimmage but the sideline, usually so the receiver can get ball team. It is rare, however, that any run- W-Back (code W, 6)-A fullback in the underneath the linebackers. He then cuts left out of bounds quickly to stop the clock late ning back can catch as well as a full-time run-and-shoot formation who lines up in the or right toward midfield to receive the pass. in the game. The receiver runs upfield, receiver, Keep this in mind when scouting slot. He is essentially an additional flanker. Drag-This is when the receiver (usually changes direction, and then sprints toward your team and. ultimately, when deciding on the near sideline to meet the ball. Exact tim- a receiver. a running back) runs under the linebackers and then cuts across the held. It is always a ing is crucial to this play’s success. short pass. 54 55 Curl-A curl pass is thrown right at the Post- A post pattern starts on the sideline 1 1=Pro Set receiver’s back. At the last minute the receiv- and breaks toward the goal post. The QB Play Calling Codes er turns around to meet the ball. He should throws the ball toward the center of the field, Nate: You can print play diagrams 2=1 Formation not have to run back toward the QB to catch and the receiver must time his stride to meet /or all plays listed from the Genera/ 3=Run & Shoot the ball. the ball where it has been thrown. Manager’s menu. 4=Wishbone Comeback-The comeback pass is thrown Streak-A streak is thrown over the shoul- beneath the receiver. He sprints upfield then der of the receiver as he sprints forward Off- 5=Short yardage /low to call plays quickly stops and runs back to meet the ball. toward the end zone. It is very difficult to 6=3 Wide If executed well, the receiver will be able to execute, but when complete, can result in a You must input four characters when shield the ball from the defender and make big gain. calling plays: How to Read Running Plays an easy catch. 1st digit-Formation Code (l-6, see The running plays listed below can be read Out and Up-This pattern is designed to in the following manner: Cross-The receiver runs upfield and then fool the defender into stopping short to formations below) abruptly cuts 90 degrees toward midfield to defend an out pattern. After laking to the out- 2nd and 3rd digits- Play Number meet the pass. Crossing patterns leave the side, the receiver streaks downfield. This is (01-99), see plays below receiver open to vicious hits by the defense, another complex pass that is hard to com- so they are often run by the tight end. plete, but has a major pay-off if successful. 4th digit-Time Out Code (0=No T.O., 1 =T.O.) Flag-When a receiver runs a flag pattern he starts toward the center of the field and Example: 1011 then cuts toward the left or right corner of the 1 =Pro Set, 01 =Play # 1 =T.O end zone. It is the opposite of a Post pattern. Formation Codes These are the formation codes and corresponding formations available for offensive plays: 55 I 57 Running Plays: Offense How to Read Passing Ptays 01) 21 HB C Draw 23) 35 FB C Trap The passing plays listed below can be read in the following manner: 02) 22 HB C Dive 24) 36 FB C Slant 37 FB C Slant 64 A Swing 5 W 23 HB C Dive 25) II I I 04) 24 HB C Trap 26) 38 FB C Sweep Distance 05) 25 HE C Trap 27) 39 FB C sweep 23 26 HB C Slant 31 FB Draw 6 = Straight Drop 4orA=HB Swing Screen Pass distance 06) 28) 7 = Play Action 5orB=FB Dive Drag Hitch in yards 67) 27 HB C Slant 29) 32 FB B= Roll Out 7orY=TE Straight Curl 08) 28 HB C SWP 30) 33 FB Dive 9 i Shotgun 8orX=SE Comeback Up &Out 29 HB C S!Wp 31) 34 FB Trap SNZ=FL Seam Out 09) Slant 35 FB Trap CKXS 10) 21 HB Drew 32) Post out&up 11) 22 HB Dive 33) 36 FB FlY Streak 12) 23 HB Dive 34) 37 FB Slant P”“““” PJays: OfvIse 13) 24 HE Trap 35) 38 FB Sweep 45) Flare 5 55) 65 B Drag 4 14) 25 HE Trap 36) 39 FB 46) 64 A Screen -5 56) 95 B Hitch 6 15) 26 HB Slant 37) 76 Y Reverse 47) 84 A Drag 5 57) 65 B Seam 11 16) 27 HE Slant 38) 89 X Reverse 48) 94 A Hitch 7 58) 75 B Curl 12 17) 28 HB sweep 39) 96 2 Reverse 49) 64 A Seam 12 59) 85 B Comeback 15 18) 29 HE Sweep 4) 11 c!B Draw 50) 64 A Curl 12 6’3) 65 B Streak 26 19) 31 FB C Draw 41) 12 QB Scramble 51) 64 A Comeback 15 61) 75 x Screen -1 20) 32 FE C Dive 42) 18 IIB Bootleg 52) 64 A Streak 24 62) 68 X Seam 7 21) 33 FB C Dive 4) 19 QB Bootleg 53) 65 B Flare 4 63) 68 X Dot 9 22) 34 FB C Trek 44) 10 QB Drop 54) 65 B screen -4 64) 68 X Slant 11 59 59 13 Formation Cadas 65) 88 X CkXS 13 88) 79 z Cross Comeback 15 HOW to call plays These are the lormation codes and 66) 68 X Comeback 15 89) 99 z Comeback 17 You must input four characters when corresponding formations available for 67) 76 X Comeback 17 90) a9 z 20 calling plays: deffensive plays: 68) 98 X Streak 20 91) 69 Z Streak 29 69) 6.8 X CUrI 23 92) 69 Z Post fst digit-Formation Code (I-6, see ~ 1=3-4 93) 79 z Out&Up 31 formations below) 70) 68 X Post 30 2=4-3 94) 69 Z Streak 45 71) 70 X Out & up 33 2nd and 3rd digits-Play Number 3=5-Z 72) 66 X Streak 45 (ol-99), see plays below 77 Y SCMl -1 Special Teams: Offense 73) 4th digit-Time Out Code (O=No T.O., 4=7-4 74) 67 Y Seam 7 A// kickof/ plays (95-99) are handled by play calling buttons. 1 =T.O.) ~ 5=Nickel 75) 67 Y Hitch 7 76) 97 Y Out 7 95) Normal Example: 1011 6=Dime Out 9 77) 67 Y 96) Squib 1=3 -4,01 =Play t, 1 =TO. How to Read /tanning Hays 11 76) 97 Y CVXS 97) Onside The running plays listed below can be read 79) a7 Y Comeback 13 98) Punt in the following manner: 67 Y Streak 15 Field Goal 80) 99) Tight Man 81) 77 Y Post 17 A I t ; 67 Y Streak 25 82) piJp&piii& 63) 79 Z SCNl -1 Z Seam 7 64) 69 5 = Middle 2 = Medium Tight A-HE Man = Man-to-Man Tight 65) 99 Z Seam 9 6 = Right 3= Slow Spread B-FE Short = Short 2ane Medium W a9 Z Out 9 Blank = No Key Medium = Medium Zone Loose Deep = Deep Lone 67) 69 Z Cud 12 61 Running Plays: Defense I : !3) 63 Tight BMedium 2 How to Read Pas P/ays 01) 52 Tight AMan 1 !4) 52 Tight 6 Deep 3 The passing plays listed below can be read in the following manner: 02) 53 Tight A Man 1!5) 52 Tight 6 Man 2 03 63 Tight A Short 126) 42 Spread 6 Man 1 ,+j&& & ,$yygij &, &, 04) 42 Tight A Medium 2 27) 42 Spread B Short 1 05) 43 Tight A Deep 328) 42 Spread 6 Medium 2 5 = Middle 63 Tight A Man 2 42 Spread B Deep 3 2 = Medium Man = Man-b-Man X= Double SE 1 =Tight Tight A=HB 06) 29) 6 = Right 3 = slow Short = Shod Zone Y= OoubleTE 2 = Medium Man 1 Man 1 Spread B = FB 07) 42 Spread A 30) 51 Tight 6 Medium = Med. Zone Z=OoubleFL 3=toose Blank = No Key 08) 43 Spread A Man 131) 51 Tight BShort 1 oeep = oeep zone 42 Spread A Shari 1 61 Tight El Medium 2 0% 32) Pasinfl Plays: Defense I 10) 42 Spread A Medium 2 33) 51 Tight BDeep 3 47) 41 Man 1 Tioht A 59) 41 Short 22 Tight 11) 42 Spread A Deep 334) 51 Tight 6 Man 2 48j 41 Man 2 Spread A W 61 Medium 1 Spread A 12) 51 Tight A Man 135) 61 Spread B Man 1 49) 41 Mall 1 Spread B 61) 52 Medium 1 Spread A 13) 51 Tight A Short 136) 41 Spread 6 Shod 1 50) 41 Man 2 Tight B 62) 43 Man Xl Spread A 14) 51 Tight A Medium 2 37) 41 Spread B Medium 2 511 63 Man 2 Spread 63) 51 Medium X2 Spread 15) 61 Tight A Deep 336) 41 Spread 6 Deep 3 52) 51 Man Xl Spread W 61 Medium X2 Spread A 16) 51 Tight A Man 239) 51 Tight Man 1 53) 41 Shod x2 Spread 65) 63 Medium X2 Spread A 17) 41 Spread A Man 140) 51 Tioht Short 1 54) 41 Man Yl Tight 66) 41 Medium X2 Spread B *- 18) 41 Spread A Short 1 41) 61 Tiiht Medium 55) 51 Short Y2 Spread 67) 41 Man Yl Spread B 19) 41 Spread A Medium 2 42) 51 Tight Deep 56) 42 Short Y2 Spread 68) 53 Medium Y2 Spread B 20) 61 Spread A Deep 343) 41 Spread Man 57) 41 Short Y2 69 63 Medium Y2 Spread A 21) 52 Tight B Man 144) 61 Spread Short 56) 61 Man Zl &read B 70) 41 Man Zl Spread A 41 Spread 22) 52 Tight 6 Short 145) Medium 71) 51 Medium 22 Spread A 62 Spread Deep 62 46) 63 72) 41 Medium 22 Spread E Blitzes: Defense 73) 63 Medium 22 Spread 8 85) 41 Blitz (5) 1 Spread 74) 41 D@P X2 Spread A 86) 51 Blitz (5) 2 Tight 75) 41 DEP Xl Spread A 87) 51 Slitz(5) 2 Head Up 76) 41 DIP x3 Spread 6 88) 61 Blih(5) 2 Spread 77) 41 Deep Yl Spread 6 89) 41 Blitz(6) 2 Spread 78) 51 Deep Yl Spread B 90) 51 Blih(6) 3 Tight 79) 61 Deep Yl Spread B 91) 61 Blitz (6) 2 Spread 80) 41 Deep Zl Spread A 92) 41 Blitz (7) 2 Spread 81) 61 Deep Zl Spread 93) 51 Blitz (7) 1 Tight 82) 51 C&p 22 Spread 94) 61 Blitz (7) 2 Spread 41 Deep 23 Spread Note: The number in parentheses indicates the number 83) ot players blitzing. 84) 61 DW 23 Spread
Special Teams: Defense All kickoff plays (95-99) are handled by play calling buttons. 95) Normal 96) Squib 97) Dnside 98) Punt Return Printed in U.S.A. 99) Kick Block 52H7746 64