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1991-09-26
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JOHN MADDEN FOOTBALL II
The greatest football game on the PC just got better! All the features
that made John Madden Football the "Best Computer Sports Game of the Year"
according to OMNI Magazine, are here: player rating, matchups, field
conditions, injuries, penalties and more. Call plays from Madden's own
playbook or design your own. And now there's new 3D field perspective,
play-by-play analysis, icon menu, instant replay - even help from Madden
himself! You played the rest, now play the best - John Madden Football II.
"John Madden Football wins the Super Bowl of football simulation games.
" - PCM Magazine #4248 (5.25") #(3.5")
JOHN MADDEN FOOTBALL II DEMO
The instructions below are divided into 8 sections:
I. HOW TO VIEW THESE INSTRUCTIONS
II. LOADING THE GAME
III. USING A JOYSTICK, MOUSE OR KEYBOARD
IV. PLAYING THE GAME
V. CONTROLLING THE PLAYERS
VI. SELECTION SCREEN ICONS
VII. KEYBOARD COMMANDS
VIII. MADDEN'S TIPS TO OFFENSIVE SUCCESS
I. HOW TO VIEW THESE INSTRUCTIONS:
You will find instructions in a text file called README.TXT.
You will be able to load the text file into your word processing
program and read or print the file from there.
II. LOADING THE GAME
JOHN MADDEN II automatically detects and selects the best graphics mode
for your computer. There might be times, however, when you'll want to
change the graphics mode to give the game a different look.
To change the graphics mode of JOHN MADDEN II, you need to type an
argument after the loading command, MFB2D. Available arguments are:
V Run the game in VGA mode
e Run the game in EGA mode
If you are running in VGA mode, you can also change some of the detail on
the field. The game detects your computer's speed and selects detail level
for your system. The more detail, the slower the game will play.
S Shows shading on the field
s Doesn't show shading
G Shows grass strips on the field
g Doesn't show the grass strips
Once you choose a detail parameter MADDEN saves your settings to a
configuration file, so the next time you load MADDEN II DEMO, you don't
have to choose a parameter until you want to change it.
N Loads the game with the sound off.
J Loads the game with the joystick overriding the mouse.
If you have both the mouse and joystick plugged in and
you don't use this command, the mouse will work, but
not the joystick.
Add a space between the loading command and any argument.
If you do not wish to enter any special instructions, simply type MFB2D and
press Enter.
MADDEN II DEMO does not support the following graphic modes:
Hercules/Monochrome
CGA
Tandy 16 color
MCGA 256 color (which include the IBM PS/2 Model 25 and 30*)
*Original IBM PS/2 Model 30's were MCGA graphics only.
MADDEN II DEMO does not support additional sound cards. The
complete version will support AdLib (and 100% compatibles).
III. USING A JOYSTICK, MOUSE OR KEYBOARD
NOTE: If you're using a joystick or mouse, plug it in before you turn
on your computer. Mouse users must install their mouse driver
(not supplied by Electronic Arts). Consult your mouse manual for
more details. Run without a mouse if you have insufficient
memory.
JOYSTICK USERS
If your joystick isn't responding, it might be because a mouse is
plugged in. The mouse overrides the joystick when they're both plugged
in. Exit the game and reload it by typing MFB2 J. This loads the
game with the joystick enabled and the mouse disabled.
SELECTING FROM MENUS: Move the arrow cursor on top of one of the 3
menu selections, press and hold the joystick button and pull the
joystick back to pull down the menu. When you pull down a menu, you
see a list of additional options. Highlight the option you want and
release the button.
MOUSE USERS
The documentation below, PLAYING THE GAME, contains joystick-specific
information. Roll your mouse in whatever direction you're told to push
your joystick. When you're told to click your joystick button, click
your left mouse button.
SELECTING FROM MENUS: Highlight an option from the menu bar with
the arrow cursor, click and hold the mouse button, and roll the
mouse back to pull down the menu. When you pull down a menu, you
see a list of additional options. Highlight the option you want and
release the button.
KEYBOARD USERS
If do not have a mouse or a joystick, the game automatically loads with
the keyboard enabled. Press F1 to toggle keyboard mode. You'll hear
one or two beeps. One beep means you've disabled the keyboard, two
beeps mean you've enabled the keyboard.
If you have a mouse or joystick attached, the program will
automatically make that device the controlling device in the program
instead the keyboard. To use the keyboard, make sure neither the mouse
nor the joystick are plugged in.
The documentation below, PLAYING THE GAME, contains joystick-specific
information. Whatever direction you're told to push your joystick,
press the key on your keypad corresponding to that direction. When
you're told to click your joystick button, use the + or ENTER key on
the keypad.
SELECTING FROM MENU BARS: Use the keypad to move the arrow cursor
up to the menu bar at the top of the screen and place the cursor on
the menu you wish to open. Press and hold down the + or Enter key
on the keypad to pull down the menu then, press the arrow down on
the keypad to highlight an option. When the option you wish to
select is highlighted, release the + or Enter key to select it.
CONTROLLING THE PLAYERS: Use the numbered keypad to control the
direction of the player.
CALLING PLAYS: Use the keypad section of the keyboard to call
plays. To call a play: move the cursor to the up/down arrows along
the right side of the screen. Press the + or Enter key on the
keypad to scroll through the plays.
IV. PLAYING THE GAME
PLAY SELECTION SCREEN: This is where you call your plays or access
additional functions from within a game. The Play Selection screen
displays general game information along the top and bottom of the
screen and control icons for the offense along the lower right edge of
the screen. On the Play Selection screen as it appears on the field
the offensive team is always at the bottom of the screen moving towards
the top.
Pick an offensive play: Use your joystick to move the cursor to the
up/down arrows next to the play number. Press the up arrow for the
next play or the down arrow for the previous play. Once the play
number you want is displayed, move the cursor down to SEL button to
select that play. Then press the BRK button to break the huddle.
When the defense is set, the SET button will flash. Press it to
move to the playfield and the action.
11. TOSS LEFT: Pitch to runner going left
12. DIVE: Hand off to runner going up the middle
13. SWEEPRIGHT: Hand off to runner going right
14. SHORT PASS: Short-range pass
15. PLAYACTION: Fake a hand off to runner and then pass
16. LONG PASS: Long-range pass
17. PUNT: If you punt, you lose the ball.
18. FIELD GOAL
To cancel your play selection, select a new play and press SEL
again.
PLAY FIELD: Once you leave the Play Selection screen, the players move
to formation on the field. This is the Close up view, where you see the
players in their actual formation. Click to snap the ball; when the
ball is snapped, you'll see the quarterback drop back to pass or hand
off. If you don't move your joystick, the computer will control the
players' movements. Watch how the players move before you take control.
AFTER THE PLAY: When the play is whistled dead, you'll see a recap of
the down. The play announcer shows you the results of your play and
lets you check out which play Madden called against you. Click when
you're ready to return to the Play Selection screen.
PENALTIES: Penalties result in a loss of yardage and a replaying of
the down. If the penalty is against the other team, you can accept
or decline. If the penalty is against your team, click to accept
Madden's choice.
V. CONTROLLING THE PLAYERS
Now that you've watched how the players move on their own, you can
take over some of the movement controls.
Here are the things you can do:
RUNNING PLAYS
1. Wait until the hand off (possession being depicted by the yellow
trapezoid) before you move the joystick.
2. The joystick controls the runner. Move the joystick in the
direction you want the runner to go.
3. Press and hold the joystick button for a burst of Quickness.
PASSING PLAYS
1. Pull the joystick back right after you snap the ball so the QB
can drop back to pass. If you wait too long to move the joystick
the computer won't give you control.
2. Once your QB is back in the pocket, click the button once to
bring up the passing crosshairs (the crosshair). Use the
keypad to direct to a receiver. Be sure to lead the receiver
and throw away from the defenders. Click the button to pass the
ball.
PASS RECEIVING
After a catch, use the joystick to control the receiver and the
button for Quickness.
KICKS AND PUNTS
Field goals are automatic. Just press the button to snap the ball.
If you punt, you lose.
KICK RETURNS
Use the joystick to control the returner and use the button for
Quickness.
VI. SELECTION SCREEN ICONS
INSTANT REPLAY
You can view an instant replay of the previous play at anytime by
clicking the first icon at the lower left of the screen (tape player).
The counter in the upper-right corner displays the duration of the
play. Along the bottom of the screen are VCR style icons. From left
to right you have Play, Rewind, Reverse, Forward, Fast Forward and
Exit.
RATINGS
The next icon to the left is Ratings (head to head). From this screen
you will be able to compare offensive and defensive matchups comparing
various ratings on a play-by-play basis. Select a play from the Play
Selection screen, click on the SEL button and then once on the BRK
button. Then click on the Ratings icon. The Ratings screen will
display the diagram of the play you selected along with the play the
defense selected. Use the cursor to click on an offensive player. The
player's name, position, and rating will appear in the box in the lower
left corner. The defense's play and player information will appear in
its respective position at the top of the screen. To select the
various rating for that player position, click on the R button (R).
The remaining icons Play (x/o) and Team (T-helmet) are disabled for the
Demo. They will allow you to select various plays and teams from this
screen.
STATS
The next icon is Stats (football in motion). This feature is disabled
for the Demo. Clicking on this icon will show data on the current
game..
TIME OUTS
To call a time out, click the Time-Out icon (stopwatch) from the Play
Selection screen. You can also choose to throw an incomplete pass if
you've run out of time outs. Time outs last until you resume play.
LINEUP
Click the next icon to display the opponents Lineup (single helmet).
PLAY DIAGRAM
Click the next icon to display the current play selected on screen.
This icon toggles on/off so you can always keep this function on if you
like. As you scroll through the available plays, the diagram will
display the currenlty selected play.
MADDEN ADVICE
Clicking on Madden Advice (balloon) will display Madden's personal
philosophy about the current situation you are facing. He also
recommends some plays that he feels will be successful for the
situation. This icon can also be toggled on or off.
PLAY LIST
The last icon displays a list of suggested plays (head with whistle)
above the current play selected. This is in addition to the advice
that Madden Advice provides.
VII. KEYBOARD COMMANDS
SLOW MOTION
You can watch a play in stop-action slow motion by pressing the space
bar once play begins. The play will advance a frame each time you
press the space bar. Press any key to return to normal action.
QUITTING THE GAME
To exit the Game, press <ESC> at the Play Selection screen. Select
Exit from the menu bar or press <CTRL> <BREAK> to return to DOS.
KEYBOARD COMMANDS
Spacebar Activate slow motion. Press any key to cancel
Ctrl-C Exit the game from anywhere
Ctrl-S Toggle digitized sound on/off
Esc Return to the opening menu screen
F1 Toggle Keyboard Only mode on/off
+ or Enter * Same as joystick button
Cursor keys * Controls direction and play selection when
you're in keyboard mode
* Refers to the keys in the 9 key keypad area
VIII. MADDEN'S TIPS TO OFFENSIVE SUCCESS
Play calling separates tomorrow's Hall of Fame coaches from forgotten
assistant coaches; knowing the playbooks is an important element in
your coaching success.
"I always had a game plan that was very simple. I just had
starting points... In other words, I'm gonna do this. Now, if
you take that away, then you're going to give me something
else. Then I'll take the thing you give me the next time."
Madden-style offensive play calling revolves around some key factors:
Primarily down situation and field position
DOWN SITUATION
You need to bring the down situation into your play calling strategy. A
smart coach is going to evaluate the odds of success for certain plays
in a given down situation. If you're 1st and 10, you'll want to choose
from a certain group of plays. 3rd down and 2 suggests short yardage
plays. Occasionally, you might want to go against the odds in an effort
to trick the defense. Most of the time, though, stick with what works
and emphasize the basics. Fundamental play calling that leads into your
offensive strength is going to pay off more than a lot of pretty
gimmicks. But remember, you only have 2 minutes!!!
FIELD POSITION
As you put your game plan together, mentally divide the 100-yard field
into five separate sections. Adjust your play calling to fit the
section where the line of scrimmage is, since each area calls for a
different play calling strategy. The five sections are:
1. Your goal to the 5 yard line
2. Your 5 to the 20 yard line
3. Between the 20s
4. The defense's 20 to the 5 yard line
5. The defense's 5 to the goal line
YOUR GOAL TO THE 5 YARD LINE
In the first of these five zones, your job is to get out of
trouble. Accomplish this with quick-hitting runs by a big running
back; keep the hand offs simple and the execution crisp.
YOUR 5 TO THE 20 YARD LINE
Between your 5 and your 20, safe plays are still your best bet.
With the bit of extra room for maneuver, you can add some passes to
straight-ahead runs. Just be sure that your passer has ample pass
protection to avoid being sacked near or behind the goal line.
BETWEEN THE 20S
Once you reach the third section of the playing field between the
20 yard lines, you can introduce variety and creativity to your
play calling. Your offensive unit is out of danger: no longer
vulnerable to a safety. You can mix up your play calling, avoiding
predictability by using formations that confuse the defense, and
generally become more aggressive.
THE DEFENSE'S 20 TO THE 5 YARD LINE
When you reach the opponent's 20 yard line, you've entered the
fourth section of the field. Now, you're able to complete medium
passes into the end zone. The defense usually goes into man-to-man
coverage in the heart of the field, so you get to experiment with
some pass plays that are effective against this kind of coverage.
In some ways, though, you should be more cautious here than in the
middle of the field. You have entered field goal range, and don't
want to give it up by attempting high-risk plays that get you
pushed back out of field goal range.
THE DEFENSE'S 5 TO THE GOAL LINE
The fifth and final section of the field is between the five yard
line and the opponent's goal line. Here, you go with strong,
reliable backs and extra tight ends. Plays that work well in this
part of the field are straight-ahead run plays and play action
passes that encourage defenders to react to a run, freezing them
long enough for your receivers to get open for a touchdown.
FROM THE SNAP
SACKS
If you're getting sacked when you don't think you should, think
how real QBs feel. After you drop back, the first time you hear
a click, you're "in the grasp." So evade the rush and get rid
of the ball.
PASSING GAME
To throw a short route, press the button early to bring up the
passing crosshair. Vary the lead of the throw depending on pattern
depth. Run away from the pass rush, but don't hold the ball too
long. Just as in real life, you can't really see precisely when
the rushers are going to sack you, so you need to be on the safe
side.
TWO-MINUTE DRILL
To preserve your time-outs, use the option of throwing an
intentional incompletion. Like real players, get out of bounds
to stop the clock. Pay attention to how long typical plays take
in seconds so you don't run out of them faster than you expect.