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FOOTBALL.DOC
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1990-09-22
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7KB
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134 lines
(C) Copyright 1978, 1989 Virginia Tech
Intellectual Properties, Inc. All rights reserved.
FAST AND EASY COMPUTER FOOTBALL GAME (TM)
Weak Side Defense Point Of View Strong Side
| |
V X X V
X
X X X X
X X X X
O O O C O O O
O O
A O O A
| |
Weak Side Offense Point Of View Strong Side
(WS) (SS)
The set of offensive and defensive plays based on the
above diagram follows (Ss=Strong side, Ws=Weak side):
Play Code Description
---- ---- -----------
Off Tackle Ss OTS Use when defense expects a pass or run
Ws OTW to one side/short gains, 5-10 yd
SWeep Ss SWS Use in some pass situations when defense
Ws SWW expects a run or pass/gains up to 20 yd
Quick Trap up QTM Use when defense expects a pass or in
the Middle long yardage situations/gains up to 25 yd
FullBack Draw FBD Works well when defense expects a pass
but does not blitz/gains up to 15 yd
Screen Pass Ss SPS Can be successful in many passing and
Ws SPW short yardage situations/gains up to 15yd
Side Line Ss SLS Good "ball control" play - use to stop
pass Ws SLW the clock/short gain 5 yd
Post Pass Ss PPS Don't use much in pass situations
Ws PPW good against blitzes/gains of 40+ yd
Long Pass Ss LPS The "bomb" - use when defense expects a
Ws LPW run
Square In Ss SIS Use for medium gains (10-15 yd)
pass Ws SIW even when a pass is expected
Pop Pass to PPT Use to control the blitz/gains 5-15 yd
Tight end
Comeback Ss CPS Use when defense expects a long pass or a
Pass Ws CPW pass to one side/good for 3rd & 20
Hook Pass to HPT Not good against a blitz/use even though
the Tight end defense expects a pass
--------------------------------------------------------------
Zone WS ZWS Good against runs, passes, or screens to
the weak side and also any long pass
Zone SS ZSS Good against runs, passes, or screens to
the strong side and also any long pass
Combination CCV Good against any pass, particularly one
CoVerage to the weak side
6-1 Blitz 61B Best against sweeps, screens, and draw
plays/puts maximum pressure on QB, but it
is weak against the long pass
Middle-Strong MSB Use when you suspect a run up the middle
Blitz or to the strong side/weak against passes
to the strong side/some pressure on QB
Middle-Weak MWB Never use if you suspect a weak side pass
Blitz -good against runs up the middle or
to the weak side
Goal Line GLD Can use only if offense is within your 10
Defense yd line/good against most passes
PreVent PVD Defense should use only in long yardage
Defense situations when you are willing to give
up 10-20 yds to prevent the "bomb"
--------------------------------------------------------------
Time OuT TOT Each side is allowed 3 time outs per half
(2 time outs for the sudden death period)
Field GoaL FGL
PUNt PUN
QUIT game QUIT
list ALL plays ALL List all plays
DEFensive plays DEF List defensive plays
OFFensive plays OFF List offensive plays
--------------------------------------------------------------
This game uses most of the characteristics of pro football
to create game situations based on probabilistic and
deterministic models. There is only one penalty--too much time
on your part, more than 30 or 45 seconds a play--when you are either
playing offense or defense. Wind affects long kicks and passes.
The computer selects all plays independent of your plays,
offense and defense, i.e., there is no cheating going on.
The game has artificial intelligence ability; so, it learns
from each game the best play for a given situation.