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Introduction Game Features ................................................ 3 How to Use This Manual.. .............................. .4 Getting Started System Requirements..................................... ,5 Installing All-American College Football ...... ...5 Defining ‘Select’ ............................................. ,5 The General Manager Menu.. ......................... ,7 Printing Playbooks......................................... .7 Game Setup Using the Game Setup Screen.. ...................... .8 Modem Play Options ..................................... 10 The Options Menu ......................................... 11 Starting the Game .......................................... 12 Playing All-American College Football Playing a Head UpGame ............................. .13 Game Setup Selections ................................ .13 The Head Up Screen ..................................... 13 Play Calling ................................................. .15 Player Substitution.. ..................................... .17 Playing a Game Plan Game.. ........................ .18 Game Setup Selections ................................ .18 Game Options .............................................. .19 ModemPlay ................................................ ..2 0 Equipment Needed ........................................ 20 Pregame Setup............................................. ,20 2 Dialing Directory........................................... 21 Make the Connection .................................... 24 League setup Setting U p Your League ............................... .26 Schedule Editor.. .......................................... .27 Managing Your League ................................ .29 Running a Game Plan League ....................... 30 Participating in a Head Up League............... .31 Seasonal Simulations.. ................................. .34 Remote League Data.. ................................... .34 Updating League Files.................................. .35 Team Editor.. ................................................ ,36 Editing/Adding a Team .................................. 37 Editing Team Rosters.................................... .38 League Leaders Viewing and Printing Leaders ...................... .39 State Keeper Viewing and Printing Statistics .................... ,41 Glossary of Terms......................................... .44 P l a y Calling Codes.. ....................................... .57 Introduction Practice is over! You’ve played the com- petition; now it's time to bang heads with the big boys! Welcome to All-American College Football-the most comprehensive simulation of college football ever created! Coach your favorite college team through a full schedule of hard-hiting action. Play head-to-head match-ups either locally or via modem. Create a league and play scheduled games in either head-up or Micro Sports’ exclusive Game Plan mode. Whatever your preference, A//-American College Football can deliver! What’s more, each play is tracked by the Stats Keeper module, which provides pages of the most complete stalisti- cal reports found in anycomputer game! Game Features Here are some of the features you’ll find in All-American College Football: . College teams, with full rosters made up of actual college players. . The ability to manage four separate leagues. . Auto Play mode for rapid simulation of scheduled games. l True modem play, . Two play styles-Head Up or Game Plan mode. l Stunning graphics. l Play-by-play commentary. 3
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IntroductionGame F e a t u r e s ................................................3How to Use This Manual.. ...............................4

Getting StartedSystem Requirements.. ...................................,5Installing All-American College Football ...... ...5Defining ‘Se lec t ’ .............................................,5T h e G e n e r a l Manager Menu.. .........................,7Printing Playbooks..........................................7

Game SetupUsing the Game Setup Screen . . .......................8Modem Play Options .....................................1 0The Options Menu .........................................11Starting the Game..........................................1 2

Playing All-American College FootballPlaying a Head U p G a m e ..............................13Game Setup Selections .................................13The Head Up Screen .....................................1 3P lay Calling ..................................................15Player Substitution.. ......................................17Playing a Game Plan Game. . .........................18Game Setup Selections .................................18Game Options ...............................................19M o d e m Play ..................................................2 0Equipment Needed ........................................20Pregame Setup.. ...........................................,20

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Dialing Directory.. .........................................21Make the Connection ....................................24

League setupSetting U p Your League ................................26Schedule Editor.. ...........................................27Managing Your League .................................29Running a Game Plan League .......................30Participating in a Head Up League.. ..............31S e a s o n a l Simulations.. ..................................34R e m o t e League Data.. ....................................34Updating League Files...................................35T e a m Editor.. ................................................,36Editing/Adding a Team ..................................37Editing T e a m Rosters.....................................38

League LeadersViewing a n d Printing Leaders .......................39

State KeeperViewing a n d Printing Statistics ....................,41

Glossary of Terms.. ....................................... .44Play Calling Codes.. ....................................... .57

IntroductionPractice is over! You’ve played the com-petition; now it's time to bang heads withthe big boys! Welcome to All-AmericanCollege Football-the most comprehensivesimulation o f college football ever created!

Coach your favorite college team through afull schedule of hard-hiting action. Playhead-to-head match-ups either locally or viamodem. Create a league and play scheduledgames in either head-up or Micro Sports’exclusive Game Plan mode. Whatever yourpreference, A//-American College Footballcan deliver! What’s more, each play istracked by the Stats Keeper module, whichprovides pages of the most complete stalisti-cal reports found in anycomputer game!

Game FeaturesHere are some of the features you’ll find inAll-American College Football:

. College teams, with full rosters made upo f actual college players.

. The ability to manage fourseparate leagues.

. Auto Play mode for rapid simulationof scheduled games.

l True modem play,

. Two play styles-Head Up or GamePlan mode.

l Stunning graphics.

l Play-by-play commentary.

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Underdogs -
All American College Baseball Scanned and compiled by Underdogs for Home of the Underdogs, http://www.theunderdogs.org/
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How to Use This ManualYour owner's manual contains five main sec-tions and a glossary:

Getting Started-Includes the hardwarerequirements for All-American CollegeFootball as well as how to install and loadthe program.

Playing All-American College Football-Contains chapters that describe the GameSetup Screen, tell how to play the Head Upgame, or the Game Plan; and lead youthrough your first modem play connection.

Game Utilities-A series of seven chap-ters, each devoted to one of the utilitiesfound in All-American College Football,

Glossary of Terms-Your resource forfootball terminology and game strategies.

Get in the Game!To get the most out of All-American CollegeFootball, play it with a friend, either at thekeyboard or via modem. If you can’t find anopponent locally, you can always find worthycompetition on commercial bulletin boardservices. What’s more, these servicesfrequently sponsor leagues, with online sec-tion leaders acting as league commissioners.So, what are you waiting for? Get online andget in the game!

1 G e t t i n g S t a r t e dSystem Re irementsHere’s what you need to play All-American

C o l l e g e Football:

l DOS 6.0l 486/25 MHz IBM or 100% compatible PC

(486/33 MHz recommended)l 8MBRAMl VGAl 24 MB free hard disk spacel CD-ROM drive (double speed)l Mouse l AdLib, Sound Blaster” or 100% compati-

ble sound card

Opt iona l Equ ipmentl Hayes-compatible modeml A printer that supports 132-column

printing

Installing All-AmericanCollege FootballFollow this procedure to install All-AmericanCollege football into your hard drive:

1. Insert the CD-ROM into your CD-ROMdrive and type the drive identifier followedby a colon (e.g., D:). Press <ENTER>.

2. Type INSTALL and press <ENTER>.

3. Follow the on-screen prompts.

4. After the install program is finished, it dis-plays menus to configure your sound andprint options. Choose your sound andprint options from these menus.

Defining "Select”You will see the term ‘Select’ used in mostsections of this game manual. There are twoways to select an item:

1. Using your keyboards direction arrowkeys, move the dotted highlight box to theitem you want to choose. Press <ENTER>to select the item.

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2. Using your mouse, move the mousepointer over the item you want to choose.Click the left mouse button to select theItem.

HINT: It is much easier to select itemsusing the mouse.

Selecting Pull-Down MenusNearly every screen has a bar at the top withtwo or more pull-down menus. To select amenu, click on its title with the left mousebutton.

When you select a pull-down menu, a list ofmenu items appears. If you are using amouse, click on the menu item you want toexecute. If you are using the keyboard, usethe up and down direction arrows to high-light the item you want to select. Press<ENTER> to make your choice.

To clear a drop-down menu without making aselection click the left mouse button outsidethe menu.

The <ESC> KeyYou can use <ESC> to clear dialog boxesfrom the screen and cancel selections inprocess.

The <ESC> key also serves as a quick-exitkey from all programs within All-AmericanCollege Football. You will, however, beprompted to confirm your exit when youpress the <ESC> key to perform a quick exit.

loading the GameTo load All-American College Football,change to the drive and directory where youinstalled the game (e.g., C:\ACF95). TypeACF95 and press <ENTER>. The GeneralManager menu appears.

The General Manager MenuGeneral Manager provides you with an easy-to-use interface and a few extra features thatmake playing All-American College Footballas easy as possible. This is the GeneralManager Menu screen:

General Manager FeaturesThe top of the screen houses three pull-downmenus:

He/p-Provides a list of hot keys and adescription of each on-screen selection.

File-Allows you to view game creditsand exit the game.

Utility- Gives you the option of printing agame plan form or the predesigned plays.See Printing Playbooks for more informationabout printing predesigned plays. It alsoallows you to access the remote leaguedata module.

The bottom of the screen is filled with but-tons corresponding to the different modulesin All-American College Football. Each isdiscussed in detail later in this manual.

Printing PlaybooksPress <F8> or choose Print Playbook fromthe Print menu to print the playbook Form orDiagram. The Form is a coded listing of eachpredefined offensive, defensive, and specialteams play.

Choose Diagram to print graphical represen-tations of the predefined plays. You canprint them in any formation (using a laserprinter only).

The game asks you to select an offensiveformation, defensive formation, printer type,and play types to print. This is the list ofplay types:

l Offensive Run Plays (01-30)l Offensive Run Plays (31-44)l Offensive Pass Plays (45-74)l Offensive Pass Plays (75-94)l Run Defense Plays (01-30)l Run Defense Plays (31-46)l Pass Defense Plays (47-76)l Pass Defense Plays (77-94)l All Plays (Offense and Defense)

After your selection has printed, the playselection menu reappears.

Choose another set of plays to print or selectExit Playbook Printing to return to theGeneral Manager screen.

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Game Setup Play Method

The Game Setup menu is the launch pad forThis sets the type of game you are going to

all All-American College Football action.play. The choices are Head Up and Game

This is where you set all game parameters,Plan. In a Head Up game, you call each play

such as the teams that are playing, the typeand make all coaching decisions in real time.

of game being played, and a number ofA Game Plan game requires you to fill out a

other important options. Each choice on thestrategy sheet. The computer then uses the

Game Setup screen is described on the fol-decisions you and your opponent made on

lowing pages.your strategy sheets to simulate the game.See the chapter titled Plavino All-American

Using the Game Setup ScreenTo chanoe default ootions on this screen.

College Football for more information abouteach of these play methods.

select the corresponding white button multi-ple times until the desired choice appears in

G a m e T y p e

the white box to the right. Keyboard users:The options for this category are Normal,

navigate using the arrow keys, and pressModem, Repeat, and Autoplay. Choose

<ENTER> to change the default options.Normal to play Head Up or Game Plangames locally fon vour PC). Choose Modem

G a m e O p t i o n s to play Head Up games viamodem. ChooseThe following is a description of each option Repeat to replay a Game Plan game and on the left side of the Game Setup screen: receive the same result each time. This game

type is used in commissioner-run leagues toensure consistent results. Choose Autoplayto quickly simulate Game Plan games orreplay an entire College season.

Tie ResolutionThis determines how the game will continueif there is a tie score at the end of regulation.Overtime means the teams will play oneovertime period. The first team to score inthat overtime period wins the game. SuddenDeath means the game will continue until ateam scores (however long that takes!). Tiemeans the scare will remain tied.

Computer’s TeamThis determines which team the computerwill coach. Make this selection only if youare playing against the computer. Otherwise,it is not applicable.

TeamsTeamsThe Teams button functions differently forThe Teams button functions differently forleague and exhibition games. See league toleague and exhibition games. See league toUse for instructions on choosing a league orUse for instructions on choosing a league orexhibition game.exhibition game.

Exhibition Games: You must first choose aVisitor and Home team. Select either choice.A menu is displayed containing all the col-lege teams. Choose a team, and then choose

a year from the subsequent menu. Repeatthis process to select the opposing team.

League Games: The game displays theappropriate league schedule (based on theleague selected in the League to Use box).Select a game from the schedule. Leaguegames that have already been played donot appear.

League to Us.9Use this button to choose a league or exhibi-tion game. To play an exhibition game, cyclethrough the choices until Exhibition appears.To play a league game, select a league fifeto open.

Vis. G a m e P l a nIf playing a Game Plan game, select how thevisitor will generate his strategy sheet. Thechoices are Computer (the computer gener- ates the sheet), Saved (the computer willread a predefined strategy sheet from disk),and Manual (the player creates the sheetbefore the game begins).

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Home Game PlanSame as I/is. Game Plan, but for thehome team.

WeatherHere is where you decide if you want to useweather effects in your game. If you chooseUse, you then have the choice of manually orautomatically setting the weather (see SetWeather). Choosing Don't Use puts you inneutral conditions.

If you choose to use weather effects, this iswhere you decide if you want to set themyourself (Manual), or have the computergenerate the conditions (Computer). If youselect Manual you will set these conditionsbefore the game begins:

l Temperaturel Wind Speedl Type and Degree of Precipitation

For exhibition games, select the month of thegame (September-February). This affects thetemperature and type of precipitation, if any,during the game.

InjuriesThis button allows you to turn injuries on(Use) or off (Don't Use) for your game.

Coin TossChoose which side of the coin the visitingteam will call before the game (Heads orTails).

Modem Play OptionsThese are the modem play options. You onlyneed to set them if you are playing viamodem.

Choose which person will place the call, youor your opponent.

NOTE: Call waiting phone service can dis-rupt a modem connection, and must be tem-porarily disabled to play All-American

College Footballvia modem. If you or youropponent has this service, the player withcall waiting must place the call. Otherwise,the service cannot be disabled, and you runthe risk of being suddenly disconnected byan incoming call.

For more information about disabling callwaiting, see the section titled DialingPrefixes in the Modem Play chapter.

Caller’s TeamThis selection works with the Calling Coachbutton. The caller has the option of choosingwhich team he will coach, the Home team orVisitor.

Comm PortThis is where you tell the game where yourmodem is connected to your computer.Select the appropriate port (Com1 - Com4).If you choose Com3 or Com4, the computergives you the option of setting the basememory address and interrupt used by yourmodem. See your modem manual for thesesettings.

Dialing PrefixIf you are dialing from a touch-tone phone,choose ATDT. If you have pulse service,choose ATOP.

Modem Init ial izerOn rare occasions you may need to changethe modem initialization string to use thismodule with your modem. If you determinethat you are having trouble connectingbecause of an incompatible initialization,select this button and type the new string.Press <ENTER> when finished. Refer toyour modem manual for details on what theinitialization should be for your particularmodem.

The Options MenuThe Options pull-down menu includes evenmore choices you can use to customize your game. These are summarized below.

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This is where you can designate your gameto be played on artificial turf. After choosingthis item, the game displays a box describingyour choices. Choose On to use artificialturn; Off to use the field that corresponds tothe weather conditions.

Here is where you can turn sound effects onor off.

Animation SpeedChoose this option to vary the game’sanimation speed. Input a number between1 and 200, with 1 being the fastest and200 being the slowest animation speed.

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Autoplay SpeedWhen playing an Autoplay game, you canuse this menu choice to determine how theanimation will appear. If you choose Fast, thegame will track the ball position and updatethe scoreboard for every game. This takesabout 14 seconds per game on a 486DX2/66machine.

If you choose Real Fast, the computer simplydetermines the outcome and reports thescore, without updating the scoreboardthroughout the game. This takes about 4 sec-onds per game on a 486DX2/66 computer.Both modes generate full statistics at the endof each game.

Game SummaryThis option, if activated, tells the computer toprompt you at the end of each game to viewgame statistics. If you do not care to viewgame statistics after each game, turn thischoice Off.

Starting the GameWhen finished making selections, chooseLet's Do It! to begin the game.

Playing All-AmericanCollege FootballPlaying a Head Up GameWhether you’re playing against the computeror a friend, local or via modem, the Head Upgame puts you in charge of all the action!This section is designed to familiarize youwith the Head Up screen, and teach youhow to make your Head Up experience evenmore thrilling.

Game Setup SelectionsTo play a Head Up game, you must be surethat Play Method is set to Head Up on theGame Setup screen. All other selections onthis screen are optional, and are covered indetail in the previous chapter.

The Head Up ScreenThe Head Up screen is divided into six mainsections, each of which is described on thefollowing pages.

Pull-Down MenusAcross the top of all Head Up screens is aseries of pull-down menus that allow easyaccess to some special game features. Thefollowing is a brief summary of the pull-down menus:

File-Where you can save and restore yourgame, print game information, or exit thegame entirely.

NOTE: To restore a game, you must choosethe same visiting and home teams on theGame Setup screen as are included in yoursaved game file. After the game animatesthe kick-off, choose Restore to resume thesaved game.

Options-Includes selections for display-ing injury and weather reports, setting theplay delay, changing the game scenario,enabling/disabling game sound and/or theplay clock, and choosing the play callingmethod.

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Game stats-Allows you to quickly reviewOffensive and defensive statistics, as well asthe drive summary, player ratings, and teamtendencies.

Substitute-Where you can substituteplayers for either the home or visiting team.

Field-This menu lets you set the anima-tion scroll speed, select the player you wantthe animation to follow (1 of 22), and turnjump scroll on or off. Use jump scroll onslower machines.

Scoreboard

The scoreboard keeps track of vital gameinformation, including the score by quarter,possession, ball position, time outs remain-ing, and time to go in the quarter.

CommentaryThis is where the game reports the result ofthe previous play. It shows the offensive anddefensive play, players involved, and result.

FieldIn the center of the screen is a miniature viewof the field that tracks the ball position dur-ing the game.

Play ClackIf enabled, the play clock displays the timeremaining to call a play. If you don’t call aplay before the clock expires, you will becharged with a delay-of-game penalty.

This area also includes the play input boxesyou use to call plays via the keyboard.

Play Calling ButtonsEach of these buttons takes you to a differentscreen where you can call your play. If youchoose Call Play, the Qame displays the listof available plays from the All-AmericanCollege Football playbook. If you chooseDefine Play, the game displays the playdesign utility, where you can set your playmanually.

Function KeysThe following function keys are active whenplaying a Head Up Qame. They give you aneasy way to control how the game's anima-tion functions.

<F9>- Manual scroll (use arrow keys)

<F10>-Follow ball

<F11>-Center animation over the lastactive player

<F12>-Jump scroll (if on) will center onthe ball or on the last active player

Play CallingThere are two different ways to call playsduring a Head Up game. You must use onemethod when playing against the computeror via modem, and the other way when play-ing against a friend on the same computer.

When playing a Head Up game against thecomputer or via modem, use the play callingbuttons and their subsequent screens to callyour plays. These buttons are labeled CallPlay and Define Play, and are at the bottomof the Head Up screen.

When playing against a friend on the samecomputer, you both can either type in theplay number found on the enclosed playcards or use the play calling buttons.

If using the keyboard, the home team coachuses the numeric keypad to input his plays,while the visiting team coach uses the num-ber row on the keyboard to call his plays.Make sure the Num Lock key is on beforeyou begin.

The following describes how to call playsusing the Call Play and Define Play buttons. See the section Play Calling-Two HumanPlayers for more information about typing inyour play number.

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Play Calling-Using PlayCalling ButtonsChose Call Play or Define Play from the mainHead Up screen.

HINT: It is quicker to calf a preset play thandesign your own. If you are trying to con-serve time, it is best to call a preset play If,however, you want to keep your opponent onhis toes, use the Define Play feature.

NOTE: Consult the Glossary of Terms at theend of this manual to learn definitions of anyfootball terms found on the play callingscreens.

Preset vs. DefineIf you call a Preset play, the game asks if youwant to call a run play, pass play, or kickplay. Choose one of the three. The appropri-ate list of predefined plays appears on theplay calling screen. Select a play from theplay list.

If you decide to define your own play, theplay design screen appears. To define a play,you must make decisions for each applicablesubcategory on this screen (each of whichis described in the Glossary of Terms). Forexample, you do not need to choose areceiver if you are calling a running play.

Time O u tOnce you have selected or defined the playy o u want to call, you must decide if you wantto call a time out upon completion of theplay. To call a time out after the play is com-plete, select Call Play/Time Out. Otherwise,select Call Play/No Time Out

Time management is very important in foot-ball, so be sure to call time outs only whennecessary. For example, don’t call a time outif one of these events will occur at the end ofthe play:

l The end of the quarterl The end of the half

These events stop the clock, so there is noneed to call a time out.

NOTE: If you call a time out, the game willnot charge it to you if your runner or receiversteps out of bounds or your quarterbackthrows an incomplete pass.

Play Calling-Two Human PlayersYou can use either the keyboard or the playcalling buttons when playing against a friendon the same computer. The keyboard is thedefault. To use the mouse with the play but-tons, use the Play Cal/choice from theOptions menu.

Using the Keyboard to Call PlaysIf you decide to use the keyboard to call yourplays, follow these guidelines. The plays areprinted on your enclosed play card.

l The home team coach uses the numberkeypad to enter his plays (be sure NumLock is on).

l The visiting team coach uses the numberrow to enter his plays.

Piay Calling SyntaxYou must input FOUR characters whencalling plays.

1st digit--formation code (i-6, see playcard for formation codes)

2nd & 3rd digits-Play Number (01-99,see play card for play numbers)

4th digit-Time out code (0 = No T.O.,1 = T.O.)

For example: 11011 = Pro Set

10=Play#1 = T.O.

Player SubstitutionIf a player becomes injured, or is simply notplaying up to his abilities, you can make aquick change using the Substitution menu.Follow this procedure to substitute players:

1. Click the Substitute pull-down menu andselect a team, Visitor or Home. The list ofstandard formations appears.

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2. Select the formation for which you want tosubstitute players. The list of players forthat formation appears.

3. Select the player you wish to remove fromthat formation. A list of eligible replace-ment players appears.

4. Select a replacement player.

5. The game asks if you want to make thissubstitution globally (across all forma-tions). Select Yes to substitute globally,No to substitute for only this formation.

6. Select Exit from the formation list to returnto the game, or repeat steps 2-5 to makemore substitutions.

Playing a Game Plan GameEvery week, coaches scout their opponentsand create detailed game plans to use in thecoming game. All-American CollegeFootball's exclusive Game Plan mode simu-lates this experience, offering a unique andfun way to get inside the coach’s mind!

Game Setup SelectionsTo play a game in Game Plan mode, youmust choose Game Plan in the Play Methodbox on the Game Setup menu. In addition,you have three different ways of playing aGame Plan game, depending on what youchoose in the Game Type box.

Norma/-plays a single Game Plan game.If you play a league game, the computerupdates season stats at its conclusion. If youplay an exhibition game, the game does notupdate stats.

Repeat-plays a single game and gener-ates the same outcome each time, given thesame computer clock date. Use Repeat if youare in a league and want to watch the “offi-cial” results.

Autoplay- plays multiple games from aleague schedule. Use this choice if you arerunning a seasonal simulation.

You also must set the Home Game Plan andVis. Game Plan selections to play a GamePlan game. Choose whether you will create

the game plan before the game begins(Manual), the computer will create the gameplan (Computer), or the game plans aresaved on your disk (Saved).

When you choose Let’s Do It!, the game dis-plays your game plan form (unless the com-puter is generating the plans). You can eithermodify the form or choose to leave it as is.When you press ESC, the form is written tothe hard drive in the default directory, andthe Game Plan module is loaded.

NOTE: Game plan forms are written with thefollowing file name convention:[TEAMYR.GPD]. TEAM = the first four char-acters of the team name, and YR = the year ofthe team. A game-plan form for 93Auburn,for example, would be named AUBU93.GPD.

Game OptionsWhen you play a game plan game, the com-puter uses the same screens as it does whenplaying a head up game, with the followingexceptions:

Two buttons labeled Continue and No Pausereplace the play calling buttons on the mainscreen. Select Continue to have the computeranimate the next play in the game. Select NoPause if you want the computer to animateeach play of the game in succession withouta break in the action.

The following keys have special functions inGame Plan mode:

Space Ear-Displays the pull-down menuswhen you are paused between plays.

<F>-If playing in Autoplay mode, thistoggles between fast and slow modes. Fastmode tracks the ball position without animat-ing the plays, while slow mode animateseach play.

<F1>-If playing in Autoplay mode, thistells the computer to finish simulating thecurrent game, save the spot in the schedule,and return to the main menu.

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f-Toggles between animating a single playat a time (and pausing) and animating allplays without a pause. This key duplicatesthe functionality of the Continue and NextPlay buttons.

Modem PlayTrue football excitement is just a phone callaway with A//-American College Football’smodem play module! Modem play allowsyou to hook up with a friend and battle it outon the gridiron. Sure, playing against a com-puter can be entertaining, but one-on-onecompetition is where the fun really begins!

Equipment NeededTo play via modem, you and your opponentmust each have a registered copy of A//-American College Football and a modemcapable of communicating at the same baudrate. The modem must be connected to thecomputer and turned on. A//-AmericanCollege Football’s modem play module canaccept baud rates from 1200-9600 bps.

Pregame SetupBefore establishing the connection, youmust make several selections on the GameSetup menu. Follow the steps outlined belowand on the following page to prepare for amodem-play connection. Be sure to followthese steps in order. If you need an explana-tion of any of these choices, they are sum-marized in the Game Setup chapter.

Hint: You may find it easier to make a voicecall to your opponent while you are bothmaking choices on the Game Setup screen.This way you can coordinate your selectionsbefore hanging up and making the modemconnection.

Modem Play Setup: Step 1Set the following options on the GameSetup screen:

Play Method-Head UpGame Type-ModemOpponent-Human

Modem Play Setup: Step 2Set these choices, paying attention to thenote below:

NOTE: These settings can vary according toyour preferences, but with the exception ofthe Calling Coach choice, both players mustmake the same choice in a given category.

Tie Resolution-Tie, Overtime, or SuddenDeath

League to Use-League A-D (if leaguegame) or Exhibition (if exhibition game)

Teams-Choose a Home and Visitingteam, or a scheduled game if you are playinga league game.

Weather-Use or Don’t Use

Set Weather-Manual or Computer

Month of Play-September throughFebruary

Injuries-Use or Don’t Use

Coin Toss-Heads or Tails

Calling Coach-Me or My Opponent(must be different on each computer)

Caller’s Team-Home or Visitor

Modem Ptay Setup: Step 3Set optional parameters. These do not haveto be the same on both computers.

Comm. Port-COMI-COM4

Dial Prefix-ATDT or ATDP

Modem Initializer-Select only if youneed to change your modem’s initialization.

Dialing DirectoryOnce you have made all your Game Setupchoices and pressed Let's Do It!, the DialingDirectory screen appears. This is where youadd and maintain your list of opponent’sphone numbers.

Before adding an entry, read through the nexttwo sections for tips on correctly enteringyour opponent3 phone number.

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Phone Number SyntaxYou can enter the telephone number in oneof two ways: without spaces between thenumbers OR with dash marks as separators.

Do not use parentheses. For example, thelong distance number (614) 555-1212 couldbe entered two ways:

16145551212 or 1-614-555-1212

The first number 1 in the example is the longdistance prefix.

NOTE: If the number you are dialing is local,you do not need to include the 1 or the areacode.

Vial inf l PrefixesIf you have call waiting service, you cantemporarily disable it by entering the charac-ters l 70, before the phone number in yourdialing directory. For example:

‘70.16145551212

The ‘70 disables the service, while thecomma inserts a pause before the phonenumber to allow the phone system time toreestablish the dial tone. If you are dialingfrom a rotary-dial phone, you can sometimesdisable call waiting by replacing the * char-acter with the number 11 (i.e., 1170,).

Should these suggestions not work, contactyour local phone company to determine whatset of characters turns off call waiting in yourarea.

If you are dialing from a phone system thatrequires a 9 (or another number) to reach anoutside line, enter that number before yourphone number in the dialing directory. Youmay want to insert a comma after the dialingprefix to allow time for the system to reestab-lish a dial tone.

Each phone number entry can include up to20 characters. This should be enough roomfor any number if you omit separators.

Follow these steps to add an entry to yourdialing directory.

Adding a Dialing Directory Entry1. Select Add Entry. A blank entry appears.

2. Enter the player’s name, up to 20 charac-ters.

3. Press <ENTER> to move to the PhoneNumberfield.

4. Enter the player’s phone number. Be sureto follow the syntax rules and dialing pre-fix commands (if applicable) describedabove.

5. Press <ENTER> to move to the BaudRate field.

6. Type the baud rate to be used when com-municating with this player. The choicesare 1200,2400, or 9600.

NOTE: Choose the highest common baudrate between the two computers. If youhave problems with the connection, revertto a lower rate.

7. Press <ENTER> to move to the TeamNamefield.

8. Team Name is an optional, 14-characterfield where you can list the team youropponent is coaching. It is useful if youare running a large league and need tokeep track o f which person coaches whichteam.

9. Press <ENTER> when finished to add theentry.

Modify an EntryTo change any information in a particulardialing directory entry, highlight the entryand select Modify Entry. Press <ENTER>repeatedly to access the field you want tochange. Type your changes. If your new textis shorter than the old text, use the space barto blank out the unwanted text. Press<ENTER> until you reach the end of the entryto complete your change.

Delete an EntryHighlight a directory entry and select theDelete Entry button. The entry is removed.

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Save the DirectorySelect Save Directory to write all changes oradditions you made to disk. If you make aconnection without saving directory changes,you will be prompted to save the changesbefore the connection is established. If youchoose quit, you will not be prompted tosave the directory.

QuitSelect Exit from the File menu to exit thegame and return to the General Managermenu.

Modem Init ial izerThe game’s programmers have designed theModem Play module to be as compatible aspossible with most modems on the markettoday. In rare occasions, however, you mayneed to change the modem initializationstring to use this module with your modem.

If you determine that you are having troubleconnecting because of an incompatible ini-tialization, choose Modem Initializer. A pop-up window appears. Type the new string.Press <ENTER> when finished. Refer to yourmodem manual for details on what the ini-tialization should be for your particularmodem.

Make the ConnectionTo make a connection, highlight the dialingdirectory entry you want to call and selectCall Opponent. The other player must selectAnswer.

NOTE: Both players must choose theseoptions at roughly the same time.

The computer set to dial (determined by theCatting Coach field selection on the GameSetup screen) will send the dialing commandto the modem. The computer set to receivewill send the auto answer command to themodem.

Terminal WindowOnce the game has established a connection,a blank terminal window appears. You canuse this screen to type back and forth to youropponent before the game begins, and sendfiles to each other, if needed.

Use this procedure to send and receive files:

When you are ready to send, communicatewith the other player via the chat box, pressthe <ESC> key, and all necessary files willbe sent.

Beginning the GameOnce you have made the connection and areready to start the game, the Calling Coachmust press the <ESC> key. This signals bothcomputers to close the terminal window andtransfer the required setup files between thetwo computers.

When this is finished, the game loads andyou are ready to begin.

Chat MadeAny time during the game you can type mes-sages in the chat window. Just begin typing.The text will automatically appear in the win-dow. Press <ENTER> to send the text.

HINT: Before calling your first play, commu-nicate via the chat box to verify that yourcomputers are in sync. Things you may wantto check: home and visiting team, rosters,weather, ball placement and possession.

NOTE: The player with the slower machinemust call his plays first. Otherwise, themodem connection can become out of sync.

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League SetupAs the name suggests, All-American CollegeFootball was designed with league play inmind! Whether you are involved in a leaguewith a group of friends, or just playingthrough a schedule against the computer,you’re sure to enjoy the power and flexibilityof the League Setup program.

Setting Up Your LeagueWhen you select League Setup from theGeneral Manager menu, the program guidesyou through the steps necessary to defineyour league and set up your schedule. Theseare all described on the following pages.

Create or ModifyThe program first asks if you want to create anew league or modify an existing league.Choose Create to start fresh, or Modify tochange the schedule for an existing league.

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Select a LeagueNext, League Setup needs to know whichleague file to create or modify. Select aleague from the menu. If you are creating anew league, League Setup will continue ask-ing you questions about how you want tostructure your league. If, however, you aresimply modifying a league, the league sched-ule will appear, allowing you to make anynecessary changes,

Type of LeagueLeague Setup allows you to model your newleague after the college set up, or designyour own. For seasonal simulations, chooseDefault. If you are competing with a group offriends, choose Design to manually create aleague structure.

If you choose Design, the program promptsyou with the following questions:

l Select the league to model your confer-ences (Pre 1992 or Current)

l Select conferences to use. (Select Cancelwhen all conferences you wish to use havebeen selected.)

l Choose the year of the teams (same ordifferent) and enter the two digit number(e.g., 93.)

i Once you have answered all of these ques-tions, you can begin creating your leagueschedule. See Creating a League Schedulelater in this chapter for more information.

If you choose Default the program continueswith the questions in the following sections.

League DefinitionYou have the option of choosing an actualschedule for your league, or creating yourown from scratch. Choose Actual to choose apre-defined schedule, or Create to make yourown match-ups. Using an actual schedulesaves you a lot of time.

If you decide to create your own schedule,the program skips to the next question.

League ModelChoose Current or Pre 1992 for the leaguemodel. Choose Schedule. Select the sched-ule you want to use.

Choose YearYou now have the option of creating aleague full of teams from the same year, orfrom different years. If you choose Same, theprogram prompts you to enter a two-digityear representing the team files you want toload (e.g., 93). If you choose Different, theprogram prompts you to choose individualteam files.

Once you are finished making your teamselections, League Setup will look for anexisting league file on your hard drive. If itfinds one, the program will ask if you want tooverwrite it, or cancel the league creation.

Schedule EditorAt the bottom of the League Setup screen isthe Schedule Editor. This is where you createor modify a schedule for your league. _

Selection ButtonsThe top section of the Schedule Editor con-tains a row of five gray selection buttons.Click on any of these buttons to set scheduleparameters. For example, click on the firstbox to set or modify the game date.

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Action ButtonsBelow the selection buttons are the actionbuttons.

Top-Click on this button to move to thebeginning of the schedule.

Bottom-Select this button to move to theend of the schedule.

Add-Choose this button to add a newgame to the schedule.

Delete-Select this button to remove thecurrently selected game from the schedule.

Creating a league ScheduleWhen you choose to define your own leagueor create your own schedule, you must usethe Schedule Editor to add games to yourschedule. Follow this procedure to create anew schedule:

Creating a League Schedule1. Click on the Add button at the bottom of

the screen. A blank entry appears.

2. Click on the first gray button in theSchedule Editor. A box appears promptingyou to choose a month for your game.

3. Choose a month for the game to beplayed. A list of calendar days appears.

4. Select the day the game will be played.

5. Click on the second gray button to choosethe visiting team. A list of teams in yourleague appears.

6. Choose the visiting team.

7. Click on the third gray button to choosethe home team. A list of teams in yourleague appears.

8. Choose the home team.

9. Click on the fourth gray button to choosehow the game will be played. A boxappears with the choices Head Up andComputer.

IO. Select Head Up to schedule any type ofHead Up game (two people on one com-puter, modem play, or vs. computer).Select Computer to schedule any type ofGame Plan game.

i11. Click on the final gray box to change the

game status.This is optional. You willonly need this field if you are editing aschedule and need to manually update agame status.

12. Repeat steps 1-11 to add the remaininggames to your league schedule. Whenfinished, choose Save from the File menuto save your schedule.

Printing a ScheduleTo print your schedule, press <F3> or choosePrint Schedule from the Options menu.

Modifying a league ScheduleIf you need to change a game in your sched-ule, simply select the game from the list anduse the selection buttons to modify the gamedata. Don’t forget to save your schedule afteryou have finished making all of your changes.

Managing Your leagueServing as a All-American College Footballleague commissioner can be great fun. Youget to organize the participants, create theleague, set the schedule, and play the gamesto determine official outcomes.

To get the most out of your league, followthese league management guidelines.

Choosing TeamsYou have a number of options,when choos-ing the teams that will comprise your league.Here are just a few:

l You can use the Team Editor to modifyand/or handicap the teams that will beincluded in your league.

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l You can mimic the college structure, let-ting the computer coach the teams thatyour friends don’t choose.

l You can choose an even number of teamsand design your own league structure.

Once you decide which teams to includein your league, use League Setup to createyour league.

Setting a ScheduleYou also must set your schedule when exe-cuting League Setup. Here are some sugges-tions for schedule creation:

l If you are mimicking the college structure,choose an actual schedule.

l When your season is over use the Bowlsmodule to set up the bowl games.

Choosing a Play MethodOnce you have created your league andschedule, you must decide how you want toplay your games. That done, you must thenedit your schedule to set each game to thecorrect game type (Head Up or Computer).

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As a rule of thumb, leagues run more effi-ciently if only one game type is used. TheHead Up and Computer types are so radicallydifferent, that trying to mix these styles ofplay in your league can lead to confusion.

If you insist on mixing the Head Up andComputer types in your league, try playingthe first half of the season one way, and thesecond half another way.

NOTE: You can modify the game type selec-tion for any game that has not been played.For example, if a game cannot be playedbecause the team owners are both too busyto get together, you can set that game toComputer and have the computer generatean outcome.

Running a Game Plan LeagueTo run a league using Game Plan mode, youwill need to follow these steps each week todetermine game outcomes and inform theparticipants of the week’s results:

1. Obtain saved game plan files from eachparticipant. You create these files in theGame Setup program by setting the PlayMethod to Game Plan, filling out the gameplan form, and then saving it to disk byselecting Let’s Do It!

NOTE: Game Plan files are saved in thedefault directory under the file nameTEAMYR.GPO.

2. Replay each scheduled game. Be sureto make these choices on the GameSetup Screen:Play Method-Game PlanGame Type--RepeatVis. Game P/an-SavedHome Game Plan-Saved

NOTE: Be sure to select the correct leagueand game. All other settings are optional,but should be agreed upon by all partici-pants before the league begins.

3. Repeat steps 1-2 until all games areplayed for the week.

4. Send the game plan files to each partici-pant so they can replay the weeks games.Games must be replayed using the samesettings as in step two above. In addition,the computer’s internal clock must be setto the same date as on the schedule forresults to be accurate. Choose the visitingteam’s year.

5. Send the updated league file to leagueparticipants so they can track how theteams fared in that week’s action. This fileresides in the default directory, and isnamed LEAGUE-?.LFR. The question markafter the underscore character representsthe league you are running (league A, B,C, or 0).

Participating In a Head Up LeagueWhile game plan leagues may capture whatcoaches do to prepare for a game, the corn- missioner has a lot of responsibility. He mustreplay all the games to determine official out-comes. This takes a large time commitment.

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Head-up leagues, conversely, involve allleague participants, as each coach is respon-sible for playing his scheduled game. Allleague participants must follow the steps inthe procedure on the next page to reportgame outcomes to the commissioner:

1. Following the league schedule, each par-ticipant is responsible for playing the cur-rent week’s game. You can play locally orvia modem. The Game Setup settingsshould be as follows:

Play Method-Head UpGame Type-Normal or Modem

NOTE: Be sure to select the correct leagueand game. All other settings are optional,but should be agreed upon by all partici-pants before the league begins.

2. After the game, you and your opponentmust use the Remote League Dataprogram to extract your newly updatedteam files.

NOTE: See the Remote League Datasection for instructions on extractingyour team files.

3. Both you and your opponent must sendyour respective team files to the commis-sioner. He will then use Remote LeagueData to create an updated league file withall the week’s results.

Updating the League FileAs commissioner of a Head Up league, youwill be responsible for updating the leaguefile after each set of games. After you receiveupdated team files from all participants, useRemote League Data to overwrite the newteam data in the existing league file. Onceyou’ve done this, send the new league file tothe participants so they can view the week’sresults and statistics.

NOTE: See the Remote League Data sectionfor more information about updating leaguefiles.

league TipsWhile serving as a commissioner can be lotsof fun, you must be well organized for yourleague to run smoothly. Here are some tipsfor efficient league management.

Ground RulesPublish ground rules well ahead of your startdate. Your ground rules should address thesetopics:

l Which game setup selections you will usein your league.

l When team files are due to the commis-sioner.

l How the commissioner will accept teamfiles (i.e., via E-mail, on disk, etc.).

l How many games will be played perweek. This should also be reflected in theleague schedule.

File ManagementThe commissioner is responsible for accu-mulating and archiving all team files and allleague files for each week’s games on theleague schedule. We recommend that thecommissioner create a league directory.Under that directory, he should create a sub-directory for each week on the schedule.

For example, if the league directory isC:\LEAGUE1, these should be the additionalsubdirectories:

l C:\LEAGUE1\WEEK01l C:\LEAGUE1\WEEK02: ;;;bEAGUEl\WEEK03

Once the commissioner has created thedirectory structure, he should copy the initialleague file into the WEEK01 subdirectory.After receiving all team files for the first weekon the schedule, he should copy these to thatsame directory.

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When finished updating the league files,he should copy the updated league fileto the next week’s subdirectory (i.e.,C:\LEAGUE1\WEEK02).

Seasonal SimulationsIf you want the computer to play an entireseason, choose Computer as your game typewhen filling out your league schedule. Thenfollow the steps below to replay your season:

1. Play each scheduled game. Be sure tomake these choices on the Game SetupScreen:Play Method-Game PlanGame Type-AutoplayOpponent-ComputerVis. Game Plan-ComputerHome Game Plan-Computer

NOTE: Be sure to select the correctleague.

2. Select the Teams button and choose the1st game on the schedule.

3. Select an Autoplay Speed (Fast or RealFast) from the Options menu.

4. Press Let’s Do It! to begin playingthe games.

If you want to interrupt the seasonal simula-tion at any time, press the <F1> key. Thecomputer will finish playing the currentgame, and then quit the simulation. To takeup where you left off, repeat the steps in theSeasonal Simulations procedure.

Remote league DataRunning an online or play-by-mail leaguehas never been easier, thanks to A//-American College Football’s League Setupand Remote League Data modules. Asdescribed in the previous section, you useLeague Setup to create your custom leagueand set your schedule, then use RemoteLeague Data each week to update leagueresults from your online or play-by-mailleague.

Extracting Team FilesAs a participant in a Head Up league, youmust use Remote League Data to extract yourteam file after you play a scheduled game.When finished, send it to your commissionerso he can merge it into the new league file.

1. Choose Remote League Data from theGeneral Manager Utility menu. The pro-gram asks you to choose a league file.

2. Select the league file that includes yourteam (A-D). The program then asks if youwant to Extract or Overwrite.

3. Choose Extract. The game then displaysall teams in your chosen league file.

4. Select your team.

Updating League FilesIf you are acting as commissioner of anonline or play-by-mail league, it will be yourresponsibility to collect the updated teamfiles each week from your participants anduse Remote League Data to create the newleague file. Follow this procedure once youhave received all files for a given week onyour schedule:

1. Choose Remote League Data from theGeneral Manager Utility menu. The pro-gram asks you to choose a league file.

2. Select the league file you want to update(A-D). The program then asks if you wantto Extract or Overwrite.

3. Choose Overwrite. The game then displaysall teams in your chosen league file.

4. Select a team.

5. Repeat the steps in this procedure toupdate all teams in your league.

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Team EditorYour copy of All-American College Football

comes with a full-featured Team Editor mod-ule that you can use to edit or create yourfavorite teams.

The Team Editor supports full rosters andallows you to assign different players to dif-ferent offensive and defensive formations justlike college coaches do when preparing forSaturday’s game! You can also print the teamfile, roster assignments and player ratingsfrom the Team Editor’s Print menu.

How Stats Affect PerformanceThe team files that come with All-AmericanCollege Football represent the actual perfor-mance of each player during the respectiveseason.

The season’s accumulated statistics for run-ning backs, quarterbacks, receivers, kickersand punt/kick returners are used to predictplayer performance. For example, if a half-back averaged 3.5 yards per carry and ranthe ball 15 times per game, he will performto those limits over the course of the game(given a favorable defense).

If, however, your opponent frequently calls arun defense keyed on the halfback, or youdecide to run the halfback more times thanhis historical season average, his perfor-mance will diminish considerably.

The linemen ratings are based on a combina-tion of team and individual statistics. The rat-ings for defensive linemen, for instance, arebased on the team’s yards per rush average,the player’s number of sacks, and expertevaluation of individual player performance.

Accessing the Team EditorChoose Team Editor from the GeneralManger menu to enter the Team Editor mod-ule. The program initially asks if you want tocreate a new team file or edit an existing one.If you choose to edit an existing file, youmust then choose the team and year. If youchoose to create a new file, you must choosea team and input a year. You are prohibitedfrom overwriting an existing team file whenusing the Create option.

NOTE: You can switch between creating andediting at any time by making the properselection from the Team Editor’s File menu.

Editing/Adding a TeamUse the procedure beginning on the follow-ing page to edit an existing team. The stepsare the same for adding a team, except thatyou must add, not change the data.

Editing an Existing Team1. Once a team file is loaded, choose the

type of players you want to edit from theCategory menu. The existing players forthat position appear, and the first playeron the list is highlighted.

2. Highlight the player you want to edit andpress <ENTER>. The cursor becomesactive in the Name field at the bottomof the screen.

NOTE: If you want to add a new player tothis category, select an empty position andpress <ENTER>.

3. Type any new stats in the Data Editorfields, pressing <ENTER> to moveamong fields.

4. When finished editing a player, press<ENTER> until the cursor moves throughall stats fields and displays the next playeron the list. This updates all changedfields.

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5. To work with a different player type,choose a new category of players from theCategory menu, or press <TAB> to cyclethrough each type.

6. Repeat steps 1-5 until you are finishedupdating your team fife.

7. Press <F4> or choose Save from the Filemenu to save your changes. If you try toexit without saving, the Team Editor asks ifyou want to save your changes beforequitting.

NOTE: All rushing categories contain oneassumed decimal place. For example, aYPR of 34 is actually 3.4.

Editing Team RostersUse the following procedure to edit teamstarters for each available formation.

1. Once a team file is loaded, choose Startersfrom the Options menu. A menu appears,listing the formations you can edit.

2. Select the formation you want to edit. Alist of current starters appears, with theirposition, rush rating and pass rating listedto the right of their names.

NOTE: The rush and pass ratings are rela-tive to the players position. For example, adefensive back is rated as to how well heplays against the run and pass, while arunning back is rated on how well he runsand receives.

3. Select the player you want to remove fromthe lormation. A list o f players for thatposition appears, along with their rushand pass ratings.

NOTE: If you made the wrong formationchoice, select Don’/ Substitute to return tothe Formation menu.

4. Select the new player. He is inserted intothe lineup and the Formation menu reap-pears.

5. Repeat steps 2-4 to edit more formations.When finished, choose Save from the Filemenu or press <F4> to save your changes.Choose Exit to return to the Team Editor.

Printing From Team EditorYou can print three different reports from theTeam Editor Print menu:

Print Team-A listing of all players, theirhistorical statistics, and their rush/pass rat-ings (if applicable).

Print Formation-A report of the playersthat make up each offensive and defensiveformation, including their rush/pass ratingsand position.

Print Ratings-A listing of each player onthe team, sorted by position, that includeshis rush and pass ratings.

League LeadersBesides accumulating statistics for the StatsKeeper module, All-American CollegeFootball also tracks league leaders through-out the season. You can use these reportsas a valuable scouting tool, or to follow yourfavorite players as they fight their way tothe top!

Entering leadersSelect League Leaders from the GeneralManager menu. Before you can display anystatistics, the module asks you what leaguefile to open. Select a league, or chooseCancel to exit back to the General Managermenu.

Viewing and Printing leadersYou can either view or print the league lead-ers. To view leaders, simply select the cate- Qory you want to display from the View pull-down menu. To print leaders, make a selec-tion from Print pull-down menu. You canchange leagues from the File menu.

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You have the choice of printing either to diskor to the printer.

If you print to disk, a dialog box appears,showing the file name created. Select OK towrite the file to disk. The file is written to themain All-American College Football directory(i.e., C:\ACF95).

Some printed reports combine more thanone View category. Refer to the chart on thefollowing page to learn what information isprinted on what reports.

View/Print Cross ReferenceReport Name-view Categories Reported

Passing-Passing leaders only

Run/Receiving-Rushing leaders,Receiving leaders

Special Teams-Kick Returners, PuntReturners, Kicking, Punting

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Individual Defense-Individual Oef. only

Teams Stats-Team Offense, TeamDefense, Team Misc.

League Leaders-The top ten leaders foreach category

T h e Help MenuPlayer stats won’t appear in the LeagueLeaders reports unless they meet the pro-grams qualifications. You can view thesethresholds from the Help menu.

Stats KeeperAt the heart of All-American College Footballis a sophisticated statistics tracking andreporting program that keeps tabs on allleague and exhibition game activity. Sincethe key to winning football games is knowingyour opponent’s strengths and weaknesses,the Stats Keeper is an invaluable tool to usein preparing for war on the gridiron!

Entering Stats KeeperChoose Stats Keeperfrom the GeneralManager menu. The program appears, withthe stats from the last complete game onthe screen.

NOTE: The Stats Keeper also appears aftereach completed game if you turned GameSummary to On when on the Game Setupscreen.

Viewing and Printing StatisticsYou can either view or print the statisticstracked by Stats Keeper. To view statistics,simply select a pull-down menu and choosethe stats you want to display. To print statis-tics, select the Print choice in each pull-down menu.

You have the choice of printing either to diskor to the printer. If you print to disk, a dialogbox appears showing the file name created.Select OK to write the file to disk. The file iswritten to the main All-American Collegefootball directory (i.e., C:\ACF95).

Stats Keeper MenusThe following sections describe each StatsKeeper menu:

FileThis is where you change league files within.Stats Keeoer. Select League to load a differ-ent league file. Choose Exit to quit StatsKeeper and return to the General Managermenu.

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G a m eThis menu has selections that summarize thenumbers from the most recently playedgame. The Offense selection displays offen-sive statistics, including:

l Team totalsl Scores by quarterl Passing, rushing, and receiving statistics

The Defense section shows the followingdefensive statistics:

l Kick and punt returnsl Tackles, sacks, and interceptionsl Kicking and punting statistics

Drive SummarySelect View from the Drive menu to list thenumber of plays, yards gained, time of pos-session, result, and score for each of thegame’s possessions. The report is groupedby quarter, This screen also displays teamsummaries in categories such as number offirst downs, number o f fumbles, passingplays/yards, rushing plays/yards, etc.

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RecordsThe Records menu includes stats reports forindividual, team, offensive, and defensiveleague records. There are 67 categories inall. Each listing shows the record, the gamein which it was set, and the team that set therecord. Individual records also show theplayer who set the mark. Select the respec-tive menu choice to display these records.

If you want to view the criteria used forincluding a player or team in the recordbook, choose Qualifications. Select Clearonly if you want to wipe out all the leaguerecords.

HINT: Choose Clear at the end of theregular season to track separate records forbowl games.

Season

To view season stats, you must first selecta team and year. To choose a team, selectLoad Team.

Once you have selected a team and year,select the function you want under theSeason menu. Offense displays team offen-sive statistics, while Defense shows teamdefensive stats and game scores. SelectClear only if you want to wipe out the seasonstats for the selected team.

HINT: Choose Clear at the end of theregular season to track separate statistics or bowl games.

M V PAs the name suggests, All-AmericanCollege Football has an MVP programthat selects the Nation3 Most OutstandingCollege Football Player. Votes are calculatedbased on player performance, and the totalsxea;;,rted out to see who wins this coveted

Top 20As the name suggests, All-American CollegeFootball has a Coaches’ Poll to determine theNational Champion. Votes are compiled andcalculated based on win/loss record andschedule strength. If a team is undefeatedplaying an easy schedule, there is a chancethey will not win the crown. The “Pollsters”look at more than the win/loss columns todecide this National Championship.

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Glossary of TermsThis glossary is desighed to both define theterms used in All-American College Football,and offer some tips on how to best utilize thetactics they describe. To help you find thedefinitions you need, the terms are groupedby function. Any codes next to the definitionsrepresent the corresponding code in theCall Preset Play screens and enclosedPlay Cards.

Defensive FormationsThe formation of your players is the startingpoint of any play. There are six defensive for-mations supported in All-American CollegeFootball, each designed to stop a particularoffensive set.

3-4The 3-4 is a traditional formation with threedown linemen and four linebackers (a downlineman is a defensive player who positionshimself on the line of scrimmage and startsthe play in a three or four-point stance). It isa good read formation because the line-backers have time to react to the play. It alsoallows decent short pass coverage becauseof the extra linebacker.

4-3A 4-3 formation is a flip-flop of the 3-4. Youhave four down linemen and three lineback-ers. It’s also a basic set, but betterthe run.

5-2Add another lineman to the mix, subtract alinebacker, and you have the 5-2. This for-mation is stacked against the run, and can bea gamble in passing situations.

7-4The 7-4, also known as goal line defense, isbest for stuffing the run. Don’t use it in theopen field, however, or you’re liable to beburned by a deep pass. This formation hastwo linebackers, seven down linemen andtwo defensive backs. Reserve the 7-4 for usewithin your own five yard line.

Nicke lTraditionally used in 3rd down-and-long sit-uations, the nickel package removes a line-backer from the 3-4 and adds a defensiveback.

DimeThe dime formation has six defensive backs,and is used when you know the other teamis going deep. Use the dime package to pre-vent deep passes if you’re leading late inthe game.

Defensive StrategiesOnce you set your alignment, you haveto tell your team how to play their positions.The following terms describe the defensivestrategies you can use in All-AmericanCollege Football

Linemen and LinebackersThe following terms apply to your linemenand linebackers:

AlignmentChoosing an alignment determines how yourdefensive linemen will space themselves onthe line before the snap. Choose the align-ment style best suited to stopping the type ofplay you think your opponent will call. Thealignment choices are listed below:

Tight-Best for stopping inside runningplays like dives and draw plays.

Spread-Best for stopping outside runningplays like slants and sweeps.

Head Up-A conservative, helmet-on-hel-met alignment.

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Kay Runner PursuitPredicting what player will carry the ball is IS your opponent going to run a quick-hitteranother key to a successful run defense. You or a slow-developing counter play? You pre-can have your defense key on: dict how fast the play will develop by setting

The halfback (code A)the pursuit code:

The fullback (code B)Quick (code 1)-You’re expecting aquick-hitter.

If you choose to key on the quarterback, youare essentially calling a no-key defense.

Medium (code Z/-You’re playing it safe.

Line StrengthSlow (code 3)-You’re anticipating a

The strength code allows you to anticipate inslow-developing play.

what direction the ball carrier will run. The Stuntschoices are: Stunts are fancy footwork executed by defen-

Strong (code 4)-The ball carrier will runsive ends and tackles to confuse the offense.

to the side of the offensive line where the

The twisting stunts are often used by teams

tight end is located.with under-powered defensive lines as a wayto equalize the competition. There are four

Middle (code 5)--The ball carrier will run types of stunts:up the middle. Blast-The tackle and defensive end try toWeak (code 6)-The ball carrier will run plow through the line as quickly as possible.to the side of the offensive line opposite thetight end.

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Twist Weak-The tackle and defensive endfurthest from the offensive tight end quickly

Under Zone-The secondary covers thearea 5-10 yards behind the line of scrim-

switch positions when the ball is snapped. mage. This is also called a Short Zone.

Twist Strong-The tackle and defensiveend opposite the tight end switch positionswhen the ball is snapped.

Twist Both-Both tackles and defensiveends switch when the ball is snapped.

Defensive SecondaryThese terms apply to techniques employedby the defensive secondary:

Coverage/Zone TypeThe coverage selection tells your defensivebacks how to play the receivers. There arefour different ways to align your defensivesecondary.

Man-to-Man- Each defensive player ismatched with a corresponding eligiblereceiver.

Over Zone-The secondary covers the areaIO-15 yards behind the line of scrimmage.This is also called a Medium Zone.

Deep Zone-The secondary covers thearea 15+ yards behind the line of scrimmage.

Man to ManMan-to-man coverage is good if your sec-ondary is highly skilled, but is more riskybecause the receiver only has to beat oneman to make the play. Zone coverage is moreconservative, and is more effective when thepass is deep because the secondary hasmore time to adjust to the quarterbacksthrow.

Coverage TechniqueYou also must tell your secondary how closeto cover their receivers. The options are:

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Tight (code 1)-Best for defending simpleroutes. Tight coverage increases your chanceof getting an interception, but also increasesthe chances that the receiver will turn a shortpass into a long gain.

Medium (code 2)-This is a conservativecoverage which gives no real advantages ordisadvantages.

Loose (code 3)-Best for defending com-plex pass routes where the receiver is mak-ing two or three direction changes.

. Split End (code X)

. Tight End (code Y)

. Flanker (code Z)

BlitzThe hIit is a risky play where you sendone or more linebackers or a defensive backtoward the quarterback. This weakens thepass coverage, but can lead to a sack orhurried throw. There are three types Ofblitz plays:

5-man blitz-sends 1 linebacker

6-man blitz--Sends 2 linebackers

7-man blitz-sends 2 linebackers and adefensive back

The more backs you send toward the QB, theriskier the play becomes, on both sides Ofthe ball!

Offensive FormationsThese offensive formations tell your playerswhere to line up before the play is called. Aswith defensive formations, each is designedto be effective with different play types. Thesix offensive formations are as follows:

Pro SetThe Pro Set is the stock formation for mostNFL teams. It has two running backs splitbehind the QB, two receivers, and one tightend. The Pro Set is effective for both runningand passing plays, but is not optimized foreither one.

1 FormationThis is another traditional scheme, with tworunning backs, two receivers, and one tightend. Unlike the Pro Set, the backs line updirectly behind the quarterback (which formsan ‘I’ pattern).

Run & ShootMade famous recently by the Detroit Lionsand the Houston Oilers of the NFL, this for-mation uses four wide receivers and only onerunning back. There is no tight end.

White the Pro Set and 1 formations operateunder the notion that it is best to set up thepass with a strong running game, the Run &Shoot is designed to set up the run by open-ing up the game with frequent passes. It isprimarily a pass formation, but can be effec-tive for running plays once the defense islulled into keying on the pass.

3-WideThis lormation replaces the tight end withanother wide receiver. There are two runningbacks. Since the tight end is frequently usedas a lead blocker on running plays, this for- mation sacrifices the run for more passingfirepower.

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This is a good play to run if you have a quickreceiver. A quick defense can be easilytricked by a well-executed reverse.

QB BootlegAs the name suggests, this play is run to theoutside by the quarterback. The play starts byboth running backs moving one direction.The QB may fake a handoff before runningaround the opposite end of the offensive line.

Since the quarterback is not a primary ballcarrier, this play is best used sparinglythroughout the game. It can succeed, howev-er, against quick tight defenses. Your QB issure to be stuffed against a medium or slowspread defense.

counter PlaysAny running play save the QB Bootleg andReverse can be run as a counter play. Duringa counter, the offensive line and primaryblockers move one way while the ball carrierruns in the opposite direction. This servesto confuse the defense, and catch quick-reacting players off guard.

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Counters work best against quick defenses.Slow defenses, however, are designed to stopcounter plays, so don’t be alarmed if theother team is ready to thwart your counter.

Offense Strategies: Pass OffenseTodav’s high-powered offenses rely on thepass’as much as the run, so you’d better beprepared to throw the ball down field. If youaren’t ready, you’ll run the risk of beingblown out before the first half is over!

The first few definitions in this sectionexplain the components of a pass play, thetype o f drop-back, the receiver, the pattern,and the distance while the remainder dis-cusses each play in detail.

Dmp Back TypeThere are tour different ways the quarterbackcan start a pass play.

Each is designed to exploit different defens-es. The drop-back types are as follows:

Straight Drop (code 6)-The quarterbacktakes the ball from center and drops 5-7steps straight back before setting up for thepass. This is the traditional setup for mostpassing plays. If the line holds, the straightdrop gives the QB time to survey the defenseand his receivers before throwing the ball.

Play Action (code 7)--The quarterbacktakes the ball from center, but fakes a hand-off to a running back as he drops back intopass position. Effective play-action quarter-backs hide the ball behind their thigh afterfaking the hand-off, further confusing thedefense.

NOTE: A well-executed play-action passshould cause the linebacker to run forwardto stop the run. This opens up the middleof the field for a high-percentage short ormedium pass.

Roll Out (code 8)-This type of passgives a mobile quarterback running room toeither meet his receiver on one side of thefield, or improvise a passing play. It’s good ifyour offensive line is weak, because it allowsthe QB to free-lance in the backfield andmake his own play.

NOTE: Throwing on the run is more difficultthan passing from a set position, so whatyou gain in creativity you lose in pass per-centages. Still, if the QB is has both an accu-rate arm and good mobility, he can use theroll-out drop to his advantage.

Shotgun (code 9)-This style, madefamous by Roger Staubach and the DallasCowboys, allows the quarterback to get intopassing position much more quickly thanany other drop-back style. The quarterback lines up 5-7 steps behind the center, whosnaps the ball to him to start the play.

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NOTE: Shotgun formation is used to thwart Fullback (code B, 5)-Same as halfback.a good pass rush or blitz In these situations,the quicker the quarterback can get the ball, Tight End (code Y, 7)-The tight end on

the sooner he can get rid of it and avoid a most football teams is built like a small line-

sack. Passes out of the shotgun formation man or big receiver, primarily because he

are generally less accurate than those from a does a lot of blocking. Due to their size, they

traditional 7-step drop due to the hurried are often slower than the other receivers, but

nature of the playharder to tackle.

ReceiversSplit End (code X, 8)-The split end is a

Once you’ve decided on a drop-back style, wide receiver who lines up on the left side of

you must choose your receiver. Receivers are the line. He and the flanker are the key

represented by two different codes in All- receivers in any pass offense. They combine

American College Football, a letter and a speed with excellent pass-catching ability to

number, The following summarizes the eligi- pose a threat anywhere on the field.

ble receivers and their respective codes: Flanker (code Y, 9)-The flanker is a wide

Halfback (code A, 4)-A halfback who receiver who lines up on the right side of the

can catch the ball is a real asset to any foot- offensive line.

ball team. It is rare, however, that any run- W-Back (code W, 6)-A fullback in thening back can catch as well as a full-time run-and-shoot formation who lines up in thereceiver, Keep this in mind when scouting slot. He is essentially an additional flanker.your team and. ultimately, when deciding ona receiver.

Pass routes are designed to shake the receiv-er free of his defender so he can make thecatch. The more moves a receiver makes, thehigher probability he will be open to catchthe ball. However, more moves take moretime. The more time the QB is waiting for hisreceiver to get open, the more likely he willbe sacked. Weigh these factors carefullybefore,making a decision.

The pass routes available in A//-AmericanCollege Football are summarized below:

F/are-Similar to the swing pass, but thehalfback or fullback is running more towardthe sideline when the pass is thrown.

Hitch-When a hitch pattern is run, thereceiver runs past the line of scrimmage butunderneath the linebackers. He then cuts leftor right toward midfield to receive the pass.

Drag-This is when the receiver (usuallya running back) runs under the linebackersand then cuts across the held. It is always ashort pass.

Screen-The screen pass is designed tofake the defense into running past the receiv-er toward the quarterback. When he’s aboutto be sacked, the QB flips the ball acrossthe field to an open receiver (usually a half-back or fullback) who has a wall of blockersin position to knock down any would-betacklers.

Seam-The seam is a straight pass patternwhere the receiver tries to find a gap (orseam) between the defensive backs. It is ashort one move pass.

Slant-A slant is thrown to a receiver cut-ting across the field diagonally toward theopposite sideline.

Out-This type of pass is thrown towardthe sideline, usually so the receiver can getout of bounds quickly to stop the clock latein the game. The receiver runs upfield,changes direction, and then sprints towardthe near sideline to meet the ball. Exact tim-ing is crucial to this play’s success.

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Curl-A curl pass is thrown right at thereceiver’s back. At the last minute the receiv-er turns around to meet the ball. He shouldnot have to run back toward the QB to catchthe ball.

Comeback-The comeback pass is thrownbeneath the receiver. He sprints upfield thenquickly stops and runs back to meet the ball.If executed well, the receiver will be able toshield the ball from the defender and makean easy catch.

Cross-The receiver runs upfield and thenabruptly cuts 90 degrees toward midfield tomeet the pass. Crossing patterns leave thereceiver open to vicious hits by the defense,so they are often run by the tight end.

Flag-When a receiver runs a flag patternhe starts toward the center of the field andthen cuts toward the left or right corner of theend zone. It is the opposite of a Post pattern.

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Post- A post pattern starts on the sidelineand breaks toward the goal post. The QBthrows the ball toward the center of the field,and the receiver must time his stride to meetthe ball where it has been thrown.

Streak-A streak is thrown over the shoul-der of the receiver as he sprints forwardtoward the end zone. It is very difficult toexecute, but when complete, can result in abig gain.

Out and Up-This pattern is designed tofool the defender into stopping short todefend an out pattern. After laking to the out-side, the receiver streaks downfield. This isanother complex pass that is hard to com-plete, but has a major pay-off if successful.

Play Calling CodesNate: You can print play diagrams/or all plays listed from the Genera/Manager’s menu.

O f f -/low to call playsYou must input four characters whencalling plays:

1st digit-Formation Code (l-6, seeformations below)

2nd and 3rd digits- Play Number(01-99), see plays below

4th digit-Time Out Code (0=No T.O.,1 =T.O.)

Example: 1011

1 =Pro Set, 01 =Play # 1 =T.O

Formation CodesThese are the formation codes andcorresponding formations available foroffensive plays:

1 1=Pro Set

2=1 Formation

3=Run & Shoot

4=Wishbone

5=Short yardage

6=3 Wide

How to Read Running PlaysThe running plays listed below can be readin the following manner:

I57

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Running Plays: Offense01) 21 HB C

02)W04)05)06)67)08)09)10)11)12)13)14)15)16)17)18)19)20)21)22)

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22 H B23 HB24 H B25 HE26 H B27 H B28 H B29 H B21 H B22 H B23 H B24 HE25 HE26 H B27 HE28 H B29 H E31 FB32 FE33 FB34 FB

DrawC D i v eC DiveC TrapC TrapC SlantC SlantC SWPC S!Wp

DrewDiveD i v eTrapTrapSlantSlants w e e pSweep

C DrawC D i v eC DiveC Trek

23) 35 FB

24) 36 FB

25) 37 FB

26) 38 FB

27) 39 FB

28) 31 FB

29) 32 FB

30) 33 FB

31) 34 FB

32) 35 FB

33) 36 FB

34) 37 FB

35) 38 FB

36) 39 FB

37) 76 Y

38) 89 X

39) 96 2

4) 11 c!B

41) 12 Q B

42) 18 IIB

4) 19 Q B

44) 10 QB

C TrapHow to Read Passing Ptays

C SlantThe passing plays listed below can be read in the following manner:

C SlantC SweepC s w e e p

DrawDiveDiveTrapTrap

64 AII I

SwingI

523Distance

SlantSweep

ReverseReverseReverseDrawScramb leBootlegBootlegDrop

6 = Straight Drop7 = Play ActionB= Roll Out9 i Shotgun

4orA=HB Swing Screen5orB=FB Drag Hitch7orY=TE Straight Curl8orX=SE Comeback Up &OutSNZ=FL Seam Out

Slant CKXSPost out&upFlY Streak

P”“““” PJays: OfvIse45) Flare 5 55) 65 B Drag 446) 64 A Screen -5 56) 95 B H i t c h 647) 84 A Drag 5 57) 65 B Seam 1148) 94 A Hitch 7 58) 75 B Curl 1249) 64 A Seam 12 59) 85 B Comeback 1550) 64 A Curl 12 6’3) 65 B Streak 2 651) 64 A Comeback 15 61) 75 x Screen -152) 64 A Streak 24 62) 68 X Seam 753) 65 B Flare 4 63) 68 X Dot 954) 65 B screen -4 64) 68 X Slant 11

Pass distancein yards

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65)66)67)68)69)70)71)72)73)74)75)76)77)76)79)80)81)82)63)64)65)W67)

886876986.8687066776767976797a7677767796999a969

X CkXS 13

X Comeback 15

X Comeback 17

X Streak 20X CUrI 23X Post 30X Out & up 33X Streak 45Y SCMl -1Y Seam 7Y Hitch 7Y Out 7Y Out 9

Y CVXS 11

Y Comeback 13Y Streak 15

Y Post 17Y Streak 25Z SCNl -1

Z Seam 7Z Seam 9Z Out 9Z Cud 12

88) 79 z Cross 1389) 99 z Comeback 15

90) a9 z Comeback 1791) 69 Z Streak 20

92) 69 Z P o s t 29

93) 79 z Out&Up 31

94) 69 Z Streak 45

Special Teams: OffenseA// kickof/ plays (95-99) are handled byplay calling buttons.

95) Normal

96) Squib

97) Onside

98) Punt

99) Field Goal

HOW to call playsYou must input four characters whencalling plays:

fst d i g i t - F o r m a t i o n C o d e ( I - 6 , s e eformations below)

2nd and 3rd digits-Play Number(ol-99), see plays below

4th d ig i t -T ime Out Code (O=No T . O . ,1 =T.O.)

Example: 1011

1=3 -4,01 =Play t, 1 =TO.

ATight

I

5 = Middle 2 = Medium6 = Right 3= Slow

TightSpread

Format ion CadasThese are the lormation codes andcorresponding formations available fordeffensive plays:

~ 1=3-4

2=4-3

3=5-Z

4=7-4

~ 5=Nickel

6=Dime

How to Read /tanning HaysThe running plays listed below can be readin the following manner:

tMan

;piJp&piii&

A-HE Man = Man-to-Man TightB-FE Short = Short 2ane MediumBlank = No Key Medium = Medium Zone Loose

Deep = Deep Lone

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Running Plays: Defense01) 52 Tight A Man 1

I :

02)0304)05)

06)07)08)0%10)11)12)13)14)15)

16)17)18)

19)20)21)

22)

62

53 Tight A Man 1

63 Tight A Short 1

42 Tight A M e d i u m 2

43 Tight A Deep 3

63 Tight A Man 2

42 Spread A Man 1

43 Spread A Man 1

42 Spread A Shari 1

42 Spread A M e d i u m 2

42 Spread A Deep 3

51 Tight A Man 1

51 Tight A Short 1

51 Tight A M e d i u m 2

61 Tight A Deep 3

51 Tight A Man 2

41 Spread A Man 1

41 Spread A Short 1

41 Spread A M e d i u m 2

61 Spread A Deep 3

52 Tight B Man 1

52 Tight 6 Short 1

!3)!4)!5)26)

2 7 )28)29)30)3 1 )32)

33)3 4 )

35)3 6 )37)3 6 )39)40)41)4 2 )43)4 4 )45)46)

6 3 Tight B M e d i u m 2

5 2 Tight 6 Deep 3

52 Tight 6 Man 2

42 Spread 6 Man 1

42 Spread B Short 1

42 Spread 6 M e d i u m 2

42 Spread B Deep 3

51 Tight 6 Man 1

51 Tight B Short 1

6 1 Tight El M e d i u m 2

51 Tight B Deep 3

51 Tight 6 Man 2

61 Spread B Man 1

41 Spread 6 Shod 1

41 Spread B M e d i u m 2

41 Spread 6 Deep 3

51 Tight Man 1

51 Tioht Short 161 Tiiht51 Tight

41 Spread61 Spread41 Spread

62 Spread

Medium

DeepManShortMediumDeep

How to Read Pas&# P/aysThe passing plays l isted below can be read in the fol lowing manner:

,+j&& & ,$yygij &, &,

5 = Middle 2 = Medium Man = Man-b-Man X= Double SE 1 =Tight Tight A=HB6 = Right 3 = slow Short = Shod Zone Y= OoubleTE 2 = Medium Spread B = FB

Medium = Med. Zone Z=OoubleFL 3=tooseoeep = oeep zone

Blank = No Key

Pasinfl P lays : Defense I47) 41 Man 1 Tioht A 59)48j

49)50)5115 2 )5 3 )5 4 )55)5 6 )5 7 )56)

41 Man 241 Mall 141 Man 263 Man 25 1 Man X l41 Shod x241 Man Y l51 Short Y242 Short Y241 Short Y261 Man Zl

Spread

SpreadTightSpreadSpreadSpreadTightSpreadSpread

ABB

&read B

W61)62)6 3 )W65)66)67)68)6970)71)

4161

52435 1

616341415363415 1

Short 22 TightM e d i u m 1 Spread AM e d i u m 1 Spread AMan Xl Spread AMedium X2 SpreadMedium X2 Spread AMedium X2 Spread AM e d i u m X 2 Spread B *-Man Yl Spread BMedium Y2 Spread BMedium Y2 Spread AMan Zl Spread AM e d i u m 22 Spread A

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72)73)74)75)76)77)78)79)80)81)82)83)84)

41 Medium 22 Spread E63 Medium 22 Spread 8

41 D@P41 DEP41 DIP41 Deep51 Deep61 Deep41 Deep61 Deep51 C&p41 Deep61 DW

Printed in U.S.A.52H774664

X2 Spread AXl Spread Ax 3 Spread 6Yl Spread 6Yl Spread BYl Spread BZl Spread AZl Spread22 Spread23 Spread23 Spread

Blitzes: Defense85) 41 Blitz (5) 1 Spread86) 51 Blitz (5) 2 Tight87) 51 Slitz(5) 2 Head Up88) 61 Blih(5) 2 Spread89) 41 Blitz(6) 2 Spread90) 51 Blih(6) 3 Tight91) 61 Blitz (6) 2 Spread92) 41 Blitz (7) 2 Spread93) 51 Blitz (7) 1 Tight94) 61 Blitz (7) 2 SpreadNote: The number in parentheses indicates the numberot players blitzing.

Specia l Teams: DefenseAll kickoff plays (95-99) are handled byplay calling buttons.

95) Normal

96) Squib97) Dnside98) Punt Return

99) Kick Block