Difference between revisions of "Football"
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Each team must have eleven players on the field at all times. When a team has the ball it is called the offense. The team that does not have the ball is the defense. The positions of the players are shown in the following diagram: | Each team must have eleven players on the field at all times. When a team has the ball it is called the offense. The team that does not have the ball is the defense. The positions of the players are shown in the following diagram: | ||
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[[File:Football - Positions.jpg|center|400px|thumb|Football - Positions]] | [[File:Football - Positions.jpg|center|400px|thumb|Football - Positions]] |
Revision as of 20:35, 7 May 2020
Football | |
---|---|
Football (Front Cover) | |
Publisher(s) | Texas Instruments (TI) |
Original Retail Price | $29.95 (USD) [1] [2] |
Programmer(s) | David Coons |
Part# | PHM 3009 |
Format(s) | Solid State SoftwareTM Command Module |
Release | 1979 (2nd Quarter) [3] [4] |
Genre(s) | Sports |
Football was a Sports title created by Texas Instruments (TI) for the TI-99/4 and TI-99/4A home computer system. It was released during the 2nd quarter of 1979 and retailed originally for $29.95 (USD). It was programmed by David Coons and distributed on Solid State SoftwareTM Command Module.
Contents
Gameplay
Football for the TI-99/4 and TI-99/4A was a two-player game. The game starts off like any football game with the coin toss to decide which team kicks off and which team receives to start the game. The players choose the play they want to run each play, and the computer does the rest.
Fun Fact
According to the programmer, David Coons, one summer a student programmer went into the office during the weekend, and instead of typing IN (INstall Volume, the hard disk cartridge on which all of the project's code was located) typed INV(INitialize Volume) which formatted the disk, destroying all the code for the Football. There were no backups of the program code, so the programmers spent the next week retyping the code from old printouts they had created. Moral of the story: Always, Always Backup!! [5]
Manual
Introduction
Millions of us spend weekends watching our favorite teams win or lose on the football field. An equal number may spend Monday mornings reliving the great plays or "second-guessing" the coach or quarterback on those plays that did not succeed.
Now with the Football module, you can experience the fun and excitement of a football game at any time. And in this game, you are in charge! You plan the strategy and call the plays. W hile having fun playing, you can test (and improve) your skills as a "quarterback" or "coach." You don't have to be a football whiz to play and enjoy this game. We'll discuss the rules of the game and the choice of plays so anyone can easily learn to play and understand football.
You and your opponent will become highly involved while playing Football with your computer because it actually simulates a live game. You are working against a scoreboard clock that operates on real time. Also you have a choice of plays used by actual teams, and the play results depend upon the combination of offensive and defensive plays chosen. The outcome of each play (as well as the number and timing of penalties and fumbles) is based on professional football statistics. Detailed probability tables - plus a luck factor - are built into this module to keep the play exciting and unpredictable from game to game.
Are you and your opponent ready to play?
Then unpack your module and read on ...
(Note: For those of you who are new to the game of football and want to know more about the basics, skip to the section "FOOTBALL BASICS" before beginning play.)
This game is intended for play by two people. Of course, more people can be involved in the action, either as a cheering section or as a part of the "coaching staff." On occasion, you may even want to play against yourself by keying in both the offensive and defensive plays.
You will use the following keys during the game:
Press | Action |
---|---|
SHIFT C | Change or correct team names or quarter length before pressing ENTER key. |
SHIFT Q | Leave the program
Return computer to main title screen |
G | Snap Ball
Initiate Kickoff Continue after time-out |
T | Call time-out |
1 | Look through play list when calling (Player One)
Indicate a regular kickoff Accept Penalty |
2 | Select play for each down (Player One)
Indicate an onside kick Deline Penalty |
8 | Look through play list when calling plays (Player Two)
Indicate your team will receive on the kickoff Indicate "heads" on the coin toss |
9 | Select play for each down (Play Two)
Indicate your team will kick on the kickoff Inidicate "tails" on the coin toss. |
What teams are playing today?
When the computer asks, Player One types in a team name (up to eight letters) using the keyboard and presses the ENTER key. Player Two also types a team name and presses ENTER. Notice from the boxes that blue is the color for team one and red is the color for team two.
Time for the coin toss!!!
The computer randomly selects one of the teams to call the toss. That team player is asked to select heads by pressing the 8 key or tails by pressing the 9 key. The screen shows heads or tails and tells which team wins the toss. The team player that wins the toss presses the 8 key to indicate the decision to receive the ball on the kickoff or presses the 9 key to indicate the choice to kick the ball.
The next video display gives you directions for calling the plays. Read this screen now, and we will discuss these directions in detail when it's time for you to select your first play. Press any key to continue.
The screen now displays the scoreboard, the message area, and the playing field.
The scoreboard displays the team names to the left of the score areas. Player One defends the left end zone (blue players, blue end zone), and Player Two defends the right end zone (red players, red end zone) the entire game. (The players do not change ends of the field at the conclusion of the quarters.) The screen shows the players on the field, represented by miniature blue and red football helmets, in kickoff formation. The message area tells which team will kick off and asks that player to select a regular kick by pressing key 1 or onside kick by pressing key 2. Throughout the game, the message area will display results and give directions for continuing play.
Kickoff!!!
The message area now reads "PRESS G (GO) TO KICKOFF!" Press G (GO), and the kicker advances to the ball and kicks it. The game is underway! The ball travels downfield to one of the receivers. When the ball reaches the receiver, the clock starts, and the teams advance toward each other. The play continues until a tackle, fumble, or touchdown occurs. If a penalty occurs, it is announced in the message area at the conclusion of the play.
When the kickoff return concludes (assuming no touchdown occurs), the screen displays the ball at the appropriate yard line. Each team returns to a huddle formation. Notice the message area instructs you to "SELECT PLAYS," and the scoreboard informs you about the ball location, down, and yards-to-go.
Time Out
You now may call time-out by entering T, or you may select your plays. In our game, time-outs are not counted by the computer. Thus, you can call "time-out" for normal interruptions such as telephone calls, dinner, etc., without being penalized. You and your opponent may choose to limit the number of time-outs you'll allow in each half to three as in regulation play. If so, you must keep track of the time-outs each team takes. If you call time-out, the message area will display "TIME-OUT - PRESS G (GO) TO CONTINUE," and the computer will wait for the indicated response.
Are you ready to select your plays? Have you decided on your game plan? Now is the time to begin developing strategy and selecting plays. Let's see exactly how you choose your plays for each down.
Play Selection
At the beginning of each play, the message area will display "SELECT PLAYS" for two seconds and then change to show a play in each of the offensive and defensive play lists. The offensive list will be above the offensive team and the defensive list will be above the defensive team. As in real-life football, certain defenses work better against certain offenses and vice versa. You will be more successful in calling plays if you have some idea of the tendencies of your opponent. To help you keep track of the strategy of the other player, the first plays shown in the message area for each down will be the plays selected by the players on the previous down. (See PLAY DESCRIPTION and STRATEGY for more tips on plays and strategy.)
Offense | Defense |
---|---|
Dive play | 4-3-4 STD |
Off tackle | 4-2-5 pass |
HB sweep | 7-2-2 tight |
Fullback draw | 3-2-6 prevent |
Screen right | 4-3-4 blitz |
Flare pass | Punt return |
Slant-in | Field goal |
Bomb | |
Sideline pass | |
Punt | |
Field goal |
Player One presses key 1 and Player Two presses key 8 to advance the next play in the list to the display. The list will keep "cycling," so, after the last play on the list appears, the first play is shown again. You will have time to review the play list several times before making a selection. Player One, when you see the desired play appear in the message area, press key 2 to indicate your selection. Player Two, you will press key 9 when the play you want to use appears in the message area.
Player: | Use: |
---|---|
Player One | 1 to look through play list |
2 to select plays | |
Player Two | 8 to look through play list |
9 to select plays |
When key 2 or key 9 is pressed, the computer stores the selected play and advances the play list to the next selection. You can continue to press key 1 or key 8 to show other plays in order to maintain the secrecy of your selection.
A sample key sequience for Player One might be: | |
Key | Comments |
---|---|
1 | to look at play list |
1 | to look at play list |
1 | to look at play list |
2 | to select play |
1 | to maintain secrecy |
1 | to maintain secrecy |
Plays can be selected and changed by both teams at will within the first 13 seconds. However, after 13 seconds, the offense has the advantage. After 13 seconds, play selection is terminated when the offense chooses a play. If the defense has not yet selected a play, the computer will automatically assume a defense which will increase the probability of a good offensive gain. (During the final two minutes of each half,· this time is reduced to nine seconds.) Our game allows 30 seconds between plays. If the ball is not snapped within the 30-second time limit, the offense is assessed a delay-of-game penalty, and the clock is stopped. When both plays are called, the two teams are arranged in the formations determined by the called plays.
23-15-78-26-24! H-H-HUT!!
The message area displays "PRESS G (GO) TO SNAP BALL." When you press G (GO), the action begins. The defense advances generally toward the ball, and the offense moves according to the called play. The results of any play are determined internally through the use of probability tables and depend primarily upon the combination of plays called and secondarily upon a built-in chance factor. There are separate tables for each combination of offensive and defensive scrimmage plays with each table having many possible results. Each result has a specific probability of occurring, and one is selected at random for each play. As the computer determines the results of a play, it moves the players on the field to reflect the outcome. The message area gives the results of each play, using messages such as
"5-YD GAIN"
or
"PASS INCOMPLETE"
or
"FUMBLE-STOMPERS RECOVERY "
You then select plays for the next down, and press G (GO) to snap the ball.
End of Quarter
The message area tells you when it's the end of the quarter, and the clock returns to the full number of minutes you chose for each quarter. The teams do not change ends of the field, so play will begin exactly where it left off. You must press G (GO) to continue play.
Half Time
Sorry! We don't have a band or cheerleaders! Maybe you can arrange your own half-time entertainment while you alter your game plan as needed.
Are you rested and ready to begin the second half? Then press any key to start. The team that lost the coin toss at the beginning of the game now has the choice to receive by pressing key 8, or to kick by pressing key 9. Press the desired key to prepare to kick off the second half.
End of Game
When the game ends, the screen will display:
Press any key to stop. The screen returns to the master title screen. There is no automatic overtime if the game ends in a tie. You may start the game again and play until one team scores if you desire.
On the Sidelines
- Fumbles, interceptions, and penalties occur at random throughout the game. The probability that a fumble, interception, or penalty will occur is based upon season statistics of professional teams.
- Penalties are assessed for five, ten, and fifteen yards. They are called after the play concludes with the message area displaying"_ YD PENALTY ON ____ " and then "ACCEPT, 1, OR DECLINE, 2." If both teams are called for penalties, the penalties offset each other, and the down is replayed. Any time the penalty is accepted, the down will be replayed.
- Field goals may be attempted only from 49 yards away or less.
- The clock will stop on incomplete passes, penalties, and scores.
This should give you an idea of some of the fun you and your family and friends can have playing football with this module. Each game you play will continue to be exciting and challenging because, just as in a live game, you cannot predict exactly what will happen on any given play. Yet, by studying the various plays (see "PLAY DESCRIPTION'J and playing often, you can continue to improve your game strategy and perhaps lead your team to a winning season.
Football Basics
This game is played by the standard rules of professional football. The only exception is that the teams do not switch ends of the field at the end of each quarter. For those of you new to football, we will discuss some of the basics of the game. With these few simple rules you can have fun and continue to learn more while actually playing the game using your Football module.
Number of Players
Each team must have eleven players on the field at all times. When a team has the ball it is called the offense. The team that does not have the ball is the defense. The positions of the players are shown in the following diagram:
Object of the Game
Each team attempts to score points by crossing the opponent's goal line with the ball or by kicking the ball through the opponent's goal posts. Normally, the offense scores the points. Sometimes, however, a defensive player can score by intercepting a pass and running with the ball over the opponent's goal line or by scoring a safety (see below).