ROUND BUTTON CONTROLS
"D" depress to show downs and
field position.
"K" means kick. Players can kick
on the 4th down. Akick will usually
go between 10 and 46 yards. When
the kick button is depressed, the
computer will decide automatically
whether to punt or to try afield goal. Should you choose this option, the "K" button
should be depressed before any other button is pressed.
"P" Players may select apass play by pressing the "P" button, before using any
arrowed keys. You are now in the pass formation. In front of the ball carrier abright
light (the same as the ball carrier) will appear.
By pressing the arrowed key for the desired direction of movement, only the receiver
can be moved and he must be in line with the ball carrier in order to attempt a
complete pass.
Press the "P" button the second time, when you have the, ball carrier and receiver
aligned. Ablinking light will track toward the receiver. The pass receiver and pass
defender are the only players capable of catching apass. If the receiver is knocked
down by the defense before the ball carrier is tackled, the game will automatically
become arunning play.
Example of apass play start.
BALL CARRIER -PASSER
RECEIVER
GAME PLAY:
Push the left switch to football and the right switch to "REG" or "PROF".
IMPORTANT: Do not switch between "REG" and "PROF" while playing or it will end
the game.
Player No. One (Home team) starts "1st. and 10" on his own 20 yd. line.
Press the desired arrow buttons to start the action.
When adefender hits the runner ... the whistle sounds ... the play is over.
You get 4downs to go 10 yards.