Credits
Beta-Testers: Greg Greco Manual: Andy Lebeis
Andy Lebeis Cari Sheehan
Barbara McConnell Programmers: Jim Nangano
Ken Megill Greg Greco
Dan North Ken Megill
Marc A. Rinaldi Lidia Schwarz
Rick Sanford Music & Sound:Producer-TheFatMan
Composition-David Govett
Graphic Artists:Kitty Bohon Additional Music
Steve Suhy & Sound Eftects:Rob Wallace
License and Insurance
This software is licensed for your own personal use for recreational,
non-commercial purposes. No authorization is given to distribute, exchange,
or sell copies of the original licensed disks which accompany this manual.
This manual, and the software described herein, are copyrighted with all
rights reserved. No parts of this manual or the software itself may be copied,
reproduced, translated, or reduced to any electronic medium or
machine-readable form without the prior written consent of MicroLeague Inter-
active Software MicroLeague provides a limited ninety day warranty on the
disk(s) for any defects regarding recording media, storage, and access. No
other warranties, express or implied, are made with respect to this manual
and software regarding its quality, features of play, or fitness for any
particular purpose. The manual and software are provided "as-is". A
replacement disk, if the original disk is user damaged, may be obtained for a
fee of $10.00 (U.S.) upon submission of the damaged disk to MicroLeague
Interactive Software if one's disk warranty card has been returned.
MicroLeague Interactive Software reserves the right to make modifications to
the product described in this manual at any time without notice. Within 30
days of documented purchase, you may exchange the disks for your preferred
5.25"or 3.5" format. This is free of charge upon receipt of the original
purchase disks in good condition. Within 30 days of documented purchase, you
may obtain one backup of any particular disk. This must be the same format as
referenced on your proof of purchase and/or warranty card you submit. Backup
disk(s) are authorized only for your personal usage and not for distribution
to others. Backup disk(s) are $10.00 (U.S.) per disk, and check or money order
should accompany your request. By returning the warranty card, you will be
registering your disk(s)for warranty protection Moreover, you will receive
information about updates to this product and the release of other products.
TABLE OF CONTENTS
Section 1 Getting Started 2
General Interface Instruction 4
The Main Menu
Section 2 [A] Playing the Game
Overview & Exhibition Play 5
Game Options Screen 5
Entering Plays 8
Scoreboard 10
Game Time Options 11
Boxscore 12
Section 3 [B] League Play
Overview of Differences 12
Getting Started 13
Play Modes 13
Section 4 [C] League Utilities
F1- Initialize League 13-14
F2-Add Teams to League 14
F3-Delete Teams from League/Clear Stats 15
F4-Reset League 15
Section 5 [D] Reports
F1-Print Team Roster 15-16
F2-Print Compiled Stats 16
F3-Print League Standings 16
F4-Print Box score 16
F5-League Leaders 16
Section 6 [E] Schedule Editor
Automatic Schedule 17
Customized Schedule 18
Section 7 [F] Playbook Editor
F1-Creating a New Playbook 19
F2-Edit an Existing Playbook 19
Play Designs 21-26
Section 8 [G] Manager Profile
Instruction 26
Section 9 [H] General Manager/Owner
F1 Update Existing Team 29
F2 Create New Team 30
F3 Initialize New League 30
F4 Trade Players 30
F5 Copy Teams 31
F6 Delete Teams/Clear Stats 31
F7 Print Team Roster 31
F8 Edit Team Uniforms 31
GMO Abbreviations 32-34
Section 10 [I] System Settings 35
Section 11 [J] Exit to DOS 35
Section 12 Troubleshooting 35
Section 13 Abbreviations 37
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SECTION 1: GENERAL INTERFACE INSTRUCTION
After using MLF2 you will become quite accustomed to its interface, (that is,
the manner in which the user interacts with the program). Here are a few tips
that will help this learning process. The words "select" or "choose" will
appear quite often in this manual. If using a mouse, simply click the left
mouse button when the red arrow is over the desired object. A double mouse
click is required to choose a league. If using the keyboard, press a letter
or number associated with the choice, or position the red highlight bar over
the desired choice with the arrow keys and press <ENTER>. An important thing
to know is that <ESC> is available on most screens to return you to the
previous screen. Also, <ESC> overrides any changes made on that screen.
Pressing <ESC> will not save anything if there is an explicit SAVE function,
or if the user is to press <ENTER> to register a filname. There are two modes
of interface in MLF2, the COMMAND and INSERT modes. For example, in a
spreadsheet or word processing program, you can use the menus for file
manipulation (command mode), or type equations or text into the file (insert
mode). On some screens in MLF2, text or a file name need to be typed, and the
letter keys are needed for control also. If you see a blinking cursor, you are
in insert mode. To get from insert mode to command mode press <ESC>. Press the
<INSERT> key to switch control from command mode to insert mode. Also, it is
possible to remain in insert mode while performing a command mode task. To do
this, press <ALT> + the desired command key. For example, when you initialize
a league, there is a screen to enter the names of the league and divisions. If
you are typing in field <A> League Name, press <ALT-C> and you will remain in
insert mode, but now you will be typing in <C> Division 2. Press <ESC> while
in command mode or on a screen with only command mode to exit the user from
that screen. To delete saved games, leagues, boxscores, or anything of the
like, it must be done from DOS. At the C:\MLF2> prompt type del filename.ext
where filename is the name you assigned to the item, and ext. follows these
rules. When you save box scores, the filename will be saved with a .BOX
extension; a saved game will be assigned .SAV. Playbook filenames end with
.PBK, leagues have a .LEA extension, manager profiles use the .MPR extension,
and seasons end in .FB2. To delete an entire league, you must do it from DOS.
Locate the league (.LEA ending) in the MLF2 subdirectory, and use the DEL
command. For more information on deleting files, refer to your DOS manual or
use the DOS help command.
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There are certain screens with options <F1> and <F2> in the upper right hand
corner. The <F1> has a printer next to it, and <F2> has a diskette. Press <F1>
to send the contents of the screen to a printer. Press <F2> to send the
contents to an ASCII (text) file. You will be prompted to give it a legal DOS
filename, and will automatically assign an .ASC extension. You can load an
ASCII file into any word processing program, including DOS 5.0 Edit program.
Once that is accomplished, you can delete or add text at your will and print
it from that software. The single up and down arrows represent the up/down
arrow keys on your keyboard. The double up/down arrows represent the page
up/page down keys. Press <ENTER> or double click a mouse pointer to select the
item highlighted with the red (or blue) bar. To select an item where there is
no highlight bar, press the corresponding letter/number/function key or use a
single mouse click. There are a few screens that you will be continually
running into: the Choose League and Choose Team screens. The Choose Playbook
and Choose Profile screens are similar to the Choose League screen. Learning
to manipulate these screens will give you knowledge that will be used in all
MLF2 interfacing. When the Choose League screen first appears, you have
control over the left box. This is a listing of the available .lea files in
the directory in which you are currently working (probably C:\MLF2). To change
which box to control, press the <TAB> key to take control to the next
sequential box or click the mouse on the desired item in the box. The screen
on the right enables the changing of directories. The box across the top shows
the path that is being listed. The Choose Team screen lists all the teams of
a specified league. Each team is in a box referenced by a letter or number.
Press <F1> to change which league to view. There are also "Save As" screens.
Examples are Save League As and Save Playbook As. These have three screen
divisions. When these screens first appear, you have control over the top box.
This is where you type in the desired DOS filename. It will accept eight
"legal" characters, to represent the file. Legal characters are letters,
numbers, dash, underline, and some others that are recognized by DOS.
(Do not use periods, commas, asterisks, percentage, dollar sign, etc.) Press
<TAB> to changes control to the lower left box. This will show the files in
the current directory with the same extension (.lea, .pbk, etc.). Press < TAB>
again, and the screen on the right enables the changing of drives and
directories. The box across the top shows the path of drive:\ directory that
is being listed.
IMPORTANT RULE: Visiting Teams are always red and on the left, Home Teams are
always blue and on the right.
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Section 1: Main Menu
After the opening graphics, you will be presented with the main menu screen,
with the imposing player on the left, and options A through J on the right.
A Exhibition Play
B League Play
C League Utilities
D Reports
E Schedule Editor
F Playbook Editor
G Manager Profile
H General Manager/ Owner
I System Settings
J Exit to DOS
Each of these will be explained in detail in the following pages, but here is
a brief overview. The first thing that you will probably want to do is I play
football! This is accomplished with Exhibition Play. We do not recommend going
directly into the game without reading the General Interface Instruction and
the Playing the Game sections of the manual. Getting into and playing the game
is fairly easy, but you won't know all the features available that make it a
truly realistic simulation. The major difference between Exhibition Play and
League Play is that League Play will compile statistics for each team. Both
Exhibition and League Play use historical stats as the base to decide the
outcome of each play and eventually the game. In order to compile statistics,
the teams must be from the same league, and not from a season file (the teams
included with the game). To make your own league from the included season file
teams, use the League Utilities or GM/O function. You will also need a
schedule for your league, which is created and manipulated in the Schedule
Editor. Keeping track of your teams and players is made easy with the Reports
section. The Playbook Editor and Manager Profile sections are the major
additions to the internal workings of MicroLeague Football 2. You can
customize the playbook and manager profile to your specifications. The General
Manager/Owner function allows you to trade players, make new teams, change
uniform color, create players and change historical stats. System Settings
allows for printer initialization to customize printouts.
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SECTION 2: [A] PLAYING THE GAME
Overview and Exhibition Play
To become a National Football League coach, you've got to know football
inside and out. It's easy to sit in the Sunday coach's seat and tell the T.V.
what the team did wrong. Now's your chance to prove your coaching abilities.
To play an exhibition game choose <A> Exhibition Play from the main menu. The
first screen you'll come to prompts the user to select the visiting team from
one of the enclosed season files. Either select a team from this league,
another league (option <F1> Choose League), or <ESC> back to the main menu.
Next select a home team. The next screen to appear is the Game Options Screen.
This is where all the pre-game activity is accomplished.
Game Options Screen
The exhibition game options screen has all the available options, where the
league play game options screen does not. The league play game options screen
is missing the functions that would undermine the league plays effectiveness.
The top portion of the screen shows the current settings of the options below.
<A> <F> Select Team - to choose or change specified teams for game
<B> <G> Select Coach - player vs. player, player vs. computer, or computer vs.
computer
<C> <H> Select Lineup - set the teams' squads for each formation
<D> <I> Load Playbook - choose the set of plays for both sides
<E> <J> Load Profile - assign manager profile to computer coach
<1> Set Qtr Length -5, 10, or 15 min. quarters (real time)
<2> Set Overtime - single or unlimited overtime quarters
<3> Set Game Type - quick (no graphics) or regular (play out)
<4> Set Weater - perfect; rainy; or cold, windy and rainy
<5> Load Game - play previously saved game
<6> Play New Game - start the coin toss
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Select Team
Select Team (available only in Exhibition Play) is the same as the two
previous Choose Visit and Home Team screens. If you are hasty and choose
incorrectly, use the <A> and <F> options to reverse the selections.
Select Coach
Select Coach is used to determine if the computer or a person will be
controlling the team(s). If you and a friend play head to head, choose player
vs. player. If you just want to sit back and watch, choose computer vs.
computer. To play against the computer, select player vs. computer (remember
to select the correct sides).
IMPORTANT INFORMATION: Computer Coach Decision Process
1. Determine the "personality" to use (refer to the Manager Profile and
Playbook Editor sections for more details).
2. Check time remaining. If in last minute of game and behind by 3 or less
points, kick field goal.
3. Check time remaining. If winning in last minute of game, fall on the ball
to run out clock.
4. Check down. If 4th down, decide to punt, kick a field goal, or call a
play.
5. If not kicking or falling on the ball, call a running or passing play from
those eligible in the playbook (refer to Playbook Editor page 19 for more
info).
6. If no available play in playbook, make an educated guess and call a play.
Select Lineup
Choose <C> or <H>, to set the squad lineup in each formation for the day.
Press 1 - 5 to view offensive formations, and 6 - 9 to see the defense
formations. The players currently playing in the selected formation are
viewed in middle of the bottom half of the screen. To change a player in a
particular position, select the corresponding key, and the top screen will
display the players and statistics from which to choose. Press the letter next
to the player whom you want to appear in that formation at the selected
position. Press < ESC> to leave this screen.
NOTE: In League Play it is possible to <F2> Save one set of formation lineups
and <F1> Load that lineup so you don't have to reset it every game. This needs
to be done before every game, so if quick playing an entire season, the
default lineups will be used, not the saved squads.
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Load Playbook
The included "Default" playbook will be assigned automatically to both player
and computer coaches if another playbook is not chosen. To change playbooks
press <D> or <I> and the list of available playbooks will appear. Press the
arrow keys to scroll, and press <ENTER> the desired playbook is highlighted
to select a new playbook. The playbook being used will be listed following the
coach type. For example: player/default. Using an extensive playbook will make
the game more realistic. Giving the computer coach a limited playbook will be
advantageous if you want to know your opponent's moves before they occur but
it will prove to make for a boring and predictable game. (See Section 7:
Creating a new playbook on page 19).
Load Profile
If one of the coaches is the computer, it needs to have a profile assigned. A
manager profile (termed interchangeable with coach profile) is the way to
program the computer coach's brain. This determines the aggressiveness or
conservativeness of its decisions. There is a manager profile included with
MLF2 that is automatically assigned if not user specified, it is also called
"Default." Press <E> or <J> to view additional profiles. The profile assigned
is listed below the coach on the game options screen. See Section 8: Manager
Profile on page 26.
Set Qtr Length
Press <1> to toggle between 5, 10, and 15 minute quarters. The length of the
quarters is in real time. This is just like real football, but without
commercial breaks. Changing the length of the quarters will affect the
computer coaches because of their 5 different personalities. (Normal, 0 - 7
Points Behind, More Than 7 Points Behind, Losing Big, and Kill Clock). For
example, if the Losing Big mentality will be used in the last 5 minutes of
the game (set in the Manager Profile section), that's based on a 60 minute
game. If you change the quarters to 5 minutes, be aware that the Losing Big
coach is then able to be used by the computer the entire 4th quarter, and
because he is so daring, may do more harm than good.
Set Overtime
Press <2> to toggle the overtime setting between unlimited or one overtime
period. This is entirely up to your preferences. If you don't mind having a
tie game, define the option as one overtime.
Set Game Type
The game type can be quick or normal. In quick play, a game may be completed
in less than a minute. No graphics will be shown, just a score screen with
options to view/print the boxscore and save the boxscore. Quick games are
computer versus computer only.
Set Weather
The Set Weather option has a lot to do with the play of the game, although
it is not graphically depicted. On a rainy day, more passes will be dropped,
outside running won't be as effective, and inside running will benefit from
a slippery surface under the defender's feet. Fatigue and injury levels will
rise in games played in cold, windy, and rainy weather.
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Load Saved Game
To load a saved game, you must have previously saved a game. To save a game
press <B> to go to the box score menu screen during game play then select <F2>
Save Game. To load a saved game press <S> and select the saved game. When
loaded, the game will resume where it was left off, with the same teams,
playbooks, etc.
Start New Game
When you have finished exploring all the options, press <6> to start a new
game.
COIN TOSS and KICK OFF
After starting a new game, a coin toss will take place. If a player coach
wins, he will be given the option to <K> Kick or <R> Receive. A computer coach
will automatically elect to receive. There are three different kickoff
options:
<1> Normal
<2> On-side
<3> Squib
The Normal kick distance is based on the kicker's ratings and the return
depends on the receiver and his special teams blocking. An on-sides kick is
used usually late in the game when the kicking team is trying to regain
possession of the ball. In the rules of football, a kick must travel at least
10 yards; An on-side kick will try to be as close to that as possible. Squib
kicks are short, bouncy shots in the hopes that the kick off returner of the
receiving team won't be able to receive it cleanly. The idea is to diminish
the opportunity of a kickoff being returned for a touchdown, but as a general
rule they will get the ball in decent field position.
Entering Plays
There are two methods for calling plays: graphic and playbook. The graphic
menus show you what each option looks like in a chalkboard type setting. When
using the playbook method, a small red (visitor) or blue (home) box will
appear for the player to enter the two digit key associated with each play in
the selected playbook. Both methods require the use of the proper set of keys.
IMPORTANT NOTE: If playing Player vs. Player, the defense must select its play
before the offense, or within a limited period of time thereafter. This is to
ensure realism of play.
The visitor uses the number keys across the top of the keyboard. If using
graphic menus, the visitor will use the <TAB> key to toggle through his
options in that category, <1> through <4> to choose his option, the keyboard
<-> key to toggle the line formation, and the <SPACEBAR> to enter his
selection.
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The home player uses the 10 key keypad at the right of the keyboard or the
function keys if using a compressed keyboard. If using graphic menus, the home
player will use the keypad <DEL> to toggle the options,<1> - <4> to select an
option, the keypad (gray) <-> to toggle the line formation, and the keypad
<ENTER> to enter his selection. On a compressed keyboard, the home player will
use <\> to toggle his line formation, the <BACKSPACE> to flip the diagrams,
and the large <ENTER> to register his decisions.
Visitor Home
Menu Selections Keyboard <1 - 9> Keypad <1 - 9>
Flip Diagrams <TAB> Keypad <DEL>
Toggle Line Formations Keyboard <-> Keypad <->
Enter Selection <SPACEBAR> Keypad <ENTER>
The offense has three categories where a selection must be made. Each category
may have more than four options, so the <TAB> and <KPD DEL> keys are used to
flip through the diagrams. The first category selects to either <1> Move the
Ball, <2> Kick a Field Goal, <3> Punt, or <4> Kill the Clock. Flipping the
diagrams shows that there is another option for the third box, <3> Punt inside
the 20 yard line. If <1> Move the Ball is selected, there are 2 more
categories to select: formation and play. The second option, formation, is
comprised of 20 options (4 boxes per flip, therefore there are five diagram
screen flips). The options are split by a slash (/). To the left of the slash,
one of the five available formations will appear, the right side of the slash
determines the distance of a pass. Notice that as you flip the diagrams, the
right side stays constant, and the five formations cycle down. If you are
selecting a running play, it does not matter which distance is associated with
the desired formation. The third and last option is the play. There are 40
play options (4 options per flip, therefore 10 flips) from which to choose.
The top two boxes are running plays, the bottom two are passing plays. The
distance of the passing play is determined by the previous formation/distance
selection. The passing plays are separated by a slash (/) also. The distance
selected determines which side of the slash is called. The form is flare and
short/long. For example, if the distance selected was flare (or short), and
the passing play was Square Out/Flag to SE, the resulting play would therefore
be a flare (or short) square out to the split end. If long was selected, then
a long flag to the split end would be called. A screen distance will result in
a pass to the selected receiver behind the line of scrimmage, and therefore no
actual pattern will be run.
NOTE: The last number <1 - 4> pressed before the enter key will be the play
chosen for the offense.
The defense will be presented with four categories choose from. They are:
1. Formation 2. Blitz 3. Double Team and 4. Key Player. The first category has
8 basic defensive strategy options (2 flips of 4 options each). The second has
options to blitz each of the four defensive backs. The third selects four
possible receivers to double team. And the fourth determines to key a running
back, rush the punter, or blitz your strong safety.
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The defensive play selection is slightly different from the offense. If the
options are not exclusive of each other (for example six man line and trying
to blitz the outside left linebacker) you may make more than one selection for
each category before hitting the enter play key. For example, using a short
zone formation, you may blitz all four defensive backs by pressing <1>, <2>,
<3>, <4>, and the enter key. . Also different, you are not required to press
any numbers at all. By pressing the enter key four times, a regular defense
will be selected. By regular, we mean no keyed players, no blitz, no guard
against the inside/outside running play, or outside pass.
NOTE: Unless the selections are mutually exclusive, all numbers <1 - 4> will
be selected when the enter key is pressed. Otherwise, the last number pressed
will be accepted.
Playbook Method
A team coached by a player will have a red (visitor) or blue (home) square box
on his starting side of the field where the playbook key is entered. The
visiting team uses the numbers across the top of the keyboard, the home team
will use the 10-digit keypad at the right of a standard keyboard. On a laptop
or other compressed keyboard there may not be a 10-key keypad. If this case
there is the ability to have the home team use the function keys(<F1> - <F10>)
during game play. To input a play, refer to the enclosed Quick Reference file.
Simply press the two digit code corresponding to the desired play. You do not
need to press return. An asterisk (*) will appear in the red or blue box for
each digit received by the program. Again, consult the included quick reference
and player files for easy use during game play.
Scoreboard
Between plays, a scoreboard, a visitor squad listing, and a home squad listing
will appear in the middle of the screen. The squad listings are helpful in
determining what defense to run, what pass to throw, etc. To cycle through the
formations of the squad listings, press the <-> key. To hide the squad boxes
press the letter <J>. The scoreboard shows the team names on their respective
sides of the field, their score, and the timeouts remaining (3 horizontal bars
= 3 timeouts remaining). The scoreboard also contains the down and yards to go
information, time remaining in the quarter, what yardline the ball is on, and
a recap of the last play. The 30 second clock is on the offensive side of the
field. If the 30 second clock runs out before the offense has finished calling
a play, a 5
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yard delay of game penalty will be called. The defense is not limited by the play clock. The game clock runs while the teams set up the next
play, unless there was a change of possession, after a penalty, or other
stoppage of the clock. Going into the game time options (except the toggles)
will stop both the game and 30 second clock.
Game Time Options
The following options are available during play:
<A> Visiting Team Roster <L> Home Team Roster
<V> Visitor - Set Squads <H> Home - Set Squads
<Z> Visitor menu toggle <.> Home menu toggle
(<Z> and <.> used to change between graphic and playbook play entry)
<J> Hide Squad Boxes
<-> Cycle through Squad Boxes
<G> Graphics on/off (on by default)
<P> Videos on/off (on by default)
<S> Sound on/off (on by default)
<ALT X> Quit Game
<Q> Quick Play Rest of Game
<T> Timeout - Home and Visitor
<SPACE BAR> Pause game
<B> Box score
<A> <L> View Visit and Home Team Roster
These functions allow you to view the entire team roster and stats.
<V> <H> Set Visit and Home Squads Press
<V> or <H> to activate the function which allows the changing of the lineup
for both offensive and defensive formations. These are the same functions as
the pre-game Select Lineup options.
<J> Hide Squad Boxes
To remove the red and blue squad boxes from the center of the game screen,
press <J>. To have them reappear, press <J> again.
<-> Cycle Through Squad Boxes
Press the <-> (minus) key to toggle through the offense and defense
formations. For each formation, the players in that squad will be listed.
<G> Graphics on/off toggle
<P> Videos on/off toggle
<S> Sounds on/off toggle
These three toggle switches are set to be on by default. A gray box will
appear to alert you of these changes.
<ALT> <X> Quit Game
Hold down the <ALT> key and press <X> to quit the game, the remainder of the
game will not be played.
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<Q> Quick Play Rest of Game
Press <Q> to Quick Play the remainder of the game.
<T> Timeout - Home and Visitor
Use your timeouts (3 per half) wisely to stop the clock in crucial situations.
<SPACE BAR> Pause game
Press the <SPACE BAR> to halt the game. The clock will stop running until you
press it again. Nothing can be done while the game is paused.
<B> Box score
Press <B> during the play selection period, and the box score menu will
appear. The score will be shown by quarters, and options <F1> through <F4> are
available. Press <ESC> to return to the game.
<F1> View/Print Box score
<F2> Save Game
<F3> Quit Game
<F4> Finish Game Quick
Select <F1> View/Print Box score to the box score screen. This screen has the
stats accumulated so far during the game. Most categories are shown with a
number. The first number is the quantity of whatever the statistic is, and the
second is the yards. For example, Rushing 15-36 is 15 Carries for 36 Yards.
The format for individual passing has 4 fields: Completions-Passes-
Interceptions-Yards.
<F2> Save Game will preserve the current situation of the game so it can be
restarted at another time. Type in a file name, up to 8 characters, and press
<ENTER>. A .SAV extension will be automatically assigned. To resume a saved
game, press <5> Load Saved Game from the game options screen.
<F3> Quit Game will end the game without saving, or finishing quick. No stats
will compile and no standings will be altered for league play.
<F4> Finish Game Quick will have the computer simulate the remainder of the
game in just a few seconds. The final score will be shown, and you will be
given the options to <F1> View the Box score or to <F2> Save Box score. A
saved box score can be viewed with the Print Box score function found in the
Reports option of the main menu.
SECTION 3 [B] LEAGUE PLAY
Overview of Differences
The main difference between exhibition and league play is that league play
compiles statistics for the players. To play a league game, you need to have
an initialized league with teams in it. The league will also need a schedule
in order to know what games to play and when.
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Getting Started
The first step to playing league play is initializing a league. The Initialize
League function is found in both the League Utilities and the General
Manager/Owner modules. Refer to those areas of the manual if you encounter any
difficulties. Once you have an initialized league, it is blank, that is, there
are no teams in it. Therefore, you must copy teams from another league or
season (included). Or, you can create your own teams with the GM/O. Be sure to
create an even number of total teams in the league in order for the scheduler
to work. More specifically, there must be an even number in each division for
a two division league, or an even number in each conference for a six division
league. Now that you have a league with teams in it, it needs a schedule. You
can either create your own or let the generator make one for you. (See Section
6: Schedule Editor). Now you're ready to play league play! Compile stats,
watch the standings, do it all.
Play Modes
When you first press [B] from the main menu to take you into league play, you
select the league to play. If everything is set up okay, you will see the
first week's games. Games that have not been already played are shown in a
blue box. To play an individual game, simply select the corresponding letter
or number and you will be taken to the Game Options screen for that match up.
At the bottom of the screen are two functions: <F1> Quick Play this Week, and
<F2> Quick Play Entire Season. Quick Play Week will play that week's games,
then display the cumulative standings and the results of that week. Quick Play
Season will play the remainder of the season in about one minute. After all
games have been completed, you will be given the option to view the standings
or return to the main menu.
SECTION 4: [C] LEAGUE UTILITIES
Using the League Utilities is required for creating and maintaining a league.
Without a league, you will be unable to play league play or go have your team
compile statistics.
<F1> Initialize League
<F2> Add Team to League
<F3> Delete Teams from League
<F4> Reset League
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<F1> Initialize League
The first step to creating a league is to press <F1> Initialize League. The
next screen will Prompt you to specify the number of divisions in this league:
1, 2, or 6. When determining the desired number of league divisions, keep in
mind a few details. In a single division league the maximum number of teams in
the division and league is 30. We recommend a minimum of 8 teams in a single
division league, so every team plays every other team at least twice. In 2
division league, 15 teams are allowed in each division. If you plan to have
the schedule generated automatically, you must have either 1 team or an even
number of teams in each division. A 6 division league is broken down into two
conferences, with three divisions in each. The maximum number of teams in a
conference is 15. Divisions are allowed no more than five teams each. Again,
if you plan to use the Schedule Generator, there must be an even number of
teams in each conference. After choosing the number of divisions you are able
to name the league and divisions (if more than 1 division). Default names are
provided. To change the names delete or overwrite the existing names. The names
may be up to 15 characters. Press <ENTER> to access the next name field. When
satisfied with the league and division names, press <F1> to save the league.
To cancel initializing a league, press <ESC>. At the Save League As screen, a
filename must be assigned to the league. A filename can be eight characters
long, and will only accept characters I recognized by the operating system for
use in filenames (no spaces, periods, | commas, etc.). Press <ENTER> to save
the league. By default, the league will be saved to the drive and directory
from which you are working (probably the C: drive and the MLF2 directory).
Press <TAB> to change the box currently being controlled. The screen on the
right allows the changing of directories and drives. The screen on the left
allows you to scroll through existing leagues. Leagues are automatically saved
with the extension of .LEA.
<F2> Add Teams To League
There are no teams in a newly initialized league. To add teams to the league,
press <F2> from the League Utilities menu screen. The first screen you are
presented with is the Choose Source league screen. For the first league you
create, you will need to choose your source from one of the included season
(*.fb2) files. After selecting the source league, Choose Target screen will
appear. Select the league you've just initialized. This brings us to the Copy
Team screen.
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The left side of the Copy Team screen lists the teams in the entire source
league (not broken into divisions). The right side shows the first division of
the target league, and the divisions if the target contains more than one
division. To change target division, select the desired division numbered 1 -
2, or 1 - 6. Press <A> - <K> to copy the team next to that letter over to the
target league. The single up/down arows scroll through the source league. The
double up/down (page up/down) arrows scroll the target league. If copying to a
two or six division league, be sure to pick the destination division (1 - 2,
or 1 - 6) before copying the team over (pressing <A> - <K>). Access different
source leagues, and direct copying to different targets by pressing <F1> and
<F2>. It is also possible to copy the same team to the same league (helpful
for "what if' roster and play testing). After copying teams, press <ESC>, the
additions will be saved automatically.
<F3> Delete Teams from League/Clear Team Stats
If you make a mistake while adding teams to your league and wish to totally
remove a team, or you want to reset a single team's compiled statistics and
standings, select <F3> Delete Teams from League. The first screen presented is
the Choose League screen. After choosing the league, the Choose Team screen
appears. You can choose a different league <F1> or select a team by pressing
the corresponding letter or number. Once a team has been selected, you have
the option to <F1> Delete Team, <F2> Clear (Compiled) Stats, or <ESC> do
neither.
<F4> ResetLeague
Resetting a league deletes any compiled stats and league standings. What
remains is the teams in the league and the schedule. The result is similar to
the situation of a league being built and a schedule generated, but with no
games played. After resetting a league there is no way to regain the lost
information, so use this function carefully. To reset a league, press <F4>,
and select the league you wish to delete. After the league has been reset, you
will return to the League Utilities screen. Press <ESC> to return to the main
menu.
SECTION 5: [D] REPORTS
The Print Reports menu has 5 functions:
<F1> Print Team Roster
<F2> Print Compiled Stats
<F3> Print League Standings
<F4> Print Box Score
<F5> League Leaders
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<F1> Print Team Roster
After choosing league and team, the historical stats of the desired team are
shown. These are the statistics that the software uses to determine the
outcome of each play. The options available from the stats screen are <F1>
Print to Printer and <F2> Print to Disk. Consult the General Interface
Instructions on page 2 for details of printing to printer or text file.
<F2> Print Compiled Stats
Choose the desired league and team in order to print the compiled statistics
to the screen. To print to printer or ASCII file, press <F1> or <F2>. Consult
the Abbreviations section on page 32 for a listing of the categories.
<F3> Print League Standings
Select the league to view, and the Standings screen will appear. The
categories are: Wins, Losses, Percentage (wins/total games), Points Scored,
and Points allowed. If two teams have the same percentage, the tie is broken
by comparing points scored, then points allowed.
<F4> Print Box Score
Select the previously saved Box score to view. Box scores are saved by
choosing <F2> Save Box score from the box score menu after the completion of a
game.
<F5> League Leaders
The league leaders functions is accessed by pressing <F5>. The options
available will appear on screen. Most categories contain more that 60 lines
of lines of text, and are therefore on more than one page. At the top of the
report, next to the category name, there is a page count. For example 1 of 4
is the first page of a four page report. To access the next page, press <ESC>.
To exit the report, press <ESC> from the last page to return to league leaders
menu.
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SECTION 6 [E] SCHEDULE EDITOR
Once you select option <E> at the main menu screen, you are presented with a
Choose League screen. After choosing the league that needs a schedule, the
Schedule Editor appears with the list of the teams in the league down the left
side, and options across the top and down the right side.
AUTOMATIC SCHEDULE
The top of the schedule editor screen has the options to <F1> League, or <F2>
Make a Schedule. Select <F1> to be presented with a Choose League screen.
Select <F2> after the other options have been approved for each team in the
league. CAUTION: be aware that having MLF2 generate a new schedule will delete
all attributes of that league. This includes its previous schedule and
compiled stats. If, after selecting <F2>, you are warned that you have an odd
number of teams in the league, you may actually have an odd number of teams in
a division (two division league) or in a conference (six division league). In
such a case, either add or delete teams with the League Utilities or GM/O
function. Refer to the League Utilities section on page 13 for specifics.
Down the right half of the screen are several options.
S - Edit schedule of highlighted team.
L - Look at schedule of entire league by week.
P - Assign Playbook to highlighted team.
F - Assign Profile to highlighted team.
O - Overtime toggle, one or unlimited overtimes.
W-Weather selection, perfect only or random(perfect; rainy; or cold, windy &
rainy)
I - Injuries, allowed or no injuries.
J - Fatigue, allowed or no fatigue.
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After setting the options for your league, press F2 to have MLF2 automatically
generate a random schedule.
CUSTOMIZED SCHEDULE
To create your own schedule, use the <S> Edit Schedule function for each team.
The 16 game schedule will be displayed for the team highlighted when <S> was
pressed. Select a week A - P (01 - 16) and a window will open on the right
half of the screen with the available teams for that week. Select an opponent
and that team's name will be displayed across the top of the right box. Select
<0> Home to play that team in your stadium, or <1> Away to play at that team's
stadium. <2> Clear will erase the game scheduled for you that week. Due to the
NFL switching to a 17 week schedule with each team having a bye week, an exact
schedule cannot be replicated. The number of times each team plays another,
however, is able to be simulated.
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SECTION 7: [F] PLAYBOOK EDITOR
A playbook has two sections, offense and defense, each with up to 45 plays (00
- 44). MLF2 comes with a playbook, called "Default." (Also included in quick
reference file.) If you wish to create another playbook, simply choose <F1>
Create New Playbook. If you wish to edit an existing playbook, such as
Default, select <F2>. If you want to print a playbook to the screen, with the
option to print to disk or a printer, pick <F3> Print Playbook.
<F1> Create New Playbook
When you're ready to create your own playbook, you will notice that it
automatically comes with four offense plays. These are 00 Kill Clock, 01 Punt,
02 Punt Inside (opponent's) 20, and 03 Field Goal. Note: When inputting your
own playbook, it is good to know that the key that you assign each play will
not reorder the plays. For example, if you make an offense play numbered 81 in
the slot immediately following the 03 Field Goal play, and a play numbered 32
created in the slot after the 81, they will remain in that order. The keys
assigned will not be in numerical order unless you create them that way. In
this case, 32 will be listed as following 81.
<F2> Edit Existing Playbook
To make changes to a playbook already created (such as the Default playbook),
select <F2> Edit Existing Playbook, then press return or double click the
mouse on "default" at the Choose Playbook screen. When the selected playbook
first appears, you will notice a two digit key associated with each play
title. This code is entered during the game to call that particular play. To
move up and down the list of plays, either use the up/down arrow, page up/page
down, or press the first digit of the play desired to view. For example, if
you want to see play 24, press 2 and all the plays that begin with 2 will
appear on the screen. The highlighted play will be 20. Press the down arrow
four times or the 2 key four times to move the highlight bar down to play 24
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Across the bottom of the screen are three function keys. <F1> toggles between
the offense and defense playbooks, <F2> will erase the highlighted play, and
<F3> saves the playbook in its current state. Use the save function often, so
as not to lose too much work in the case of a power outage or other error.
When ready to leave the Playbook function, press <ESC> and a box will appear
with three more function keys. <F1> exits and saves the playbook, <F2> exits
without any changes since the last save, and <F3> allows you to return to the
playbook. Press <ENTER> on a highlighted play to display the screen where the
parameters are set. The two digit key, title, play type, formation, play, and
player need to be set. The title of the play is not required to have
correlation to the actual play. A play can be titled "halfback power sweep
strong shotgun" and actually be "fullback trap weak two tight ends," it all
depends on how you set the parameters. The <S> Set Computer Coach function
creates a very realistic, yet programmable opponent. There are five
"personalities" of a coach: Normal, Behind less than 7 points, behind more
than 7 points, Losing Big, and Kill the Clock. The exact usage of the 5
different coaching styles is user defined and explained in the Manager
Profile section on page 26. When the computer coach is determining what
possible plays it can use, it checks which plays match the parameters set for
the current situation. Time, Score Difference, Yards To First, Field Position,
and Down are the parameters that define a "situation." It then compares the
weights, 0 - 9, given to that play for the "personality" (Coach ) that is
currently being used in comparison to the other allowable plays. Example: The
computer is down by 8 points, and is therefore using the > 7 Coach. It will
check all the plays in the specified playbook and search for eligible plays.
It will then check those plays for the value set next to the Coach Profile
field for the > 7 coach. If 5 plays are eligible for the current time, score,
yards till 1st, field position, and down parameters, and these 5 plays all
have coach profiles's of 6, then they all have an equal chance of being called
by the computer. But if one play has a 9 weight and the other 4 have 1's, then
the play with the coach profile of 9 has a 9/(9+1+1+1+1) or 9/13 chance of
being called. A human coach can use any play in the playbook that he wants, at
any time. The computer coach can only use those that meet the time, score,
yards till 1st, field position, and down parameters. It then compares the
coach profile's and randomly selects a play.
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PLAY DESIGNS
OFFENSE PLAYBOOK PARAMETERS
A - Play Type - Run, Pass, or Special.
IF A - Play Type = Run:
B - Formation - Split Backs, Short Yardage, Two Tight Ends, Four
Receivers, or Shotgun.
C - Play - Sweep Strong, Trap Strong, Dive Strong, Draw Play, Sweep Weak,
Trap Weak, Dive Weak, Flank Reverse, Power Sweep Weak, or Power Sweep
Strong.
D - Player - Halfback or Fullback.
IF A - Play Type = Pass:
B - Formation - Split Backs, Short Yardage, Two Tight Ends, Four
Receivers, or Shotgun.
C- Play - Flare Square Out Short Square Long Flag
Flare Square In Short Square In Long Post
Flare Hook Short Hook Long H&G
Flare Slant In Short Post Long Fly
Screen
D- Player
Split Back & Short Yardage Formation - Split End, Tight End, Flanker,
Halfback, or Fullback.
Two Tight End Formation - Tight End 1, Tight End 2, Flanker, Halfback,
or Fullback.
Four Receiver & Shotgun Formation - Split End 1, Split End 2, Flanker
1, Flanker 2, or Running Back.
IF A - Play Type = Special:
B - Play - Kill Clock, Punt, Punt Inside 20, or Field Goal.
By looking the included Playbook illustrations in the back of the manual, the
titles of the plays will make more sense. The effectiveness of the play called
depends on everything that matters in "real" football. Each play takes into
consideration all the data for every player, weather, effectiveness of the
called play, and the defenses ability to choose the correct counter-play
before computing the outcome and then showing it graphically. Right now
you're probably wondering the effectiveness of one play over another. The
formation that you choose is, of course, very important to the success of the
play. To examine the effectiveness of one play over another, offensive and
defensive formations must be examined.
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OFFENSE FORMATIONS
Split Backs - This is a standard pro-set formation with both backs lined up
behind the guards. It is effective for both run and pass.
Short Yardage - The flanker is replaced with a blocking back who lines up on
the side of the quarterback where the play is being run (thus becoming the
strong side). Using this formation increases the chance of a small gain, and
decreases the chance of a large gain on rushes. Passing plays lose
effectiveness using the short yardage formation.
Two Tight Ends - The split end is replaced with a second tight end, who lines
up next to the left tackle. Good for all running and screen plays because the
second tight end is essentially a blocker. On rushes, the chance of a small
gain are increased, the chance of a large gain are decreased, but not as much
as the short yardage formation. On passing plays, the two tight end formation
is not recommended, although it is better that the short yardage formation.
Four Receivers - This formation has its strengths in negating some of the
advantages normally gained by the defense using a fifth defensive back. If the
defense isn't using the nickel (5 defensive backs), then the chances of a
completed pass are high with this formation.
Shotgun - Primarily used for passing plays, the quarterback has more time to
find the open receiver. His chances of being sacked are also lowered.
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OFFENSE RUNNING PLAYS
See
Strong Side - The strong side of the line is the one with the most blockers.
In every formation except Two Tight Ends, the strong side is the one with the
Tight End. With the Two Tight End formation, the flanker creates the strong
side.
Weak Side - Opposite of the strong side.
Sweep - The desired back (Half or Full) will line up to the left of the
Quarterback if the play is to the right, or vice versa, to utilize the other
back as a blocker. For example, a Halfback Sweep Strong with Split Backs
formation will have the Halfback line up on the "weak" side of the
Quarterback, and the play will flow around the Fullback, Tight End and
Flanker. The handoff on a sweep is made deep, especially to the weak side, so
as to allow the back time to view his opposition, creating the opportunity for
a loss of yardage.
Power Sweep - The guard on the chosen side will pull off the line to help
block on the outside. This will help the rusher if his protection is lacking,
but also creates an opportunity for a blitzing inside linebacker to get the
Quarterback.
Trap - In this play, a defensive lineman is "trapped" by letting him come
across the line. Particularly effective against an aggressive rusher, an
offensive lineman from the opposite side will come around and block him on an
angle to the outside. The center will try to cover the pulled lineman's
position, leaving a hole for the back to run through, between the guard's
previous position, and the tackle, and the trapped defender's territory is
also open. This risky maneuver works well for a strong back, but is
inadvisable against the better blitzing defenses.
Dive - The Quarterback hands the ball off deep in the backfield, giving the
back room to accelerate and leap over the line. This short gain play is
effective in fourth and short yardage situations, and decreases the likelihood
of a loss.
Draw Play - The draw refers to the pulling of the defense toward the
Quarterback around the outside. The offensive line block toward the outside
and the designated back runs through the opening in the center. If the defense
runs an inside blitz, however, watch out for a possible loss.
Flank Reverse - The reverse starts off as a sweep to the strong side, but the
back hands the ball off to the flanker who takes it back around behind the
line to the weak side. Effective in plays where the back has been keyed or a
long pass is expected.
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OFFENSE PASSING PLAYS
See
Screen - Pass thrown behind the line of scrimmage.
Flare - Throw between one and eight yards past the line of scrimmage.
Short - Intended to be caught 9 to 12 yards out.
Long - Thrown longer than 12 yards.
Square Out - The intended receiver runs out the desired distance and turret 90
degrees to the outside. The pass is directed toward the sideline.
Square In - Similar to the square out, but the receiver cuts toward the center
of the field.
Hook - Receiver moves down field into the desired range, turns, and moves back
toward the line to meet the ball.
Slant In - After a few steps downfield, the receiver cuts toward the middle on
an angle to a point in the desired range.
Post - A deep route where the receiver moves straight downfield for
approximately half the desired yardage, then cuts toward the center or goal
post. This play creates man-to-man coverage when the incorrect receiver is
double teamed, which favors a faster receiver. In zone coverage, the safety is
in the middle of the field, which may create an interception opportunity.
Flag - Similar to the post, but the movement is toward the corner of the end
zone (marked with a flag in days of old, now optic orange or green foam
rubber).
Hook and Go - After three or four steps, the receiver stops and faces the line
for the catch, then turns back downfield to run.
Fly - A simple pass pattern where the receiver runs straight in an attempt
outrun his defender.
DEFENSE PLAYBOOK PARAMETERS
A - Number of Linemen: 3, 4, or 6.
B - Number of Backs: 4 or 5 (nickel).
C - Rush Normal or Aggressively
D - Guard Against Run In, Out, or Normal
E - Guard Out(side) Pass: On or Off
F - Outside Right Linebacker Blitz: On or Off
G - Inside Right Linebacker Blitz: On or Off
H - Inside Left Linebacker Blitz: On or Off
I - Outside Left Linebacker Blitz: On or Off
J - Double Team: Split End, Tight End, Flanker, Fourth Receiver, or None
K - Key (center attention) On: Halfback, Fullback, Punter
L - Blitz your Safety. On or Off
M - Zone Defense: Short, Long, or Normal
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DEFENSE FORMATIONS
Three Man Line - All four linebackers are available to blitz.
Four Man Line - An all-around defense formation. The inside right linebacker
is replaced by the fourth lineman, and the inside left linebacker becomes the
middle linebacker.
Six Man Line - This "goal line" stance will bring up three of the four
linebackers, creating an opportunity for a completed pass. As it is best
suited against the inside run, it is best used when you know the offense is in
a crucial short yardage situation. There is only one linebacker in this
formation, he is the inside left linebacker. The other linebackers are
replaced with linemen.
Four or Five Defensive Backs - The addition of an extra back creates the
"Nickel Defense" which is highly effective against the addition of a fourth
receiver by the offense. If a running play is called, however, the chances for
a long gain is increased.
Rush Normalor Aggressively - The rush is used for both pass and run defenses.
If aggressive rush is selected, the linemen and linebackers pursue the play to
such a degree that the flank reverse, draw play, screen pass, or flare pass
will be effective. Aggressive rushing is a good choice against a definite
inside running play.
RUNNING AND PASSING DEFENSIVE PLAYS
Guard Inside Run - The linemen and linebackers look for a dive or other short
running play. If the offense attempts a dive play, the chances for a
gain are decreased, and a turnover is more likely. If an outside run is
selected, the chances for a gain are increased.
Guard Outside Run - The defensive line and backs anticipate a sweep, leaving a
long pass or inside run unchecked.
Guard Out Pass - This play offers protection against square out and flag
passing patterns. The drawback is that a square in or slant pass have a higher
chance of completion. The effectiveness against hook or fly patterns remains
even for guarding or normal coverage.
BLITZ OPTIONS
The "blitz," or charging of a linebacker into the backfield, is an attempt to
sack the quarterback. It is effective when the QB is waiting in the pocket to
throw. Blitzing is also good against a run to the same side as the blitz.
Blitz Outside (ORLB or OLLB) Linebacker - The possibility of a sack is high in
passing situations, and the loss or limiting of yards against the outside run
or screen pass. Blitzing the outside linebacker increases the chance of
success on an outside run to the opposite side, or a outside pass to the split
end.
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Blitz Inside (IRLB or ILLB) Linebacker - Effective against the dive and draw
if the correct side is chosen. Sacks have a high probability during the long
pass. The chances of a completion to the split end or fourth receiver are
increased.
Blitz Safety - If selected, the free safety will lineup on the line of
scrimmage and attempt to sack the QB. A long completion is more likely, if the
receiver can get downfield before the safety gets to the quarterback.
DOUBLE TEAMING
The double teaming of a receiver will reduce the chance for a completion to
the receiver who is double teamed, and increase the interception possibility.
If the wrong receiver is targeted, the chance for a completion is increased
because he is being improperly guarded, (unless it is a short pass and there
are five defensive backs).
SPECIAL DEFENSE
Key Halfback, Fullback, or Punter - "Key" means target, or zero in on. It is
similar to double teaming a pass receiver. If the correct player is keyed,
then his chances for success are diminished. If the wrong player is targeted,
then the chances for success are increased.
Normal, Short, and Long Zones - If the defense suspects a pass in a certain
range, but does not want to gamble on double teaming the wrong receiver, then
the general desired area on the field will be defended.
SECTION 8 [G] MANAGER PROFILE
The Manager Profile section of MLF2 makes it the most realistic football
simulation game on the market. The manager profile is actually comprised of
five different styles or "personalities," that come into play in different
situations defined by the user. When a play must be chosen by the computer
coach, the program first checks for "available" plays in the assigned
playbook. A play is considered available if it matches the parameters set in
the <S> Set Computer Coach function of the Playbook Editor for each individual
play. Of all the available plays, each will have a "weight" associated with it
for each of the 5 coaching situations. These weights can be seen in the Coach
Profile section of the Set Computer Coach function of the Playbook Editor. The
computer manager uses the weights assigned in the Coach Profile section for
each of the eligible plays to randomly choose one. For an example, check the
Playbook Editor section on page 19.
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The five coaching styles are: Normal, Need <= 7 Points, Need > 7 Points,
Losing Big, and Run Out Clock. At what point in the game the different coaches
come into use is controlled by setting the time and score situations. The
Normal coach, however, cannot be set, as it is the default setting. The Normal
Coach is used whenever the computer team is winning or none of the other coaches
are eligible to be activated. The time and score parameters are set from
within the Manager Profile option off the Main Menu screen. After choosing <G>
Manager Profile, the choose profile screen will appear, then choose an already
existing profile and the coach profile screen will appear. You will notice the
first screen after selecting the profile to view does not contain the Normal
Coach, as it is "unsettable." The first profile listed is <F1> Fourth Down
Coach, which is used by all the coaches in a fourth down situation.
<Fl> The Fourth Down mentality is noticeably different from the others because
it has no time constraints, and it used by all five coach personalities. The
screen for the Fourth Down Coach looks like a sideways pyramid, with Yards to
Go across the top of the chart, and Field Position vertically on the left.
0-10 yards refers to being in front of your own end zone. The numbers 4,3,2,
and 1 are the yards away from your opponent's end zone. Yards to Go is the
number of yards required for a first down. The box to the right of the chart
tells the computer coach within what yardage to attempt a field goal (Y for
kick, N for no kick). Option <A> toggles between the five coaches (Normal,
Behind by less than 7 points, Behind more than 7, Losing, Run Out the Clock).
Option <C> enables you to copy a Fourth Down profile from another coach.
Inside the pyramid you will see, P = Punt, F = Field Goal, and G = Go for the
First Down. The "FG From" graph at the right has precedence over the triangle
chart. That is, if the < 40 yards field of the FG From box says "N." but the
39-30 row of the chart has an "F", the result will be a combination of no kick
and kick. The no kick has precedence and therefore the computer coach will "G"
go for first down.
<F2> <= 7 Points Coach mentality controls play whenever the computer is behind
0-7 points. You can set the time frame of when the coach comes into play. If
you set the minutes left in the game to 60, the coach will come on any time
during the game when the computer coached team is behind 0 - 7 points.
Page 28
At the bottom of the screen, there is a setting for when to kick a fieldgoal.
This is used, for example, when there are 2 seconds left in the game and it is
second down. The fourth play coach would not be activated to control the
fieldgoal, so this is another insurance for a field goal attempt before the
clock runs out.
IMPORTANT NOTE: When changing the length of the game at the game options
screen, this will not change the computer coach times. Each is a real-time
number. A game will take an hour to play if 15 minute quarters are selected
(plus clock stoppage time, just like real football, just no commercials). If
you find that you normally play 5 or 10 minute quarters, then adjust the time
settings of your coaches accordingly.
<F3> >7 Points Coach has time settings for when it will be active. This coach
will be bypassed if you set the Losing Big Coach behind by 8 points. Again, be
sure that the time set at the beginning of the game corresponds to the coach
settings. If you set the > 7 Points behind coach to come on with 15 minutes
left in the first half, and choose 5 minute quarters form the game options
screen, the coach then has the ability to be active the entire first half.
<F4> Losing Big Coach has both time and score parameter settings. If you have
it set so that if the computer is ever losing by 21 points with 60 minutes
left in the game, this coach will always be used in that situation. It will
matter even if you change the length of game from 15 minute quarters, because
that will only shorten the game. At the bottom of the screen is a place to
enter a score difference situation in which the Losing Big Coach should never
kick a field goal. This is to override the 4th down cach's field goal choices.
<F5> Run Out Clock (or Kill Clock) Coach is brought into play when a winning
by a specified number of points in a specified amount of time. There are five
available "situation slots' with which to program the coach. The lower half of
the screen provides the coach with the ability to make the
Page 29
quarterback fall on the ball with a specified amount of time left in the game,
on a particular down, or 30 seconds for each opponent time out remaining. Once
all changes have been made, press [ESC]. A screen will appear asking if you
would like to Save, Abort, or Continue. If the Save option is chosen you can
either overwrite an existing file or select a new filename. If Abort is chosen
you will simply return to the main menu. If you forget to make a change select
Continue.
SECTION 9: [H] GENERAL MANAGER/OWNER
The General Manager/Owner (GM/O) function of MLF2 allows you to do many things
that a GM or Owner is able to do, like creating a new team and trade players.
It also allows you to do things that a person cannot do, such as changing
existing stats and creating new players. The GM/O is great for performing
"what if" situations. For example, what if Johnny Unitas played for
Indianapolis today? How would his numbers come out? Do you think that he was
carried by his receivers or offensive line? Find out!
<F1> Update Existing Team
<F2> Create New Team
<F3> Initialize a New League
<F4> Trade Players
<F5> Copy Teams
<F6> Delete Team
<F7> Print Team Roster
<F8> Edit Unforms
<F1> Update Existing Team
Upon selecting to update a team, you will be prompted to choose a league and
team. The Edit Team screen will appear with the cursor blinking in the team
name field. Press <ESC> to go into control mode (as explained in the General
User Interface section on page 2) to select an area to edit.When Updating an
Existing Team or Creating a New Team, you are manipulating historical stats
(i.e. the data that the game uses to determine the outcome of every play).
Compiled stats are accumulate through league play as a result of game play.
See from the Print Compiled Stats function under Print Reports on page 16.
[A] Team Name [B] Team Abbreviation
[C] Edit Quarterbacks [H] Edit Defensive Line
[D] Edit Backs [I] Edit Linebackers
[E] Edit Receivers [J] Edit Defensive Backs
[F] Edit Special Teams [K] Edit Team Stats
[G] Edit Offensive Line [L] Change Team's Division
Page 30
For each of the functions [C] - [J] there is a screen that comes up with the
players in that position on the left, stat abbreviations and stats on the
right, and an <F5> AutoCalc function to compute percentages from the raw data.
By selecting the player at the left, his stats will appear in the fields on
the right. The abbreviations are described at the end of this section and in
the back of the manual in the Abbreviations Section. After making any changes
to the data, press <F5> to calculate the percentages from the raw stats. The
[K] Edit Team Stats function is where you set the parameters that the stat
program uses when determining play outcomes for the computer coach. It
determines which players get the most catches or carries, and the
effectiveness of the overall offense and defense. Proper attention should be
made to this function after editing stats or trading players. Press [L] to
change the team's division (2 and 6 division leagues only). Press <ESC> when
finished and save the changes if desired.
<F2> Create New Team
When creating a new team, you are given a blank slate with which to work. Each
category has a maximum number of players (e.g. 2 quarterbacks) and it's best
to fill the slots with players in order to make game play as realistic as
possible.
<F3> Initialize a New League
This function is the same as the one found in the league utilities on page 13.
This option creates a blank league file with a specified number of divisions.
The league can then have teams copied to or created in it. When initializing a
new league, you will be asked the number of divisions in the league (1, 2, or
6). Following your selection, a screen will appear with the league and
divisions already named, and the user can change them. Press <F1> Save when
finished editing the division and league names. The Save League As screen will
then appear, where a filename up to eight characters in length (no spaces,
commas, periods, etc.) must be assigned to the league. This will be given an
extension of .LEA. Please refer to the General User Interface section on page
2 for more details.
<F4> Trade Players
Press <F4> to trade or move players between two teams. Trading players allows
for a one-for-one movement of players between the two selected teams for the
same position only. The move function actually copies a selected player from
the team on the left (first selected) to the team on the right. The player
will now be on both teams. The move function will not work if there is I no
available space for that particular position in the destination team. If you
want to move a QB to another team, the other team can only have one QB on
their roster. (There are only 2 QB's on a team.) If the targeted team already
has 2 QB's there is no place for a third, therefore the move function will not
work.
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Select the source and destination players so that their names appear in the
boxes at the top of the screen, on either side of the word "trade." Then
select either to trade the players from team to team, or move (actually copy)
the player at the left to the position selected at the right. If you want to
move a player so that he is only on the destination team and no longer on the
source team, there are two possibilities. The first is to trade the player at
the left with a blank position on the right. The second is to delete the
player at the left with the Update Existing Team function after completing a
move.
WARNING: When trading or moving players, the Team Statistics may be affected.
If, for example, a team that originally had two quarterbacks now has one, make
sure the team stats have QB1% set equal to 99. As a rule, check the team
statistics for any teams changed during a trade, move, or player creation.
<F5> Copy Teams
The copy teams function found in the GM/O is the same as in the League
Utilities Function (option <C> from the main menu). After picking source and
target leagues, you are taken to the Copy Team screen. The source league's
teams are on the left, the destination league's first division is displayed at
the right. To change destination division, press the corresponding number. For
more details, see the League Utilities on page 13.
<F6> Delete Team/Clear Team Stats
The Delete Team function here is the same as the one found in the League
Utilities function. After selecting a league and team, you are presented with
the option to either <F1> Delete Team, <F2> Clear (Compiled) Stats, or <ESC>
Do Neither.
<7> Print Team Roster
The Print Team Roster function displays the selected team's entire roster of
players by position. Options <F1> Printer and <F2> Save (in ASCII format) are
available. Having a printout of the team roster makes choosing your squads at
game time much simpler.
<F8> Edit Uniforms
Choose to either <F1> Edit a Uniform Color, or <F2> Copy One Team's Uniform to
Another. Each team has an away and home uniform. The home uniform is usually
white with colored trim. There has been a trend over the last decade or so of
teams changing their home uniforms from dark to light, but some still have
their away uniforms as white. For example, Chicago, Minnesota, and Kansas City
play in their dark uniforms at home. A user-made team will have all black
uniforms until changed.
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If copying colors, first select the source team, then the destination team. By
default, these two teams are from the same league. To change the league, press
<F1> Choose League when at either choose team screen. To alter the colors of a
team, use the mouse on either end of one of the three slide bars, or press the
numbers 1, 4, 7, 3, 6, and 9. These are numbered to represent the 10-key
number pad at the right on the keyboard. Pressing 9 will give you more red, 7
less red. The little box shows the amount of the color currently displayed. A
uniform is divided into eight sections: 3 in the shirt, 3 in the pants, and 2
for the helmet. The first color for a particular section (shirt 1, pants 1,
etc.) is the majority of the area, the second color is the shading of that
section. For example, a light blue shirt 1 for Houston should be given a dark
blue shirt 2 for the shadow area. When leaving the Uniform editing function,
you are asked if you want to save or disregard any changes. Pressing <ESC> is
equivalent to disregarding any changes.
GM/O ABBREVIATIONS
QUARTERBACK STATS
PATT Attempted Passes
PCMP Completed Passes
P% Completion Percentage (PCMP/PATT)
PYRD Yards Gained on Passes
PTD Passing Touchdowns
INT Interceptions
INT% Interception Percentage (INT/PATT)
SAC% Sacked Percentage
SCR% Scramble Percentage (QB rushes/play)
RAVG Average Yards Per QB Rush
RUNNING BACK STATS
PREC Pass Receptions
PYRD Pass Reception Yard
PAVG Average Yards per Pass(PYRD/PREC)
PTD Touchdown Catches
PLG Longest Gain on a Pass
RATT Rush Attempts
RYRD Rushing Yards
RAVG Average Gain per Rush (RYRD/RATT)
RTD Touchdown Runs
RLG Longest Gain on a Run
CA Catching Ability (1- 5, 5 being best)
IBA Inside Blocking Ability (1- 5, 5 being best)
F% Fumble Percentage (fumbles/carries)
C% Catch Percentage (receptions/attempts)
R% Rushing Percentage (player's rushes/team's rushes)
OBA Outside Blocking Ability (1- 5, 5 being best)
IRA Inside Rushing Ability (1 - 5, 5 being best)
ORA Outside Rushing Ability (1 - 5,5 being best)
Page 33
RECEIVER ABBREVIATIONS
PREC Pass Receptions
PYRD Passing Yards
PAVG Average Yards per Reception (PYRD/PREC)
PTD Passing Touchdown Catches
PLG Passing Longest Gain
CA Catching Ability (1 -5, 5 being best)
IBA Inside Blocking Ability (1 - 5,5 being best)
R% Receiving Percentage (player's / team's receptions)
OBA Outside Blocking Ability (1 - 5,5 being best)
SPECIAL TEAMS
FIELD GOAL KICKER
EP% Extra Point Percentage (Made Kicks/Attempted Kicks)
U## Percentage of Field Goals made from Under ## yards
PUNTER
ATT Attempts
YARD Total Punt Yards
AVG Average Yards per Punt
BK% Percentage of Attempts Blocked (blocks/ATT)
IN20 Ability to punt inside opponent's 20 yard line (1 - 5,5 being best)
KICK/PUNT RETURNER
ATT Attempted Returns
AVG Average Gain on Returns (yards/ATT)
LG Longest Return
OFFENSIVE LINE ABBREVIATIONS
IBA Inside Blocking Ability (1 - 5, 5 being best)
OBA Outside Blocking Ability (1- 5, 5 being best)
DEFENSIVE LINE ABBREVIATIONS
IRDA Inside Rush Defense Ability (1 - 5, 5 being best)
SAC Sack Ability (1 - 5, 5 being best)
PRA Pass Rush Ability ( I - 5, 5 being best)
ORDA Outside Rush Defense Ability (1 - 5, 5 being best)
LINEBACKER ABBREVIATIONS
IRDA Inside Rush Defense Ability (1 - 5, 5 being best)
PRA Pass Rush Ability (1 - 5, 5 being best)
ORDA Outside Rush Defense Ability (1 - 5, 5 being best)
DEFENSIVE BACK ABBREVIATIONS
IRDA Inside Rush Defense Ability (1 - 5, 5 being best)
PDA Pass Defense Ability (1 -5,5 being best)
ORDA Outside Rush Defense (1 - 5, 5 being best)
Page 34
TEAM STATISTICS ABBREVIATIONS
DEFENSE
DEF RUN Average gain allowed per opponent's rush
DEF COMP Completion Percentage of opponent
DEF INT% Interception Percentage by defense (per passing play)
DEF SAC% Percentage of QB Sacks by defense (sacks/ plays)
DEF PEN% Percentage of defense penalties (penalties/plays)
DYARD Average Yards per Completed Pass on defense
QUARTERBACK
RUN% Percentage of plays QB runs
FP% Percentage of Flare Passes
SP% Percentage of Short Passes
QB1% Percentage of team passes thrown by the first QB
CARRY (should add to 100)
HB1% HB 1's Carry Percentage
FB1% FB 1's Carry Percentage
HB2% HB 2's Carry Percentage
FB2% FB 2's Carry Percentage
RECEIVE (should add to 100)
SE1% Split End 1 's Reception Percentage
FL1% Flanker 1's Reception Percentage
TE1% Tight End 1's Reception Percentage
HB1% Half Back 1's Reception Percentage
FB1% Full Back 1's Reception Percentage
SE2% Split End 2's Reception Percentage
FL2% Flanker 2's Reception Percentage
TE2% Tight End 2's Reception Percentage
HB2% Half Back 2's Reception Percentage
FB2% Full Back 2's Reception Percentage
TEAM RATINGS
O20 Offensive "clutch" rating (1 - 5,5 being best) for performance
inside opponent's 20 yard line (ability to score once inside
the 20)
D20 Defensive rating for performance inside their own 20 yard line
( goal line defense ability to stop attack)
OFUM Offensive Fumble Percentage
DFUM Defensive Fumble Percentage
Page 35
SECTION 10 : [I] SYSTEM SETTINGS
Choose option <I> from the main menu to go to the System Settings screen. Press <A>
to specify which printer port your printer is hooked up to, either LPT1 or
LPT2. Refer to your system documentation for information if you're not sure.
Press <B> to send specific commands to your printer. For example, to change to
landscape mode for an HPIII printer, the printer init would be \027\038\108
\049\079. Now whenever the game is instructed to print, it will use this code.
Refer to your printer's user manual for options and codes.
SECTION 11: [Jl EXIT TO DOS
Select <J> from the main menu to exit you from the program and return you to
DOS. You will be in the same subdirectory as the game. Always try to exit to
DOS when ending the game. Do not just shut off your machine from inside the
program as valuable changes may be lost.
SECTION 12: TROUBLESHOOTING
This section is designed to provide the user with a few suggestions should they
run into a problem while using MLF2. If you feel uncomfortable in attempting
any of these procedures, try consulting a knowledgeable friend. If after
trying the suggestions your problem still exists, call MicroLeague Technical
Support at 302-368-9990, between 8:30 AM and 5:30 PM Eastern Time. I If you
require Technical Support, please be at the machine if possible when you call.
Also have a listing of your config.sys, autoexec.bat files, and the amount of
free base RAM the system has available for the game to use. Knowing which
version of DOS your machine is running is also important, and can be found by
typing VER at the C:\DOS> prompt. The game requires 560,000 available bytes of
base RAM to operate properly. To find the amount of free base RAM available on
your machine, use the CHKDSK or MEM functions provided by DOS. If running
CHKDSK, the number you are looking for is titled BYTES FREE. This number
should be greater than 560,000.. If running the MEM program, the number is
called LARGEST EXECUTABLE PROGRAM SIZE.
Page 36
To execute these programs simply type CHKDSK <RETURN> or MEM <RETURN> at the
c:\mlf2 prompt. If you get a BAD COMMAND OR FILENAME responses type the
command from within the DOS directory ( the c:\dos prompt. ) IF BYTES FREE
and/or LARGEST EXECUTABLE PROGRAM SIZE is greater than 560,000 and you still
have a problems then probably there is a program loaded as a device in the
machine's config.sys or autoexec.bat file that is causing a memory conflict
with the game. Some known incompatible files are smartdrv.sys and qemm386. If
either of these are mentioned in your machine's config.sys or autoexec.bat
files it is best to make a boot disk with a config.sys and autoexec.bat file
on it.
To create a boot disks place a blank disk in drive A and type
FORMAT A:/S <RETURN>
Follow the instructions for formatting a diskette. After the format is
completed create config.sys and autoexec.bat files on the disk in the A drive
using a text editor such as Edit or Edlin a word processor be sure to save as
an ASCII file or the "copy con" command. To create a config.sys file using the
"copy con" command simply type:
COPY CON A:CONFIG.SYS <RETURN>
and type in the file contents with no spaces and press enter at the end of
each line. On a blank line after the last line hold down the CTRL key and
press the letter <Z>, release the CTRL key and press <RETURN>. You should get
a response saying 1 FILE(S) COPIED.
If you should make a mistake while typing in the file either press Ctrl + C
or delete the file. Then start again.
The config.sys file should contain the following two lines:
FILES = 20
BUFFERS = 20
Also include these two lines if using DOS 5.0 or higher:
DEVICE=C:\DOS\HIMEM.SYS
DOS = HIGH
The autoexe.bat file can be customized to your liking but a sample is:
@ECHO OFF
PROMPT $p$g
PATH C:\;C:\DOS
C:
CD MLF2
MLF2
Similarly to create an autoexec.bat files type:
COPY CON A:AUTOEXEC:BAT <RETURN> and the file contents.
Be sure to label the boot disk and use it to boot your machine by having it in
the A drive when you turn on the computer.
To execute these programs simply type CHKDSK <RETURN> or MEM <RETURN> at the
c:\mlf2 prompt. If you get a BAD COMMAND OR FILENAME responses type the
command from within the DOS directory ( the c:\dos prompt. ) IF BYTES FREE
and/or LARGEST EXECUTABLE PROGRAM SIZE is greater than 560,000 and you still
have a problems then probably there is a program loaded as a device in the
machine's config.sys or autoexec.bat file that is causing a memory conflict
with the game. Some known incompatible files are smartdrv.sys and qemm386. If
either of these are mentioned in your machine's config.sys or autoexec.bat
files it is best to make a boot disk with a config.sys and autoexec.bat file
on it.
To create a boot disks place a blank disk in drive A and type
FORMAT A:/S <RETURN>
Follow the instructions for formatting a diskette. After the format is
completed create config.sys and autoexec.bat files on the disk in the A drive
using a text editor such as Edit or Edlin a word processor be sure to save as
an ASCII file or the "copy con" command. To create a config.sys file using the
"copy con" command simply type:
COPY CON A:CONFIG.SYS <RETURN>
and type in the file contents with no spaces and press enter at the end of
each line. On a blank line after the last line hold down the CTRL key and
press the letter <Z>, release the CTRL key and press <RETURN>. You should get
a response saying 1 FILE(S) COPIED.
If you should make a mistake while typing in the file either press Ctrl + C
or delete the file. Then start again.
The config.sys file should contain the following two lines:
FILES = 20
BUFFERS = 20
Also include these two lines if using DOS 5.0 or higher:
DEVICE=C:\DOS\HIMEM.SYS
DOS = HIGH
The autoexe.bat file can be customized to your liking but a sample is:
@ECHO OFF
PROMPT $p$g
PATH C:\;C:\DOS
C:
CD MLF2
MLF2
Similarly to create an autoexec.bat files type:
COPY CON A:AUTOEXEC:BAT <RETURN> and the file contents.
Be sure to label the boot disk and use it to boot your machine by having it in
the A drive when you turn on the computer.
To execute these programs simply type CHKDSK <RETURN> or MEM <RETURN> at the
c:\mlf2 prompt. If you get a BAD COMMAND OR FILENAME responses type the
command from within the DOS directory ( the c:\dos prompt. ) IF BYTES FREE
and/or LARGEST EXECUTABLE PROGRAM SIZE is greater than 560,000 and you still
have a problems then probably there is a program loaded as a device in the
machine's config.sys or autoexec.bat file that is causing a memory conflict
with the game. Some known incompatible files are smartdrv.sys and qemm386. If
either of these are mentioned in your machine's config.sys or autoexec.bat
files it is best to make a boot disk with a config.sys and autoexec.bat file
on it.
To create a boot disks place a blank disk in drive A and type
FORMAT A:/S <RETURN>
Follow the instructions for formatting a diskette. After the format is
completed create config.sys and autoexec.bat files on the disk in the A drive
using a text editor such as Edit or Edlin a word processor be sure to save as
an ASCII file or the "copy con" command. To create a config.sys file using the
"copy con" command simply type:
COPY CON A:CONFIG.SYS <RETURN>
and type in the file contents with no spaces and press enter at the end of
each line. On a blank line after the last line hold down the CTRL key and
press the letter <Z>, release the CTRL key and press <RETURN>. You should get
a response saying 1 FILE(S) COPIED.
If you should make a mistake while typing in the file either press Ctrl + C
or delete the file. Then start again.
The config.sys file should contain the following two lines:
FILES = 20
BUFFERS = 20
Also include these two lines if using DOS 5.0 or higher:
DEVICE=C:\DOS\HIMEM.SYS
DOS = HIGH
The autoexe.bat file can be customized to your liking but a sample is:
@ECHO OFF
PROMPT $p$g
PATH C:\;C:\DOS
C:
CD MLF2
MLF2
Similarly to create an autoexec.bat files type:
COPY CON A:AUTOEXEC:BAT <RETURN> and the file contents.
Be sure to label the boot disk and use it to boot your machine by having it in
the A drive when you turn on the computer.
Page 37
ABBREVIATIONS Player Stats
Defensive Positions CMP Numberof Completed Passes
CMP% Completed Pass Percentage
RE Right End (completions/total passes)
NT Nose Tackle POS Position
LE Left End PYRD Total Passing Yards
ORLB Outside Right Linebacker RYRD Total Rushing Yards
IRLB Inside Right Linebacker PTD Passing Touchdowns
ILLB Inside Left Linebacker RTD Rushing Touchdowns
OLLB Outside Lett Linebacker PATT Pass Attempts
MLB Middle Linebacker RATT Rushing Attempts
(in 4-3 formation) PAVG Average Yards per Pass
RCB Right Cornerback RAVG Average Yards per Rush
TS Tight Safety PLG Passing LongestGain
FS Free Safety RLG Rushing Longest Gain
5B Fitth Defensive Back PCMP Pass Completions
LCB Left Cornerback P% Completed Pass Percentage
(completions/total passes)
Offensive Positions INT Interceptions
INT% Interception Percentage
TE Tight End (interceptions/total passes)
RT Right Tackle FUM Fumbles
RG Right Guard
C Center OWN
LG Left Guard REC Fumble Recovered by
LT Left Tackle Fumbling Team
HB Halfback OPP
QB Quarterback REC Fumble Recovered by
FB Fullback Opposition
SE Split End F% Fumble Percentage
FL Flanker (fumbles/total carries)
TE2 Second Tight End EP% Extra Point Percentage
(in two tight end formation) (good kicks/total kicks)
FL2/R4 Second Flanker SCR% Percentage of Time QB scrambles
(in 4 receiver formation) (QB rushes/totalplays)
SAC% Percentage of Time QB is sacked
Punter Stats (QBsacks/total plays)
U## Percentage of Field Goals
NO Attempted Punts made from Under Distance ##
FC Fair Catches TOT Total
YARD The total number of yards
punted. Ratings Range of Values: 1 - 5,
LG Longest Punt 5 being best
TB Touchbacks
BK Blocked Punts RA Running Ability,
RT Returned Punts Inside/Outside
RYD Total return yards BA Blocking Ability,
20 Rating 1-5, 5 is best, ability Inside/Outside
to punt within opponent's 20 CA Catching Ability
AVG The average yards per punt SAC Sacking Ability
PRA Pass Rush Ability
RDA Rushing Detense Ability,
Inside/Outside
PDA Pass Defense Ability