From: sasdrf@daedalus.unx.sas.com (Dave Frederick)
Subject: Re: FPS Football: Praise and a bug
Originator: sasdrf@daedalus.unx.sas.com
Date: Wed, 23 Dec 1992 18:29:33 GMT
Organization: SAS Institute Inc.


In article <Bzpxuw.MD5@icon.rose.hp.com>, andy@hpsmo100.rose.hp.com (Andy Young) writes:
|> I just got the game, and have only one major complaint - There is no
|> hardcopy playbook. I'm not a hard-core football junkie, and a physical
|> playbook with a short description and 'when-to-use' blurb would have
|> been very valuable.
|>
Well, yes and no. These blurbs would be nice, except that they would
also give some insight into what the game designers thought were good
plays to run in certain situations. The game is too easy as it is,
without having a book describing which plays the computer is going to
call on which downs, etc. And, of course, which plays you want to 
call will certainly be influenced by your personnel and coaching
style as much as by game situation. Trying to run the clock out with
runs up the middle when all you have are fumbly RBs and a 2 point lead
might not be a good idea if you don't know how to run a defense.

Assuming you have an idea when to run and when to pass (and conversely,
when to defend against a run or a pass), the play diagrams in standard
mode are a big enough help. On offense, the colored lines are pass 
routes (and therefore pass plays). The longer the line, the longer the
pass. White is the primary receiver, yellow secondary, orange tertiary.
Plays with the word "TIME" or some variant are timed passing plays.
All others are runs; follow the lines to see if it's run right, left
or up the middle.

Defense is a little harder. The key here is to look at the lines that
extend from the linebackers (the middle of your defense). If they
move away from the line of scrimmage, they are retreating into zone
coverage, meaning pass defense (they'll be retreating from the run).
If they are moving towards the line, that means blitz (good against
a pass, but they can overrun a running play if their AGility rating
isn't high enough). Those moving parallel to the line are run defenses.
If no lines move, that means balanced defense with man-to-man coverage.

In any event, if you're playing a league game, be sure to look at your
opponent's stats before choosing your playbook for the game. Computer
teams have distinct tendencies (e.g a couple teams in my league have
6 times as many passing yards as running yards). I look at their
team stats to see their balance between running plays and passing plays
on offense, and running yards allowed/passing yards allowed on defense.
This way, you'll know how often they run or pass, and be able to choose
your game plan accordingly.

|>
|> Still reeling after his 98 yard TD interception return was called back for
|> a lousy defensive holding call...

An interception already? It took me quite a while to discover how to
intercept a pass. After only one int in seven games, I had 4 in my
last game (and 15 sacks!). Interceptions are nearly impossible unless
you control your offensive players. Basically, you can either jam the
receiver at the line on a timed pass (guess who's gonna get the ball,
and line up a defender right across the line from him. Run into him
as soon as the ball is snapped, and he won't be able to get to his 
location. As soon as the pass is made, hit button B to select the
defender nearest the catch zone. If you're lucky, you'll get there
before the receiver). Or you can hit the QB just as he throws the ball
(just like in real life. However, when the computer controls your
players, they try to block the pass instead of hurting the QB. Take
control of one of your linebackers and blitz. If you can get a shot
at the QB when the crosshair appears, take it!). The holding call was
probably the computer equivalent of version A. Remember to lay off the
guy as soon as the crosshair appears.

|>
|> Andy.
|>
|> andy@hpsmo100.rose.hp.com    Hewlett Packard - Support Materials Operation
|>                                 8050 Foothills Blvd, Roseville, CA 95678
-- 
Dave Frederick                          sasdrf@unx.sas.com