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1990 December 31
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SEGA'S
JOE MONTANA FOOTBALL
PLAYER'S GUIDE
BY "THE JET"
DECEMBER 31, 1990
TABLE OF CONTENTS
THE JOE MONTANA STORY..............................1
INTRODUCTION ......................................3
SETUP AND CONTROLS.................................5
SYSTEM REQUIREMENTS................................5
INSTALLING AND LOADING.............................5
STARTING...........................................7
CONTROLS...........................................8
PLAYING JOE MONTANA FOOTBALL.......................11
EXHIBITION GAME....................................12
LEAGUE PLAY........................................16
RUN/PASS PRACTICE..................................22
FIELD GOAL PRACTICE................................24
GAME PLAY..........................................25
KICKOFF............................................25
OFFENSE............................................25
DEFENSE............................................31
THE KICKING GAME...................................35
THE PLAYBOOK.......................................39
INSTANT REPLAY AND GAME HIGHLIGHTS ................44
FUMBLES, INTERCEPTIONS AND INJURIES ...............48
PENALTIES..........................................48
JOE MONTANA FOOTBALL STRATEGY......................51
OFFENSIVE FORMATIONS...............................52
DEFENSIVE FORMATIONS...............................55
FOOTBALL GLOSSARY..................................59
FOOTBALL HAS BEEN MY WAY OF LIFE
THIS IS FOOTBALL THE WAY I
LIKE TO PLAY IT - READING
DEFENSES, CALLING AUDIBLES,
AND THROWING ON THE RUN.
THE GRAPHICS AND GAME
PLAY ARE SPECTACULAR. NO
OTHER GAME GETS YOU CLOSER
TO THE ACTION. THE ONLY
THING MISSING IS THE SMELL
OF FRESHLY CUT GRASS."
JOE MONTANA
THE JOE MONTANA STORY
JOE MONTANA ISN'T THE BIGGEST QUARTERBACK IN THE NFL. HE'S NOT
THE FASTEST. AND HE DOESN'T HAVE THE STRONGEST ARM. BUT JOE IS THE
BEST. HE'S THE HIGHEST RATED QUARTERBACK IN PROFESSIONAL FOOTBALL
HISTORY BECAUSE HE KNOWS HOW TO WIN, OFTEN AGAINST IMPOSSIBLE
ODDS. HE HAS TAKEN THE SAN FRANCISCO 49ERS TO FOUR SUPER BOWLS IN
THE LAST NINE YEARS, AND HE HAS WON EACH OF THEM. HE WAS NAMED
MOST VALUABLE PLAYER IN THREE OF THOSE SUPER BOWLS, AND IN THE
FOURTH HE LED HIS TEAM ON AN INCREDIBLE 92-YARD DRIVE THAT SEALED
A COME-FROM-BEHIND VICTORY WITH ONLY 34 SECONDS LEFT ON THE
CLOCK.
WHAT MAKES HIM SO GREAT? MOST QUARTERBACKS BECOME UNRAVELED AND
BEGIN TO PANIC WHEN DEFENDERS ARE CLOSING IN FROM ALL SIDES. BUT
JOE STAYS COOL, CALM AND COLLECTED.
CONSIDER THIS. IN HIS CAREER, MONTANA HAS THROWN MORE THAN TWICE
AS MANY TOUCHDOWNS AS INTERCEPTIONS. COMPARE THAT TO OTHER GREAT
QUARTERBACKS FROM THE LAST FIFTY YEARS, AND NO ONE ELSE COMES
CLOSE. HE HAS THROWN 122 SUPER BOWL PASSES WITHOUT AN INTERCEP-
TION.
HE'LL GO DEEP. HE'LL GO SHORT. HE'LL SCRAMBLE FOR A FIRST DOWN.
HE'LL SNEAK IN FOR A TOUCHDOWN. AND HE'LL WIN. OPPONENTS SEND
GIANT LINE-BACKERS TO CHASE HIM. THEY BLITZ HIM. THEY USE ZONE
DEFENSES TO HARASS HIM. BUT NOTHING FAZES JOE MONTANA.
WHEN THE GAME IS ON THE LINE, IN THE FINAL MINUTES, JOE IS UN-
TOUCHABLE.
WHAT MAKES JOE HAPPY IS HIS HOME, HIS KIDS AND A NORMAL FAMILY
LIFE. AS GREAT AS JOE IS, HE LIKES TO BE AN ORDINARY JOE. AND
WHAT DOES HE LIKE TO DO IN HIS SPARE TIME AT HOME? PLAY JOE MON-
TANA FOOTBALL, OF COURSE.
1
@
4
PUTER! EXPERIENCE THE THRILL OF REAL COMPETITION WHEN YOU GO HEAD
TO HEAD AGAINST A TOUGH OPPONENT, OR TEAM UP WITH A FRIEND TO
OUTPLAY THE COMPUTER.
ARE YOU READY TO PLAY IN JOE'S LEAGUE? THINK YOU CAN TAKE YOUR
TEAM TO SUPER SUNDAY? WHEN YOU PLAY JOE MONTANA FOOTBALL, ANYTHING
IS POSSIBLE. JUST LIKE JOE, LEAD YOUR TEAM TO STIRRING COMEBACKS
AGAINST ALL ODDS. WHEN IT REALLY MATTERS, MARCH DOWN THE FIELD
LIKE A CONQUERING ARMY, RIPPING THROUGH THE DEFENSE ALONG THE
WAY.
SELECT A PLAY AND BRING YOUR
TEAM TO THE LINE OF SCRIMMAGE. JUST
BEFORE THE SNAP, YOU SEE SOMETHING
STRANGE IN THE DEFENSIVE FORMATION.
LOOKS LIKE THEY MIGHT BE BLITZING.-"
YOU CALL OUT AN AUDIBLE TO CHANGE
THE PLAY AT THE LINE OF SCRIMMAGE.
THE CENTER SNAPS THE BALL AND THE
ACTION BEGINS. YOU QUICKLY DROP
SEE YOUR SECONDARY RECEIVER WIDE
OPEN DOWNFIELD. YOU SCRAMBLE OUT
OF THE POCKET TO ESCAPE THE BLITZING
LINEBACKER. HE THINKS HE'S GOT A SHOT A YOU, BUT YOU MOVE JUST
OUT OF HIS REACH AND HE COMES UP WITH AIR. LOOK TO YOUR RIGHT,
PUMP FAKE, THEN THROW LEFT, A SPLIT SECOND BEFORE BEING LEVELED BY
AN ONCOMING DEFENSIVE LINEMAN.
YOUR THROW IS A BULLET, RIGHT ON TARGET. YOUR SECONDARY RECEIVER
CATCHES IT ON THE RUN WITH ARMS OUTSTRETCHED. HE TUCKS THE FOOT-
BALL AND SPRINTS DOWN FIEF, PAST THE AREA VACATED BY THE BLITZING
BACKS. HE PUTS A MOVE ON THE ONLY DEFENDER WHO CAN CATCH HIM.
TOUCHDOWN!
JOE MONTANA FOOTBALL GIVES YOU SPECTACULAR ANIMATION AND GRAPHICS.
NO GAME GETS YOU CLOSER TO THE HARD-HITTING ACTION ON THE FIELD.
LIKE JOE MONTANA HIMSELF, IT'S SIMPLY THE BEST.
IT'S ALMOST TIME FOR THE OPENING KICKOFF. BUT FIRST, TAKE A LOOK
AT THIS PLAYER'S GUIDE. IT SHOW YOU HOW TO PLAY JOE MONTANA
FOOTBALL AND TELLS YOU EVERYTHING YOU NEED TO KNOW ABOUT THE
GAME'S GREAT FEATURES.
4
5
SETUP AND CONTROLS
SYSTEM REQUIREMENTS
TO PLAY JOE MONTANA FOOTBALL ON AN IBM PC YOU NEED:
AN IBM PC, XT,AT,PS/1, PS/2, TANDY 1000 SERIES OR ANY 100% COMPAT-
IBLE COMPUTER
640K RAM (512K FOR CGA GRAPHICS MODE)
AT LEAST ONE FLOPPY DISK DRIVE (5 1/4" OR 3 1/2" DRIVE)
VGA, MCGA,EGA, CGA, OR TANDY 4 OR 16 COLOR GRAPHICS
DOS 2.1 OR HIGHER
ONE OR TWO JOYSTICKS (KEYBOARD CONTROL OPTIONAL)
HARD DISK DRIVE STRONGLY RECOMMENDED, WITH AT LEAST 1.5MB AVAIL-
ABLE DISK SPACE
INSTALLING AND LOADING JOE MONTANA FOOTBALL
IMPORTANT: BEFORE PLAYING JOE MONTANA FOOTBALL PLEASE MAKE A
BACKUP COPY OF YOUR ORIGINAL DISK. REFER TO YOUR DOS MANUAL FOR
INSTRUCTIONS.
THERE ARE TWO WAY TO LOAD JOE MONTANA FOOTBALL INTO YOUR COMPUTER.
IT IS HIGHLY RECOMMENDED THAT YOU INSTALL THE GAME ONTO YOUR HAD
DRIVE. YOU CAN ALSO PLAY THE GAME DIRECTLY FROM THE FLOPPY DISKS
(FOUR 5 1/4" OR TWO 3 /1/2").
5
6
HARD DISK INSTALLATION
TO INSTALL JOE MONTANA FOOTBALL ON A HARD DISK DRIVE:
1. TURN ON YOUR COMPUTER AS INDICATED IN YOUR OWNER'S MANUAL.
2.INSERT THE DISK LABELED "DISK 1" INTO THE APPROPRIATE FLOPPY
DISK DRIVE (TYPICALLY EITHER A: OR B:). TYPE A: (OR B:) AND PRESS
ENTER.
3.TYPE INSTALL TO INSTALL THE GAME. THE HARD DISK INSTALLATION
MENU WILL APPEAR. USE THE JOYSTICK OR UP/ DOWN ARROW KEYS TO
SCROLL THROUGH THE MENU.
4.THE GAME WILL AUTOMATICALLY BE INSTALLED IN THE DEFAULT DIRECTO-
RY C:\MONTANA. TO INSTALL THE GAME IN A DIRECTORY OTHER THAN C :
\MONTANA, HIGHLIGHT THE LINE INSTALL TO AND PRESS BUTTON1 OR
ENTER. BACKSPACE OVER THE CHARACTERS YOU WANT TO REPLACE AND TYPE
IN THE FULL PATH NAME OF THE DIRECTORY IN
WHICH YOU WANT THE GAME INSTALLED.
5.THE PROGRAM WILL AUTOMATICALLY DETECT THE BEST AVAILABLE GRAPH-
ICS MODE ON YOUR SYSTEM.
TO INSTALL ADDITIONAL VIDEO MODES, HIGHLIGHT ANY OF THE FOLLOWING
LINES AND PRESS BUTTON1 OR ENTER:
VGA/MCGA
EGA/TANDY
CGA
6. SET FAST LOAD TO `YES" TO SPEED UP SCREEN CHANGES.
7.HIGHLIGHT BEGIN INSTALL AND PRESS BUTTON1 OR ENTER INSTALL THE
GAME. THE PROGRAM WILL PROMPT YOU FOR ADDITIONAL DISKS AS NEEDED.
THEN THE MESSAGE "INSTALLATION COMPLETED" APPEARS, PRESS BUTTON1
OR ENTER TO LOAD AND START THE GAME.
NOTE: LEAVE THE JOYSTICK CENTERED WHILE THE GAME IS
LOADING SO THE PROGRAM CAN CORRECTLY CALIBRATE YOUR
JOYSTICK FOR BEST GAMEPLAY.
6
7
STARTING JOE MONTANA FOOTBALL
JOE MONTANA FOOTBALL REQUIRES THE USE OF THE FULL 640K RAM IN YOUR
SYSTEM. IF THE MESSAGE "INSUFFICIENT MEMORY" APPEARS WHILE LOAD-
ING THE GAME, TURN OFF ALL RESIDENT MEMORY PROGRAMS OR TSRS. OR,
MAKE A GENERIC DOS BOOT DISK BY INSERTING A BLANK FLOPPY DISK INTO
THE FLOPPY DRIVE AND TYPE FORMAT A:/S (ORB:/S). THEN BOOT (OR
REBOOT) YOUR SYSTEM USING THIS DISK BEFORE PLAYING JOE MONTANA
FOOTBALL.
PLAYING FROM A HARD DISK DRIVE
TO PLAY JOE MONTANA FOOTBALL FROM YOUR HARD DISK DRIVE, USE THE
"CHANGE DIRECTORY" (CD) COMMAND TO SELECT THE DIRECTORY IN WHICH
THE GAME IS INSTALLED. THEN TYPE MONTANA AND PRESS ENTER. OR TYPE
RUNME IF YOU HAVE THE HUMBLE GUY'S FIX. THE GAME WILL LOAD AND
THE MAIN MENU WILL APPEAR.
PLAYING FROM FLOPPY DISKS
INSERT THE FLOPPY DISK LABELED "DISK 1" INTO THE APPROPRIATE DISK
DRIVE. TYPE A: (OR B:) AND PRESS ENTER. THE TYPE MONTANA AND
PRESS ENTER. THE PROGRAM WILL PROMPT YOU FOR ADDITIONAL DISKS
DURING THE GAME AS NEEDED. THE GAME WILL LOAD AND THE MAIN MENU
WILL APPEAR.
SEPARATE DATA DISK REQUIRED TO SAVE INSTANT REPLAYS AND GAME
HIGHLIGHTS.
PLAYING WITHOUT MUSIC OR SOUND EFFECTS
TYPE MONTANA/S TO LOAD THE GAME
7
8
CONTROLS
JOE MONTANA FOOTBALL CAN BE PLAYED BY EITHER ONE OR TWO PLAYERS.
EACH PLAYER MAY USE EITHER JOYSTICK OR KEYBOARD CONTROLS, OR ONE
OR BOTH PLAYERS MAY BE SET TO COMPUTER CONTROL. THE TWO AVAILABLE
JOYSTICKS ARE IDENTIFIED AS JOYSTICK A AND JOYSTICK B. THE TWO
SETS OF KEYBOARD CONTROLS ARE IDENTIFIED AS KEYBOARD A AND KEY-
BOARD B.
JOYSTICK - KEYBOARD EQUIVALENTS
THE FOLLOWING DIAGRAMS INDICATE THE KEYBOARD CONTROLS IF YOU
SELECT KEYBOARD A OR KEYBOARD B:
KEYBOARD A
JOYSTICK KEYBOARD EQUIVALENTS
THE FOLLOWING DIAGRAMS INDICATE THE KEYBOARD CONTROLS IF YOU
SELECT KEYBOARD A OR KEYBOARD B;
KEYBOARD A
BACKSPACE NUMESC BUTTON2
LOCKBUTTON2 ENTER 7 8 9 +
BUTTON1 4 5 6
BUTTON1 BUTTON1 1 2 3
ENTER
INS DEL BUTTON1
BUTTON1
KEYBOARD B
TAB Q W E
CAPS A S D
BUTTON1
LSHFT Z X C
BUTTON1
SPACE BAR
BUTTON1
8
9
UNIVERSAL KEYBOARD COMMAND (AVAILABLE WITH JOYSTICK OR KEYBOARD
CONTROLS)
KEY FUNCTION
ENTER BUTTON1 (EXCEPT DURING GAME PLAY IF
JOYSTICK CONTROL IS SELECTED)
ESC BUTTON2
BACKSPACE BUTTON2 (EXCEPT DURING GAMEPLAY IF
JOYSTICK CONTROL IS SELECTED)
SCROLL LOCK PAUSE ON/OFF
F1 TOGGLES BETWEEN SCROLLING GRAPHICS AND
SCREEN-TO-SCREEN JUMPING DURING GAMEPLAY
F2 PLAY-BY-PLAY WINDOW ON/OFF DURING
INSTANT REPLAY
CONTRL-J JOYSTICK CALIBRATION (FROM THE MAIN MENU
OR ANY OPTIONS SCREEN)
CONTRL ESC EXIT IMMEDIATELY TO DOS FROM ANY SCREEN:
DOES NOT SAVE GAME IN PROGRESS
USING MENUS AND OPTIONS SCREENS
AT ALL MENUS OR OPTIONS SCREEN, USE THE JOYSTICK OR ARROW KEYS TO
SCROLL THROUGH THE OPTIONS PRESENTED. PRESS BUTTON1 OR ENTER TO
SELECT ANY ITEM. PRESS BUTTON2 OR ESC TO EXIT FROM ANY SCREEN AND
RETURN TO THE PRIOR MENU OR OPTIONS SCREEN.
IN THIS PLAYER'S GUIDE, INSTRUCTIONS GENERALLY REFER ONLY TO
BUTTON1. YOU MAY SUBSTITUTE ENTER AT ANY TIME. SIMILARLY, IN-
STRUCTIONS GENERALLY REFER TO MOVING THE JOYSTICK LEFT, RIGHT, UP,
OR DOWN. YOU MAY SUBSTITUTE THE CORRESPONDING ARROW KEYS WHEN
USING ANY MENU OR OPTIONS SCREEN.
TO ABORT ANY GAME OR PRACTICE SESSION, PRESS BUTTON2 OR ESC AFTER
THE COMPLETION OF ANY PLAY OR PRESS ESC WHILE IN THE PLAY SELEC-
TION SCREEN. THE GAME WILL RETURN TO THE CURRENT GAME OR PRACTICE
OPTIONS SCREEN. PRESS BUTTON2 OR ESC AGAIN AND TYPE Y IN RESPONSE
TO THE PROMPT "ABORT GAME?" THE GAME WILL RETURN TO THE MAIN
MENU.
KEYBOARD A ALWAYS WORKS, EVEN IF JOYSTICK CONTROL IS SELECTED, IN
MENUS AND OPTIONS SCREENS.
9
10
THE MAIN MENU
THE MAIN MENU LISTS SIX OPTIONS:
EXHIBITION GAME
LEAGUE PLAY
RUN/PASS PRACTICE
FIELD GOAL PRACTICE
CONFIGURE SYSTEM
EXIT TO DOS
THE FIRST FOUR OPTIONS REPRESENT THE FOUR GAMEPLAY MODES, WHICH A
EXPLAINED IN THE NEXT SECTION OF THIS PLAYER'S GUIDE. USE THE
JOYSTICK OR ARROW KEYS TO CYCLE AMONG THESE CHOICES. PRESS
BUTTON1 TO SELECT THE HIGHLIGHTED OPTION.
ADDITIONAL CONFIGURATION
IN GENERAL, THE GAME REQUIRES NO ADDITIONAL CONFIGURATION.
HOWEVER TO USE A SPECIAL SOUND BOARD, CHANGE THE VIDEO MODE,
SELECT FAST LOAD OR ADJUST THE JOYSTICK, SELECT CONFIGURE SYSTEM
FROM THE MAIN MENU.
HIGHLIGHT CONFIGURE SYSTEM IN THE MAIN MENU AND PRESS BUTTON1. USE
THE JOYSTICK OR ARROW KEYS TO CYCLE THROUGH THE AVAILABLE CHOICES,
THEN PRESS BUTTON1 TO SELECT THE HIGHLIGHTED OPTION. FOLLOW THE
ON-SCREEN INSTRUCTIONS TO SELECT THE DESIRED CONFIGURATION.
10
11
PLAYING JOE MONTANA FOOTBALL
PLAYER STATS
EACH TIME YOU LOAD THE GAME YOU WILL BE ASKED TO ANSWER A QUESTION
ABOUT A PLAYER WHOSE PICE APPEARS ON THE SCREEN UNLESS YOU HAVE
THE HUMBLE GUYS FIX AND INC'S CRACK OF THE GAME. THE ANSWERS TO
THESE QUESTIONS ARE LOCATED IN THE PLAYER STATS SECTION OF THE
PLAYER'S GUIDE. FIND THE PLAYER'S PICTURE AND CORRESPONDING
BACKGROUND PATTERN, AND YOU'LL FIND THE INFO YOU NEED TO ANSWER
THE QUESTION. THE FIRST TIME YOU SELECT ANY OF THE FOUR OPTIONS
LISTED ABOVE, YOU WILL BE ASKED ONE QUESTION PRIOR TO BEGINNING
GAMEPLAY. TYPE IN THE CORRECT ANSWER ON YOUR KEYBOARD.
THE FOUR GAMEPLAY MODES
JOE MONTANA FOOTBALL OFFERS FOUR GAME PLAY MODES:
EXHIBITION GAME
LEAGUE PLAY
RUN/PASS PRACTICE
FIELD GOAL PRACTICE
THREE SELECTIONS, EXHIBITION GAME, RUN/PASS PRACTICE AND FIELD
GOAL PRACTICE, ALLOW YOU TO LEARN AND EXPERIMENT WITH THE GAME
WITHOUT AFFECTING THE STATUS OF AN OF THE TEAMS IN LEAGUE PLAY.
WHEN YOU LEAGUE PLAY, THE GAME YOU PLAY BECOME PART OF THE
OFFICIAL SEASON STATISTICS AND CAUSE THE PROGRAM TO ADVANCE
THROUGH THE SEASON SCHEDULE, CULMINATING IN WILD CARD, DIVISIONAL
AND CONFERENCE PLAYOFFS AND, ULTIMATELY, SUPER SUNDAY.
11
12
EXHIBITION GAME
THE EXHIBITION GAME MODE ALLOWS YOU TO PLAY A GAME BETWEEN ANY TWO
TEAMS IN THE 28-TEAM LEAGUE, WITHOUT AFFECTING LEAGUE PLAY WHEN
YOU SELECT EXHIBITION GAME , THE EXHIBITION GAME OPTIONS SCREEN
APPEARS. HIGHLIGHT THE OPTION YOU WANT AND PRESS BUTTION1 TO
SELECT IT. TO RETURN TO THE MAIN MENU, PRESS BUTTON 2 OR ESC.
THE EXHIBITION GAME OPTIONS SCREEN
CONTROLS: SELECT JOYSTICK A OR B, KEYBOARD A OR B, OR
COMPUTER CONTROL FOR BOTH PLAYER 1 AND PLAYER 2 PRESS BUTTON1 TO
TOGGLE THROUGH THE FIVE OPTIONS FOR EACH PLAYER UNTIL THE
SELECTION YOU WANT APPEARS
TWO-PLAYER GAME: IF EITHER PLAYER IS SET TO COMPUTER CONTROL, YOU
HAVE SELECTED A ONE-PLAYER GAME TO PLAY A TWO-PLAYER GAME, SET
EACH PLAYER TO EITHER] JOYSTICK OR KEYBOARD CONTROL. IF A TWO-
PLAYER GAME SELECTED, A MODE OPTION APPEARS, ALLOWING THE TWO
PLAYERS TO PLAY ON THE SAME TEAM (AGAINST COMPUTER) OR PLAY
AGAINST EACH OTHER. CHOOSE EITHER MODE.
RULES: QUARTERLENGTH: CHOOSE 5, 1O OR 15 MINUTE QUARTERS. PRESS
BUTTON1 TO TOGGLE AMONG THESE THREE OPTIONS UNTIL THE SELECTION
YOU WANT IS DISPLAYED.
THE QUARTER LENGTH DETERMINES WHEN THE TWO MINUTE WARNING OCCURS ,
AS FOLLOWS :
5 MINUTE 30 SECONDS
10 MINUTE 1 MINUTE
15 MINUTE 2 MINUTES
GAME SPEED: THIS OPTION SETS THE GAMEPLAY SPEED SUCH AS HOW FAST
PLAYERS RUN, HOW FAST PASSES ARE THROWN, ETC. CONSIDER SELECTING
"SLOW" WHILE LEARNING THE GAME, THEN ACCELERATE THE SPEED OF THE
GAMEPLAY AS YOUR SKILL INCREASES FOR A MORE EXCITING AND
CHALLENGING EXPERIENCE. PRESS BUTTON1 TO TOGGLE AMONG "SLOW",
"MEDIUM", OR "FAST" SPEEDS.
12
13
KICKOFF
SELECT THIS OPTION TO GO STRAIGHT TO THE COIN TOSS AND OPENING
KICKOFF OF A GAME. IF YOU ARE THE VISITING TEAM, YOU WILL BE
ASKED TO CALL "HEADS" OR "TAILS". MOVE THE JOYSTICK LEFT TO CALL
"HEAD" OR RIGHT TO CALL "TAILS" (OR USE THE LEFT/RIGHT ARROW
KEYS), THEN PRESS BUTTON1 TO TOSS THE COIN. THE COMPUTER WILL
RANDOMLY SELECT THE WINNER OF THE COIN TOSS, THEN THE WINNING TEAM
CHOOSES EITHER TO KICK OR RECEIVE. MOVE THE JOYSTICK LEFT TO
SELECT KICK OR RIGHT TO SELECT RECEIVE AND PRESS BUTTON1. MOVE
THE JOYSTICK IN ANY DIRECTION TO START THE ACTION AND PRESS
BUTTON1 TO KICK THE BALL. (SEE THE SECTION "THE KICKING GAME" IN
THIS PLAYER'S GUIDE TO LEARN HOW TO OPTIMIZE YOUR KICKING GAME.)
USE THE SELECT TEAM OPTION IMMEDIATELY BELOW TO CHOOSE THE TWO
TEAMS THAT WILL COMPETE IN YOUR EXHIBITION GAME BEFORE KICKING
OFF.
SELECT TEAM
SELECT THIS OPTION TO VIEW THE TEAM LIST AND SCOUT EACH TEAM'S
STRENGTHS AND WEAKNESS.
FOLLOW THE ON-SCREEN INSTRUCTIONS TO CHOOSE YOUR HOME AND VISITING
TEAMS FROM AMONG THE 28 AVAILABLE TEAMS. HIGHLIGHT ANY TEAM OF
INTEREST, THE PRESS BUTTON1 TO VIEW THE SCOUTING REPORT AND TWO
KEY PLAYERS ON THAT TEAM.
13
14
FOUR OPTIONS ARE LISTED AT THE BOTTOM OF THE SCOUTING REPORT
SCREEN:
SELECT THIS TEAM
DISPLAY NEXT TEAM
ROSTER
EDIT
HIGHLIGHT YOUR
CHOICE AND PRESS
BUTTON1.
ANY CHANGES MADE IN THE SCOUTING REPORT/ROSTER WHILE YOU ARE IN
EXHIBITION GAME MODE HAVE NO EFFECT ON LEAGUE PLAY.
SELECT THIS TEAM SELECTS THE TEAM DISPLAYED ON SCREEN AS THE HOME
TEAM. MAKING YOUR HOME TEAM SELECTION WILL RETURN YOU TO THE TEAM
LIST SO THAT YOU CAN SELECT THE VISITING TEAM.
DISPLAY NEXT TEAM CYCLES THROUGH SCOUTING REPORTS EACH OF THE 28
TEAMS. PRESS BUTTON1 TO VIEW THE NEXT TEAM.
ROSTER ALLOWS YOU TO VIEW A COMPLETE ROSTER OF
STARTERS AND SUBSTITUTES FOR THE TEAM CURRENTLY DISPLAYED ON THE
SCREEN AND SCOUT EACH PLAYER'S STRENGTHS AND WEAKNESSES.
TWO OPTIONS ARE LISTED AT THE TOP OF THE ROSTER SCREEN:
VIEW/EDIT/PLAYERS
SUB PLAYERS
14
15
HIGHLIGHT VIEW/EDIT PLAYERS AND PRESS BUTTON1 TO BRING UP A WINDOW
CONTAINING A PICTURE AND DETAILED INFORMATION ON THE HIGHLIGHTED
PLAYER. TOGGLE THROUGH THE DATA FIELDS PRESENTED:LABEL COLORS.
NUMBER AGE
NAME SPEED
HEIGHT STRENGTH
WEIGHT SKILL
PRESS BUTTON1 TO HIGHLIGHT ANY ITEM YOU WANT TO CHANGE. USE THE
JOYSTICK OR ARROW KEYS TO SELECT DIFFERENT VALUES, THEN PRESS
BUTTON1 AGAIN TO CONFIRM. (USE THE KEYBOARD TO CHANGE THE PLAYER'S
NAME.)
SPEED, STRENGTH AND SKILL LEVELS ARE RATED ON A SCALE FROM 2
THROUGH 9, WITH 9 THE HIGHEST POSSIBLE RATING. TO KEEP THE GAME
INTERESTING AND CHALLENGING, PLAYERS MUST HAVE VARIED RATINGS.
SETTING ALL PLAYERS TO 9, FOR EXAMPLE, WILL RESULT IN A RATHER
UNEXCITING GAME.
HIGHLIGHT SUB. PLAYERS TO REPLACE PLAYERS IN YOUR STARTING LINEUP.
THERE IS ONE SUBSTITUTE PLAYER FOR EACH PLAYER IN EACH ROSTER.
PRESS BUTTON2 TO RETURN TO PRIOR SCREENS.
EDIT ENABLES YOU TO MODIFY ANY TEAM NAME OR CHANGE ANY TEAM'S
COLORS. PRESS BUTTON1 TO CYCLE FROM TEAM NAME TO TEAM COLORS. TO
CHANGE A TEAM NAME, TYPE IN A NEW NAME AND PRESS BUTTON1. TO EDIT
TEAM COLORS, HIGHLIGHT HELMET, SHIRT, OR PANTS. THEN PRESS BUTTON1
TO CYCLE THROUGH AVAILABLE COLORS. HIGHLIGHT HOME/AWAY TO TOGGLE
BETWEEN EDITING THE TEAM'S HOME OR VISITING COLORS.
TEAM SUMMARY
ONCE YOU HAVE SELECTED BOTH TEAMS, SELECT THIS OPTION TO VIEW YOUR
TEAM PRIOR TO KICKOFF MAKE ANY ROSTER CHANGES.
PLAYBOOK
SELECT THIS OPTION TO SEE THE ENTIRE JOE MONTANA FOOTBALL PLAYBOOK
FOR OFFENSE AND DEFENSE, OR TO CREATE YOUR OWN PLAYS. REFER TO
THE SECTION "THE PLAYBOOK" IN THIS PLAYER'S GUIDE FOR INSTRUCTIONS
TO DESIGN AND CALL PLAYS.
15
16
GAME HIGH
LIGHTS
SELECT THIS OPTION TO VIEW PREVIOUSLY SAVED HIGHLIGHT REELS. YOU
CAN SAVE YOUR BEST PLAYS TO WATCH AGAIN OR
SHOW YOUR FRIENDS. REFER TO THE SECTION "INSTANT REPLAY AND GAME
HIGHLIGHTS" IN THIS PLAYER'S GUIDE FOR MORE INFORMATION ON THE
GAME HIGHLIGHTS FEATURE.
RESUME
GAME
SELECT THIS OPTION TO RESUME A PREVIOUSLY SAVED GAME
LEAGUE PLAY
THE LEAGUE PLAY MODE ALLOWS YOU TO PURCHASE TEAMS AND GUIDE
THEM THROUGH A 16 GAME SEASON. JUST AS IN PROFESSIONAL FOOTBALL,
THERE ARE WILD CARD PLAYOFFS IN WEEK 17, DIVISIONAL PLAYOFFS WEEK
18, CONFERENCE CHAMPIONSHIPS AND SUPER SUNDAY. YOU CAN OWN AS MANY
TEAMS AND PLAY IN AS MANY LEAGUES AS YOU LIKE.
OWNED TEAMS ARE HUMAN CONTROLLED, BY YOU OR YOUR FRIEND. UNOWNED
TEAMS ARE COMPUTER CONTROLLED. ANY OWNED (HUMAN CONTROLLED) TEAM
IS HIGHLIGHTED IN THE WEEKLY SCHEDULE IN THE LEAGUE PLAY MENU.
WHEN YOU SELECT LEAGUE
PLAY FROM THE MAIN MENU,A
LEAGUE PLAY SCREEN APPEARS
DISPLAYING ALL THE GAMES SCHED-
ULED FOR THE CURRENT WEEK AND
THE FOLLOWING OPTIONS:
TEAM LIST
SIMULATE GAMES
CHANGE LEAGUE
NEW LEAGUE
RESET LEAGUE
MOVE THE JOYSTICK RIGHT TO ENTER THE CURRENT WEEK'S SCHEDULE, THEN
MOVE THE JOYSTICK UP/DOWN TO SCROLL THROUGH THE SCHEDULE FOR
DIFFER WEEKS. PRESS PAGE UP/PAGE DOWN TO JUMP TO THE NEXT OR PRIOR
WEEK'S SCHEDULE. PRESS HOME TO RETURN TO WEEK 1, AND PRESS END T
JUMP TO THE CURRENT WEEK.
16
17
IF A CAMERA ICON APPEARS ON ANY GAME, HIGHLIGHTS OF THAT GAME HAVE
BEEN SAVED. IF A FLOPPY DISK ICON APPEARS ON ANY GAME, THE GAME
HAS NOT BEEN COMPLETED AND HAS BEEN SAVED FOR LATER USE.
HIGHLIGHT THE MENU OPTION YOU WANT AND PRESS BUTTON1 TO SELECT IT.
TO RETURN TO MAIN MENU, PRESS BUTTON2.
TEAM LIST:
SELECT THIS OPTION TO ENTER THE TEAM LIST. HIGHLIGHT COACH/RECORD
AND PRESS BUTTON1 TO TOGGLE BETWEEN CURRENT LEAGUE STANDINGS AND
THE LIST OF COACHES IN THE CURRENT LEAGUE.
TO VIEW THE SCOUTING REPORT AND TWO KEY PLAYERS ON ANY TEAM,
HIGHLIGHT VIEW/EDIT TEAMS, CHOOSE THE TEAM, AND PRESS BUTTON1. IF
YOU SELECT AN UNOWNED TEAM, THREE OPTIONS WILL APPEAR AT THE
BOTTOM OF THE SCOUTING REPORT SCREEN:
ROSTER
EDIT
BUY TEAM
IF YOU SELECT A TEAM ALREADY OWNED BY YOURSELF OR SOME ELSE, FOUR
OPTIONS WILL APPEAR AT THE BOTTOM OF THE SCOUTING REPORT SCREEN:
ROSTER
EDIT
PLAYBOOK
SELL TEAM
HIGHLIGHT YOUR SELECTION AND PRESS BUTTON1.
ROSTER ALLOWS YOU TO VIEW A COMPLETE ROSTER OF STARTERS AND
SUBSTITUTES FOR THE TEAM CURRENTLY DISPLAYED ON THE SCREEN AND
SCOUT EACH PLAYER'S STRENGTHS AND WEAKNESSES. TWO OPTIONS ARE
LISTED AT THE TOP OF THE ROSTER SCREEN:
17
18
VIEW/EDIT PLAYERS
SUB. PLAYERS
HIGHLIGHT VIEW/EDIT PLAYERS AND PRESS BUTTON1 TO BRING UP A WINDOW
CONTAINING A PICTURE AND DETAILED INFORMATION ON THE HIGHLIGHTED
PLAYER. TOGGLE THROUGH THE DATA FIELDS PRESENTED:
NUMBER AGE
NAME SPEED
HEIGHT STRENGTH
WEIGHT SKILL
PRESS
BUTTON1
TO HIGHLIGHT
ANY ITEM YOU
WANT TO
CHANGE. USE-
THE JOYSTICK-
OR ARROW KEYS TO SELECT DIFFERENT VALUES, THEN PRESS BUTTON1 AGAIN
TO CONFIRM. (USE THE KEYBOARD CHANGE THE PLAYER'S NAME. )
SPEED, STRENGTH, AND SKILL LEVELS ARE RATED A SCALE FROM 2 THROUGH
9, WITH 9 THE HIGHEST POSSIBLE RATING. TO KEEP THE GAME
INTERESTING AND CHALLENGING, PLAYERS MUST HAVE VARIED RATINGS.
SETTING A PLAYERS TO 9, FOR EXAMPLE, WILL RESULT IN A RATHER
UNEXCITING GAME.
HIGHLIGHT SUB. PLAYERS TO REPLACE PLAYERS IN YOUR STARTING LINEUP.
THERE IS ONE SUBSTITUTE PLAYER FOR EACH PLAYER IN EACH ROSTER.
PRESS BUTTON2 TO RETURN TO THE TEAM LIST MENU OR TO PRIOR
SCREENS.
EDIT ENABLES YOU TO MODIFY THE TEAM NAME, COACH'S
NAME, OR TEAM COLORS. PRESS BUTTON1 TO CYCLE AMONG TEAM NAME,
COACH'S NAME AND TEAM COLORS. TO CHANGE A TEAM NAME OR THE
COACH'S NAME, TYPE IN A NEW NAME AND PRESS BUTTON1. TO EDIT TEAM
COLORS HIGHLIGHT HELMET, SHIRT OR PANTS. THEN PRESS BUTTON1 TO
CYCLE THROUGH AVAILABLE COLORS. HIGHLIGHT HOME/AWAY TO TOGGLE
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BETWEEN EDITING THE TEAM'S HOME OR VISITING COLORS.
PLAYBOOK CONTAINS THE ENTIRE JOE MONTANA FOOTBALL PLAYBOOK FOR
OFFENSE AND DEFENSE. SELECT THIS OPTION TO VIEW THE PLAYBOOK OR
TO CREATE YOUR OWN PLAYS. REFER TO THE SECTION " THE PLAYBOOK" IN
THIS PLAYERS GUIDE FOR INSTRUCTIONS TO DESIGN AND CALL PLAYS.
BUY TEAM ENABLES YOU TO SELECT A TEAM TO GUIDE THROUGH THE SEASON.
SELECT THIS OPTIONS, THEN PRESS BUTTON1 TO HIGHLIGHT THE COACH
BOX. TYPE IN THE COACH'S NAME (YOUR NAME, IF YOU LIKE) AND PRESS
BUTTON1 TO PURCHASE THE TEAM. PRESS BUTTON2 THREE TIME TO RETURN
TO THE LEAGUE PLAY SCREEN.
TO BEGIN YOUR TEAM'S GAME FOR THE CURRENT WEEK, HIGHLIGHT THE GAME
IN THE LEAGUE PLAY MENU AND PRESS BUTTON1. THIS WILL TAKE YOU TO
THE LEAGUE PLAY OPTIONS SCREEN.
YOU CANNOT PLAY A GAME IN ANY WEEK UNLESS ALL LEAGUE GAME FOR THE
PREVIOUS WEEK HAVE BEEN PLAYED OR SIMULATED.
SELL TEAM ALLOWS YOU TO RELINQUISH OWNERSHIP OF A TEAM YOU HAVE
ALREADY PURCHASED. HIGHLIGHT SELL TEAM, PRESS BUTTON1, AND TYPE Y
AT THE PROMPT "SELL THIS TEAM?" THE CURRENT COACH'S NAME WILL BE
AUTOMATICALLY ERASED AND THE TEAM WILL BECOME UNOWNED (COMPUTER
CONTROLLED). THE TEAM'S CURRENT RECORD, SCOUTING REPORT, AND
PLAYER STATISTICS WILL BE UNCHANGED.
SIMULATE GAMES: THIS THIS OPTION TO HAVE THE COMPUTER SIMULATE
ALL GAMES FOR THE CURRENT WEEK FOR UNOWNED TEAMS. OR,
HIGHLIGHT A SPECIFIC GAME AND PRESS BUTTON1 TO HAVE THE COMPUTER
SIMULATE ONLY THAT GAME. REMEMBER , ALL GAME FOR ANY WEEK MUST BE
PLAYED OR SIMULATED BEFORE YOU CAN ADVANCE TO THE NEXT WEEK.
CHANGE SELECT THIS OPTION TO BRING UP THE CHANGE
LEAGUE: LEAGUES WINDOW. LOAD IN ANY LEAGUE YOU HAVE PREVIOUSLY
CREATED AND SAVED. THE FILE LEAGUE.LGD CONTAINS THE DEFAULT
LEAGUE. PRESS BUTTON2 TO ABORT CHANGING LEAGUES.
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NEW LEAGUE
SELECT THIS OPTION TO BRING UP THE NAME OF NEW
LEAGUE WINDOW. TYPE THE NAME OF YOUR NEW LEAGUE AND PRESS BUTTON1.
THIS TAKES YOU TO THE LEAGUE PLAY SCREEN STARTING WITH WEEK 1, ALL
TEAMS UNOWNED.
RESET LEAGUE
SELECT THIS OPTION TO RESTART THE SEASON FOR THE CURRENT
LEAGUE. ALL GAME STATISTICS FOR THE SEASON TO DATE SAVED GAMES IN
PROGRESS ARE ERASED, AND THE SEASON IS RESET TO WEEK 1. EXISTING
TEAMS OWNERS ARE RETAINED, AND ANY TEAM OR ROSTER CHANGES THAT HAD
BEEN MADE PRIOR TO RESETTING ARE UNAFFECTED.
GAME SUMMARY
THE GAME SUMMARY IS A SPECIAL SCREEN WHICH DIS
-PLAYS STANDARD GAME STATISTICS FOR ANY COMPLETED GAME. IN THE
LEAGUE PLAY SCREEN, HIGHLIGHT ANY COMPLETED GAME AND PRESS BUTTON1
TO SEE THE GAME SUMMARY FOR THAT GAME.
IF THE GAME
HAS NOT BEEN
PLAYED AND
INVOLVES TWO
UNOWNED TEAMS, THE
GAME WILL BE
SIMULATED
AND THE
GAME
SUMMARY
SCREEN
DISPLAYED.
IF THE GAME HAS NOT BEEN PLAYED AND INVOLVES AT 1( ONE OWNED TEAM,
PRESSING BUTTON1 TAKES YOU TO THE LEAGUE PLAY OPTIONS SCREEN
INSTEAD OF THE GAME SUMMARY SCREEN. YOU MAY THEN PLAY THE GAME.
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THE LEAGUE PLAY OPTIONS SCREEN
CONTROLS
SELECT JOYSTICK A OR B, KEYBOARD A OR B OR COMPUTER CONTROL FOR
BOTH PAYER 1 AND PLAYER 2. PRESS BUTTON1 TO TOGGLE
THROUGH THE FIVE OPTIONS FOR EACH PLAYER UNTIL THE SELECTION YOU
WANT APPEARS.
PLAYER 1 CONTROLS THE HOME TEAM, PLAYER 2 THE VISITING TEAM. THE
HOME TEAM IS ALWAYS LISTED UNDER THE VISITING TEAM ON THE
SCOREBOARD AT THE TOP OF THE SCREEN.
TWO-PLAYER GAME: IF EITHER PLAYER IS SET TO COMPUTER CONTROL, YOU
HAVE SELECTED A ONE-PLAYER GAME. TO PLAY A TWO-PLAYER GAME, SET
EACH@ PLAYER TO EITHER JOYSTICK OR KEYBOARD CONTROL.
IF BOTH TEAMS ARE OWNED, A MODE OPTION APPEARS INDICATING THAT THE
GAME WILL BE COMPETITIVE (PLAY AGAINST EACH OTHER). IF ONLY ONE
TEAM IS OWNED, THE MODE OPTION INDICATES THAT THE GAME WILL BE
COOPERATIVE AGAINST THE COMPUTER (PLAY ON THE SAME TEAM). CHOOSE
EITHER MODE.
RULES:
QUARTER LENGTH: CHOOSE 5, 10 OR 15 MINUTE QUAR
TERS. PRESS BUTTON1 TO TOGGLE AMONG THESE THREE OPTIONS UNTIL THE
SELECTION YOU WANT IS DISPLAYED.
THE QUARTER LENGTH DETERMINES WHEN THE TWO MINUTE WARNING OCCURS ,
AS FOLLOWS :
5 MINUTE 30 SECONDS
10 MINUTE 1 MINUTE
15 MINUTE 2 MINUTES
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22
GAME SPEED: THIS OPTION SETS THE GAME PLAY SPEED, SUCH AS HOW FAST
PLAYERS RUN, HOW FAST PASSES ARE THROWN, ETC. CONSIDER SELECTING
"SLOW" WHILE LEARNING THE GAME, THEN ACCELERATE THE SPEED OF THE
GAMEPLAY AS YOUR SKILL INCREASES FOR A MORE EXCITING, CHALLENGING
EXPERIENCE. PRESS BUTTON1 TO TOGGLE AMONG "SLOW", "MEDIUM", OR
"FAST" SPEEDS.
KICKOFF
SELECT THIS OPTION TO GO STRAIGHT TO THE COIN TOSS AND OPENING
KICKOFF OF A GAME. IF YOU ARE THE VISITING TEAM, YOU WILL BE ASKED
TO CALL "HEADS" OR "TAILS". MOVE THE JOYSTICK LEFT/RIGHT OR USE
THE LEFT/ RIGHT ARROW KEYS TO CALL HEADS OR TAILS, THEN PRESS
BUTTON1 TO TOSS THE COIN. THE COMPUTER WILL RANDOMLY SELECT THE
WINNER OF THE COIN TOSS, THEN THE WINNING TEAM CHOOSES EITHER TO
KICK OR RECEIVE. MOVE THE JOYSTICK LEFT/RIGHT AND PRESS BUTTON1 TO
KICK OR RECEIVE. MOVE THE JOYSTICK IN ANY DIRECTION TO START THE
ACTION AND PRESS BUTTON1 TO KICK THE BALL. (SEE THE SECTION "THE
KICKING GAME" IN THIS PLAYER'S GUIDE TO LEARN HOW OPTIMIZE YOUR
KICKING GAME. )
TEAM SUMMARY
ONCE YOU HAVE SELECTED BOTH TEAMS, SELECT THIS OPTION TO VIEW YOUR
TEAM PRIOR TO KICK OFF AND MAKE ANY ROSTER CHANGES.
PLAYBOOK
SELECTION THIS OPTION TO SEE THE ENTIRE JOE MONTANA FOOTBALL
PLAYBOOK FOR OFFENSE AND DEFENSE, OR TO CREATE YOUR OWN PLAYS.
REFER TO THIS SECTION "THE PLAYBOOK" IN THIS PLAYER'S GUIDE FOR
INSTRUCTIONS TO DESIGN AND CALL PLAYS.
RUN/PASS PRACTICE
THE RUN/PASS PRACTICE MODE PROVIDES YOU WITH UNLIMITED
OPPORTUNITIES TO RUN BOTH OFFENSIVE AND DEFENSIVE PLAYS SO THAT
YOU CAN LEARN AND EXPERIMENT WITH JOE MONTANA FOOTBALL IN A
GENUINE PRACTICE ENVIRONMENT. THERE ARE NOT GAME CLOCKS, DOWNS,
CHANGES OF POSSESSION, OR SCORES.
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23
HIGHLIGHT THIS OPTION ON THE MAIN MENU AND PRESS BUTTON1 TO GO THE
PRACTICE RUN/PASS OPTIONS SCREEN. THE CONTROLS AND RULES ARE
IDENTICAL TO THOSE PROVIDED IN THE EXHIBITION GAME AND LEAGUE PLAY
MODES.
THE FOLLOWING OPTIONS ARE AVAILABLE:
PRACTICE
TEAM SUMMARY
PLAYBOOK
GAME HIGHLIGHTS
THE RUN/PASS OPTIONS SCREEN
"SELECT THIS
OPTION TO GO
DIRECTLY TO
THE PLAY
SELECTION SCREEN.
SELECT ANY
PLAY AND
PLAY YOUR
HEART OUT!
SELECT TEAMS
IDENTICAL TO SELECT TEAMS IN EXHIBITION GAMES OPTIONS SCREEN
TEAM SUMMARY
IDENTICAL TO TEAM SUMMARY IN EXHIBITION GAME OPTIONS SCREEN
PLAYBOOK
IDENTICAL TO PLAYBOOK IN EXHIBITION GAME OPTIONS SCREEN
GAME HIGHLIGHTS
IDENTICAL TO GAME HIGHLIGHTS IN EXHIBITION GAME OPTIONS SCREEN
AFTER RUNNING A PLAY, PRESS BUTTON1 TO RETURN TO THE PLAY
SELECTION SCREEN. OR PRESS BUTTON2 TO RETURN TO THE GAME OPTIONS
SCREEN
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24
FIELD GOAL PRACTICE
THE FIELD GOAL PRACTICE MODE PROVIDES YOU WITH UNLIMITED
OPPORTUNITIES TO PRACTICE KICKING FIELD GOALS. EXPERIMENT WITH
DIFFERENT ACCURACY METERS, AND TRY VARIED DISTANCES AND WIND
CONDITIONS (IN RUN/PASS PRACTICE, THERE ARE NO GAME CLOCKS, DOWNS,
CHANGES OF POSSESSION, OR SCORES.
HIGHLIGHT THIS OPTION ON THE MAIN MENU AND PRESS BUTTON1 TO THE
FIELD GOAL OPTIONS SCREEN. THE CONTROLS AND RULES ARE SIMILAR TO
THOSE PROVIDED IN THE EXHIBITION GAME AND LEAGUE PLAY MODES.
HOWEVER, IN THE CONTROLS, YOU SELECT JOYSTICK,
KEYBOARD, OR COMPUTER CONTROL FOR THE KICKING TEAM AND THE
BLOCKING TEAM, RATHER THAN FOR PLAYER 1 AND PLAYER 2.
IN THE RULES, THE QUARTER LENGTH CANNOT BE MODIFIED SINCE IT
IRRELEVANT.
THE FOLLOWING OPTION IS AVAILABLE:
PRACTICE
SELECT THIS OPTION TO GO DIRECTLY TO THE FIELD. MOVE THE JOYSTICK
UP/DOWN TO CHANGE THE ATTEMPTED DISTANCE. THE ACCURACY METER WILL
CHANGE RANDOMLY AS WELL. MOVE THE JOYSTICK LEFT/RIGHT TO CHANGE
THE ANGLE OF THE KICK.'
MOVE BALL CLOSER
FOR SHORTER ATTEMPT
KICK FROM LEFT HASH MARK < > KICK FROM RIGHT HASH MARK
MOVE BALL FURTHER AWAY
FOR LONGER ATTEMPT
REFER TO THE SECTION "THE KICKING GAME" IN THIS PLAYER'S GUIDE
CONTRACTIONS ON KICKING FIELD GOALS.
PRESS BUTTON2 TO RETURN TO THE MAIN MENU.
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25
GAME PLAY
OPENING KICKOFF
TO BEGIN ANY EXHIBITION OR LEAGUE GAME SELECT THE KICKOFF OPTION
IN EITHER THE EXHIBITION GAME OPTIONS SCREEN OR THE LEAGUE PLAY
OPTIONS SCREEN. IF YOU ARE THE VISITING TEAM, YOU WILL BE ASKED
TO CALL "HEADS" OR "TAILS". MOVE THE JOYSTICK LEFT/RIGHT OR USE
THE LEFT/RIGHT ARROW KEYS TO CALL HEADS OR TAILS, THEN PRESS
BUTTON1 TO TOSS THE COIN. THE COMPUTER WILL RANDOMLY SELECT THE
WINNER OF THE COIN TOSS, THEN THE WINNING TEAM CHOOSES EITHER TO
KICK OR RECEIVE. MOVE THE JOYSTICK LEFT/RIGHT AND PRESS BUTTON1
TO KICK OR RECEIVE.
IF YOUR TEAM IS KICKING OFF, MOVE THE JOYSTICK IN ANY DIRECTION TO
START THE ACTION AND PRESS BUTTON1 TO KICK THE BALL. (SEE THE
SECTION "THE KICKING GAME" IN THIS PLAYERS GUIDE TO LEARN HOW TO
OPTIMIZE YOUR KICKING GAME.)
PLEASE NOTE THAT IN THE FOLLOWING SECTION:
QB EQUALS QUARTERBACK
RB EQUALS RUNNING BACK
TE EQUALS TIGHT END
WR EQUALS WIDE RECEIVER
OFFENSE
PLAY SELECTION
AFTER THE KICKOFF, THE GAME AUTOMATICALLY TAKES YOU TO THE JOE
MONTANA FOOTBALL PLAY SELECTION SCREEN, WHICH CONTAINS 24 BUILT-IN
OFFENSIVE PLAYS. EACH PLAY IS ILLUSTRATED SO THAT YOU KNOW EACH
PLAYER'S ASSIGNMENT. THE NUMBERS "1" AND "2" ON PARTICULAR
PLAYERS INDICATE THE PRIMARY AND SECONDARY RECEIVERS FOR THAT
PLAY.
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26
WHEN THE PLAY SELECTION SCREEN IS DISPLAYED, THE 30 SECOND CLOCK
BEGINS RUNNING. YOU MUST SELECT YOUR NEXT OFFENSIVE PLAY AND SNAP
THE BALL BEFORE THE 30 SECOND CLOCK EXPIRES. OTHERWISE, YOU WILL
BE PENALIZED 5 YARDS FOR DELAY OF GAME. IF YOU ARE JUST LEARNING
THE GAME, YOU CAN PRESS SCROLL LOCK TO PAUSE THE GAME WHILE YOU
STUDY THE P SELECTION SCREEN.
HIGHLIGHT THE PLAY YOU WANT TO CALL AND PRESS BUTTON1. IN PLAYER
OR TWO-PLAYER COOPERATIVE GAME, THE GAME WILL RETURN TO THE
INFIELD VIEW AND THE TEAMS WILL LINE UP AT THE LINE OF SCRIMMAGE.
TWO-PLAYER COMPETITIVE GAME (AGAINST EACH OTHER), YOU WILL RETURN
TO THE INFIELD VIEW AFTER THE DEFENSE HAS ALSO SELECTED ITS PLAY.
TO GO FROM THE PLAY SELECTION SCREEN BACK TO THE CURRENT GAME
OPTIONS SCREEN, PRESS ESC (NOT BUTTON2).
12 PLAYS ARE DISPLAYED ON THE SCREEN IN A ONE-PLAYER GAME OR A
TWO-PLAYER COOPERATIVE GAME (AGAINST THE COMPUTER, 6 IN A TWO-
PLAYER COMPETITIVE GAME. MOVE THE JOYSTICK UP/DOWN OR PRESS THE
UP/DOWN ARROW KEYS TO SCROLL THROUGH THE PLAYBOOK, OR PRESS PAGE
UP/PAGE DOWN TO JUMP BETWEEN PAGES OF THE PLAYBOOK. IF YOU HAVE
LOADED PLAYBOOK, IT WILL BE DISPLAYED FOLLOWING THE BUILT-IN
PLAYS. PULL THE JOYSTICK DOWN OR PRESS THE DOWN ARROW KEY OR PAGE
DOWN TO ADVANCE TO YOUR PLAYBOOK.
IN A TWO-PLAYER COMPETITIVE GAME (AGAINST EACH OTHER), PLAYER'S 1
PLAYBOOK IS DISPLAY ON THE THE LEFT SIDE OF THE PLAY SELECTION
SCREEN, PLAYER 2'S ON THE RIGHT SIDE. THE PLAY SELECTION IS
DESIGNED SO YOU CAN PICK A PLAY WITHOUT YOUR OPPONENT KNOWING YOUR
SELECTION. PRESS BUTTON2 AS MANY TIMES AS YOU WANT TO FAKE A PLAY
SELECTION. PRESS BUTTON1 TO CALL THE ACTUAL PLAY YOU WANT. AFTER
PRESSING BUTTON1, IF YOU MOVE THE JOYSTICK QUICKLY AND PRESS
BUTTON2, THE PLAYBOOK WILL REMAIN ON THE SCREEN UNTIL NO BUTTONS
HAVE BEEN PRESSED FOR 1 - 2 SECONDS. THIS WILL HELP TO CONFUSE
YOUR OPPONENT AND MAINTAIN YOUR COMPETITIVE EDGE.
CHANGING THE PLAYER YOU CONTROL BEFORE THE SNAP
UNLESS YOU SELECT OTHERWISE, YOU CONTROL THE QUARTERBACK AFTER THE
BALL IS SNAPPED. A YELLOW DIAMOND APPEARS ON THE PLAYER YOUR
CURRENTLY CONTROL
PRESS BUTTON1 TO CYCLE AMONG THE RUNNING BACKS AND RECEIVERS.
THAT PLAYER WILL THEN BE IDENTIFIED BY THE YELLOW DIAMOND, AND A
GRAPHIC WILL PROVIDE HIS NAME AND POSITION.
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27
THE BALL CARRIER ALWAYS FLASHES. (IF YOU ARE USING EGA OR CGA
GRAPHICS, THE BALL CARRIER IS IDENTIFIED BY A FOOTBALL ICON.)
PRESS BUTTON2 TO TOGGLE BETWEEN HUMAN AND COMPUTER CONTROL.IF
COMPUTER CONTROL IS ENABLED, THE COMPUTER WILL RUN THE PLAY. YOU
MUST SNAP THE BALL.
THE SNAP
AT THE LINE OF SCRIMMAGE, CALL EITHER A RUNNING OR PASSING PLAY.
MOVE THE JOYSTICK TO SNAP THE BALL, AS FOLLOWS:
MOVE THE JOYSTICK LEFT/RIGHT TO SELECT A PASS
MOVE THE JOYSTICK UP/DOWN TO SELECT A RUN
RUN
PASS PASS
RUN
CALLING AUDIBLES: CALLING AUDIBLES IS SIMPLE WITH JOE MONTANA
FOOTBALL. AT THE LINE OF SCRIMMAGE, LOOK OVER THE DEFENSE. IF THE
DEFENSE FORMATION SEEMS TOO WELL MATCHED WITH THE PLAY YOU
SELECTED, YOU CAN CHANGE THE PLAY BY CALLING AN AUDIBLE, THAT IS,
BY CALLING A RUN STEAD OF A PASS, OR VICE VERSA.
OFFENSIVE CONTROLS
USE THE JOYSTICK OR KEYBOARD EQUIVALENTS TO GUIDE THE MOVEMENT OF
THE PLAYER YOU CONTROL.
PASSING PLAYS: IF YOU SELECT A PASSING PLAY AND YOU CONTROL THE
QUARTERBACK, TAKE CONTROL OF HIS MOVEMENT IMMEDIATELY AFTER THE
SNAP.
RECEIVER CAN THE ABILITY TO SEE DOWNFIELD, AND TO FIND AN OPEN
MAN WHEN YOUR PRIMARY RECEIVER IS COVERED, IS AN
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28
ESSENTIAL PART OF BEING A GREAT QUARTERBACK. JOE MONTANA
FOOTBALL'S UNIQUE RECEIVER CAN FEATURE ENABLES YOU TO SEE ALL OF
YOUR RECEIVERS ON EVERY PASSING PLAY.
WHEN YOU SNAP THE BALL, THE RECEIVER CAN AUTOMATICALLY APPEARS IN
THE UPPER CORNER OF THE GAME SCREEN. THE RECEIVER CAN SHOWS THE
POSITIONS OF ALL ELIGIBLE RECEIVERS AND THE DEFENSIVE BACKS
COVERING THEM. CHECK OFF YOUR RECEIVERS QUICKLY . YOU CAN PASS AS
LONG AS THE BALL HAS NOT YET CROSSED THE LINE OF SCRIMMAGE. ONCE
YOU PASS OR CROSS THE LINE OF SCRIMMAGE, THE RECEIVER CAN
AUTOMATICALLY TURNS OFF.
RUNNING PLAYS. IF YOU SELECT A RUNNING PLAY AND YOU CONTROL THE
QUARTERBACK, THE COMPUTER AUTOMATICALLY CONTROLS THE QUARTERBACK
AFTER THE SNAP AND HANDS THE BALL OFF TO THE RUNNING BACK. AT THAT
MOMENT, YOU TAKE OVER CONTROL OF THE RUNNING BACK. IN ORDER TO
CALL A RUNNING PLAY, ONE OF THE RUNNING BACKS MUST HAVE A RUNNING
ASSIGNMENT.
IF YOU CONTROL THE DESIGNATED RUNNING BACK AT THE TIME OF THE
SNAP, YOU MUST RUN BY THE QUARTERBACK TO RECEIVE THE HANDOFF.
OTHERWISE, THE QUARTERBACK WILL DROP BACK TO PASS AND YOU COULD
END UP WITH A BROKEN PLAY.
IF YOU CONTROL ANOTHER RUNNING BACK OR A RECEIVER (WR OR TE), THE
COMPUTER WILL CONTROL MOVEMENT OF THE RUNNING BACK. IF THE BALL
HAS NOT YET CROSSED THE LINE OF SCRIMMAGE, YOU CAN PRESS BUTTON2,
AND THE BALL WILL BE PASSED TO YOU.
PRESS BUTTON2 AFTER THE BALL CROSSES THE LINE OF SCRIMMAGE TO
CONTROL THE BALL CARRIER.
BALL BEHIND THE LINE OF SCRIMMAGE. THE FOLLOWING CONTROLS APPLY
AFTER THE SNAP BUT BEFORE THE BALL HAS CROSSED THE LINE OF
SCRIMMAGE:
YOU ARE THE BALL CARRIER (QB, RB, WR, TE)
BUTTON1 PASS THE BALL (IF A FORWARD PASS HAS NOT YET BEEN
THROWN)
BUTTON2 SELECT AN ALTERNATE RECEIVER
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29
YOU ARE NOT THE BALL CARRIER
BUTTON1 BLOCK OR DIVE
BUTTON2 CALL FOR THE BALL(IT WILL BE PASSED TO YOU)
IN A PASSING PLAY, DON'T WAIT TOO LONG TO PRESS BUTTON2 TO CALL
FOR THE BALL. IF YOU HESITATE, THE QUARTERBACK MIGHT GET
SACKED OR FIND HIS OWN RECEIVER.
BALL HAS CROSSED THE LINE OF SCRIMMAGE. THE FOLLOWING
CONTROLS APPLY AFTER THE BALL HAS CROSSED THE LINE OF SCRIMMAGE:
YOU ARE THE BALL CARRIER (QB, RB, WR, TE).
BUTTON1 DOES NOT FUNCTION (THE BALL CARRIER MAY NOT PASS ONCE
PAST THE LINE OF SCRIMMAGE)
BUTTON2 DIVE
YOU ARE NOT THE BALL CARRIER
BUTTON1 BLOCK
BUTTON2 YOU TAKE CONTROL OF THE BALL CARRIER
AFTER THE PLAY
AFTER EACH PLAY, THE PLAY-BY-PLAY WINDOW AUTOMATICALLY APPEARS.
IF THE JOYSTICK IS IDLE FOR ABOUT 3 SECONDS, THE GAME
AUTOMATICALLY RETURNS TO PLAY SELECTION SCREEN . THE FOLLOWING
ALTERNATIVES ARE AVAILABLE:
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30
BUTTON2 GO TO CURRENT GAME OPTIONS SCREEN
JOYSTICK
UP/DOWN SCROLLS THROUGH TEXT IN PLAY-BY-PLAY WINDOW
JOYSTICK LEFT,
THEN BUTTON1 GO TO INSTANT REPLAY
DOUBLE CLICK
BUTTON1 NO-HUDDLE OFFENSE
1(UPPERKEYBOARD
ROW ONLY) CALL TIMEOUT, HOME TEAM
= CALL TIMEOUT, VISITING TEAM
PLAY-BY-PLAY WINDOW. THE PLAY-BY-PLAY WINDOW PROVIDES AN
ANNOUNCER-STYLE SYNOPSIS OF THE LAST PLAY. BOTH THE GAME CLOCK AND
THE 30 SECOND CLOCK ARE STOPPED WHILE YOU ARE REVIEWING THE PLAY-
BY-PLAY WINDOW.
INSTANT REPLAY. THIS FEATURE ENABLES YOU TO VIEW THE LAST PLAY AT
FULL SPEED, IN SLOW MOTION, OR FRAME BY FRAME. REFER TO THE
SECTION "INSTANT REPLAY AND GAME HIGHLIGHTS" IN THE PLAYER'S GUIDE
EXPLANATION OF THE INSTANT REPLAY FEATURES AND CONTROLS.
NO HUDDLE OFFENSE. THE PLAYERS RETURN IMMEDIATELY TO THE LINE OF
SCRIMMAGE, BYPASSING THE PLAY SELECTION SCREEN. BOTH THE OFFENSE
AND DEFENSE WILL RUN THE SAME FORMATIONS AS THE PREVIOUS PLAY.
CALLING TIMEOUT. YOU CAN CALL TIMEOUT EITHER ON THE FIELD OR FROM
THE GAME OPTIONS SCREEN. ON THE FIELD, THE KEY AND = ARE IN
EFFECT. OR, YOU CAN SELECT THE TIMEOUT OPTION AT THE GAME OPTIONS
SCREEN.
WHEN TIMEOUT IS CALLED, BOTH THE GAME CLOCK AND THE 30
SECOND CLOCK ARE STOPPED. THERE IS NO LIMIT ON THE LENGTH OF
TIMEOUT. EACH TEAM MAY CALL 3 TIME-OUTS PER HALF.
CURRENT GAME OPTIONS SCREEN. THIS SCREEN DISPLAYS UP-TO-DATE GAME
STATISTICS, SCORING BY QUARTER, AND THE FOLLOWING OPTIONS:
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31
SELECT PLAY
RETURN TO PLAY SELECTION SCREEN
TIMEOUT:
CALLS TIMEOUT (IN A TWO-PLAYER COMPETITIVE GAME, TIMEOUT IS
CHANGED TO THE TEAM THAT SELECTS THIS OPTION)
TEAM SUMMARY
GOES TO YOUR TEAM'S SCOUTING REPORT/ROSTER
PLAYBOOK
ENABLES YOU TO CREATE AND EDIT YOUR OWN PLAYS. (REFER TO THE
SECTION "THE PLAYBOOK" IN THIS PLAYERS GUIDE)
GAME HIGHLIGHTS
GO TO THE GAME HIGHLIGHTS WINDOW (REFER TO THE SECTION "INSTANT
REPLAY AND GAME HIGHLIGHTS" IN THE PLAYERS GUIDE)
SAVE GAME:
SAVES THE CURRENT GAME TO DISK. IF YOU ARE PLAYING AN EXHIBITION
GAME, THE GAME WILL PROMPT YOU FOR A NAME UNDER WHICH TO SAVE THE
SAME. IF YOU ARE PLAYING A LEAGUE GAME, THE GAME WILL BE SAVED
AND A FLOPPY DISK ICON WILL APPEAR IN THE GAME'S ENTRY IN THE
LEAGUE PLAY MENU.
DEFENSE
PLAY SELECTION
AFTER THE KICKOFF, THE GAME AUTOMATICALLY TAKES YOU TO THE JOE
MONTANA FOOTBALL PLAY SECTION SCREEN, WHICH CONTAINS 12 BUILT-IN
DEFENSIVE PLAYS. EACH PLAY IS ILLUSTRATED SO THAT YOU KNOW EACH
PLAYER'S ASSIGNMENT. DEFENSIVE ASSIGNMENTS ARE INDICATED AS
FOLLOWS:
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X ZONE COVERAGE
M MAN-TO-MAN COVERAGE
ARROW BLITZ (CALLED "DOG" FOR A LINEBACKER)
YOU WILL BE ABLE TO CHANGE THE ASSIGNMENTS OF LINEBACKERS AND
DEFENSIVE BACKS AT THE LINE OF SCRIMMAGE. REFER TO THE SECTION
"BEFORE THE SNAP" IMMEDIATELY FOLLOWING.
HIGHLIGHT THE PLAY YOU WANT TO CALL AND PRESS BUTTON1. THE GAME
WILL RETURN TO THE INFIELD VIEW AND THE TEAMS WILL LINE UP AT THE
LINE SCRIMMAGE.
TO GO FROM THE PLAY SELECTION SCREEN BACK TO THE CURRENT GAME
OPTIONS SCREEN, PRESS ESC. (THIS STOPS THE 30 SECOND CLOCK.)
12 PLAYS ARE DISPLAYED ON THE SCREEN IN A ONE-PLAYER GAME (OR A
TWO PLAYER COOPERATIVE GAME AGAINST THE COMPUTER), 6 IN A TWO-
PLAYER GAME. MOVE THE JOYSTICK UP/DOWN OR PRESS THE UP/DOWN ARROW
KEYS TO SCROLL THROUGH THE PLAYBOOK, OR PRESS PAGE UP/PAGE DOWN TO
JUMP BETWEEN PAGES OF THE PLAYBOOK. IF YOU HAVE LOADED YOUR OWN
PLAYBOOK( WILL BE DISPLAYED FOLLOWING THE BUILT-IN PLAYS. PULL
THE JOYSTICK DOWN PRESS THE DOWN ARROW KEY OR PAGE DOWN TO ADVANCE
TO YOUR PLAYBOOK.
IN A TWO-PLAYER COMPETITIVE GAME (AGAINST EACH OTHER), PLAYER 1'S
PLAYBOOK IS DISPLAYED ON THE LEFT SIDE OF THE PLAY SELECTION
SCREEN, PLAYERS 2'S ON THE RIGHT SIDE. THE PLAY SELECTION IS
DESIGNED SO YOU CAN PICK A PLAY WITHOUT YOUR OPPONENT KNOWING YOUR
SELECTION. PRESS BUTTON AS MANY TIMES AS YOU WANT TO FAKE A PLAY
SELECTION. PRESS BUTTON CALL THE ACTUAL PLAY YOU WANT. AFTER
PRESSING BUTTON1 , IF YOU MOVE THE JOYSTICK QUICKLY AND PRESS
BUTTON2, THE PLAYBOOK WILL REMAIN ON THE SCREEN UNTIL NO BUTTONS
HAVE BEEN PRESSED FOR 1 - 2 SECONDS. THIS WILL HELP TO CONFUSE
YOUR OPPONENT.
THE OFFENSE HAS 30 SECONDS TO MAKE A PLAY SELECTION. YOU CAN WAIT
THE 30 SECOND CLOCK IN THE UPPER RIGHT CORNER OF THE PLAY
SELECTION SCREEN. AFTER THE OFFENSE SELECTS ITS PLAY, THE DEFENSE
GETS AS MUCH TIME AS IT NEEDS TO SELECT A PLAY.
32
-
33
BEFORE THE SNAP
THE PLAYER YOU CURRENTLY CONTROL IS IDENTIFIED BY A YELLOW DIAMOND
ON HIS JERSEY. BEFORE THE SNAP, YOU CAN CHANGE THE PLAYER YOU
CONTROL. PRESS BUTTON1 TO CYCLE AMONG THE PLAYERS; YOU WILL
CONTROL THE HIGHLIGHTED PLAYER.
YOU CAN ALSO CHANGE THE ASSIGNED COVERAGE OF ANY LINEBACKER OR
DEFENSIVE BACK. IF EFFECT, THIS ENABLES YOU TO CALL AUDIBLES ON
DEFENSE. HIGHLIGHT THE PLAYERS WHOSE ASSIGNMENT YOU WANT TO
CHANGE, THEN MOVE THE JOYSTICK TOWARD THE LINE OF SCRIMMAGE TO
CALL FOR A BLITZ (THE TERM 'DOG' IS USED FOR LINEBACKERS). MOVE
THE JOYSTICK AWAY FROM THE LINE OF SCRIMMAGE TO CALL FOR MAN-TO-
MAN OR ZONE COVERAGE (WHICHEVER IS APPROPRIATE TO THE FORMATION
YOU CALLED IN THE PLAY SELECTION SCREEN).
LINE OF SCRIMMAGE BLITZ CHANGE COVERAGE
J
PRESS BUTTON2 PRIOR TO THE SNAP TO TURN COMPUTER CONTROL ON/OFF.
AFTER THE SNAP
USE THE JOYSTICK OR KEYBOARD EQUIVALENTS TO GUIDE THE MOVEMENT OF
THE PLAYER YOU CONTROL.L
IN A PASSING PLAY, PRESS BUTTON1 TO TACKLE. BUT WATCH OUT! YOU
CAN BE PENALIZED FOR PASS INTERFERENCE IF YOU TRY TO TACKLE A
RECEIVER BEFORE THE BALL ARRIVES.
IN EITHER A RUNNING OR PASSING PLAY, PRESS BUTTON2 AFTER THE SNAP
TO BECOME THE DEFENSIVE PLAYER CLOSEST TO THE BALL CARRIER OR
INTENDED RECEIVER. FOR EXAMPLE:
IN A PASSING PLAY, BEFORE THE BALL IS THROWN, PRESS BUTTON2 TO
CHASE THE QUARTERBACK. AFTER THE BALL IS THROWN, PRESS BUTTON2 TO
BECOME THE CLOSEST DEFENDER TO THE INTENDED RECEIVER
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IF YOU ARE ALREADY THE CLOSEST DEFENDER TO THE INTENDED RECEIVER,
PRESS BUTTON2 TO JUMP FOR THE BALL.
YOU ARE THE CLOSEST PLAYER TO THE BALL CARRIER OR INTENDED
RECEIVER
BUTTON1 TACKLE
BUTTON2 JUMP TO INTERCEPT(AFTER THE BALL IS THROWN, IF YOU ARE
THE DEFENSIVE PLAYER CLOSEST TO THE INTENDED RECEIVER)
YOU ARE NOT THE CLOSEST PLAYER TO THE BALL CARRIER
BUTTON1 TACKLE
BUTTON2 TAKE CONTROL OF THE CLOSEST DEFENSIVE PLAYER TO THE
BALL CARRIER OR THE INTENDED RECEIVER (AFTER THE BALL IS THROWN)
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THE KICKING GAME
MASTERING THE KICKING GAME IS ESSENTIAL TO BECOMING AN EXPERT JOE
MONTANA FOOTBALL PLAYER. THERE ARE THREE COMPONENTS OF THE
KICKING GAME IN JOE MONTANA FOOTBALL:
KICKOFFS
PUNTS
FIELD GOALS AND EXTRA POINTS
THE ACCURACY METER
ON ANY KICKING PLAY, AN ACCURACY METER APPEARS ON THE SCREEN
IMMEDIATELY BEFORE THE PLAY BEGINS. THIS ACCURACY METER CONTROLS
THE DISTANCE THE BALL TRAVELS, BASED ON THE TYPE OF KICK, THE
ABILITY OF THE KICKER, WIND CONDITIONS, AND OTHER FACTORS.
ALTHOUGH EACH PART OF THE KICKING GAME HAS UNIQUE ELEMENTS WHICH
ARE EXPLAINED IN THE FOLLOWING SECTIONS, ALWAYS PRESS BUTTON1 TO
KICK THE BALL.
TO ACHIEVE MAXIMUM DISTANCE, KICK THE BALL AT THE PEAK OF THE
ACCURACY METER. TO KICK A SHORT DISTANCE, KICK THE BALL BEFORE OR
AFTER THE ACCURACY METER PEAKS.
USE THE FIELD GOAL PRACTICE MODE TO IMPROVE YOUR KICKING SKILLS.
KICKOFFS
THE KICKOFF BEGINS GAMEPLAY AT THE START OF EVERY GAME, THE
BEGINNING OF THE SECOND HALF, AND WHEN EVER EITHER TEAM SCORES.
IF YOU CONTROL THE KICK ING TEAM, THE GAME ASSUMES YOU WANT TO
CONTROL THE KICKER. PRESS BUTTON1 TO CYCLE AMONG THE PLAYERS; YOU
WILL CONTROL THE HIGHLIGHTED PLAYER. PRESS BUTTON2 TO TURN
COMPUTER CONTROL ON/OFF.
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MOVE THE JOYSTICK LEFT/RIGHT TO BEGIN YOUR APPROACH TO THE BALL
THEN HOLD THE JOYSTICK UP/DOWN TO DIRECT THE BALL TO THE FAR OR
NEAR THE SIDELINE. WATCH THE ACCURACY METER AND PRESS BUTTON1 TO
KICKOFF.
DIRECT BALL TOWARD
TOP OF SCREEN
(FAR SIDELINE)
BEGIN APPROACH TO THE BALL BEGIN APPROACH TO THE BALL
DIRECT BALL TOWARD
BOTTOM OF SCREEN
(NEAR SIDELINE)
IF YOU CONTROL THE RECEIVING TEAM, YOU WILL TAKE CONTROL OF THE
KICK RETURNER AS SOON AS HE CATCHES THE BALL.
IF THE BALL TRAVELS ALL THE WAY THROUGH THE RECEIVING TEAM'S END
ZONE WITHOUT BEING TOUCHED, THE GAME ASSUMES THAT A TOUCHBACK HAS
OCCURRED, AND THE BALL IS AUTOMATICALLY PLACED ON THE RECEIVING
TEAM 20 YARD LINE.
THE KICKING TEAM CAN RECOVER ANY LOOSE BALL, AS LONG AS THE
KICKOFF TRAVELED AT LEAST 10 YARDS. FOR EXAMPLE, IF THE BALL ROLLS
INTO THE ZONE UNTOUCHED, THE KICKING TEAM CAN RECOVER IT FOR A
TOUCHDOWN
PUNTS
PUNT WHEN:
IT IS FOURTH DOWN, AND
YOUR TEAM IS TOO FAR FROM THE OPPONENT'S END ZONE TO KICK A FIELD
GOAL, OR
THE YARDAGE REQUIRED FOR A FIRST DOWN MAKES ACHIEVING ONE UNLIKELY
AND/OR FAILURE TO ACHIEVE A FIRST DOWN WOULD GIVE YOUR OPPONENT
THREATENING FIELD POSITION
MOVE THE JOYSTICK LEFT/RIGHT TO SNAP THE BALL TO THE PUNTER OR
MOVE THE JOYSTICK UP/DOWN TO CALL A FAKE PUNT AND SNAP THE BALL TO
THE PUNTER.
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SNAP TO PUNTER FOR
FAKE PUNT
SNAP TO PUNTER SNAP TO PUNTER
SNAP TO PUNTER FOR
FAKE PUNT
IF YOU CALLED A REAL PUNT, HOLD THE JOYSTICK UP/DOWN TO DIRECT THE
BALL TO THE FAR OR NEAR SIDE LINE. WATCH THE ACCURACY METER AND
PRESS BUTTON1 TO KICK THE BALL. THEN MOVE THE JOYSTICK UP/DOWN TO
DIRECT THE BALL TOWARD THE FAR OR NEAR SIDELINE.
DIRECT BALL TOWARD
TOP OF SCREEN
(FAR SIDELINE)
DIRECT BALL TOWARD
BOTTOM OF SCREEN
(NEAR SIDELINE)
IF YOU CALLED A FAKE PUNT, THE PUNTER BECOMES THE BALL CARRIER,
AND ORDINARY OFFENSIVE CONTROLS ARE ACTIVATED. (REFER TO THE
SECTION "OFFENSE" IN THIS PLAYER'S GUIDE).
FIELD GOALS AND EXTRA POINTS
KICK A FILED GOAL WHEN:
IT IS FOURTH DOWN OR YOU ONLY HAVE TIME FOR ONE MORE PLAY IN
EITHER HALF AND
YOU ARE WITHIN SUFFICIENTLY CLOSE RANGE OF THE OPPONENT'S GOAL
POST (TYPICALLY 50 YARDS OR LESS; REMEMBER, THE BALL IS SPOTTED 7
YARDS BEHIND THE LINE OF SCRIMMAGE, AND THE GOAL POST IS 10 YARDS
DEEP IN THE END ZONE, ADDING 17 YARDS TO THE DISTANCE FROM THE
LINE OF SCRIMMAGE TO THE END ZONE) AND
SCORING 3 POINTS IS SUFFICIENT OBJECTIVE. (FOR EXAMPLE, IF YOUR
ARE TRAILING BY 5 POINTS LATE IN THE GAME,K YOU MIGHT CHOOSE TO
TRY FOR A FIRST DOWN RATHER THAN KICKING A FIELD GOAL.)
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KICK AN EXTRA POINT EACH TIME YOUR TEAM SCORES A TOUCHDOWN.
WATCH THE FLAGS ON THE GOAL POST TO ASSESS THE DIRECTION AND
STRENGTH OF THE WIND. PRESS BUTTON1 TO SNAP THE BALL TO THE PLACE
HOLDER. HOLD THE THE JOYSTICK LEFT/RIGHT TO DIRECT THE KICK
AGAINST THE WIND. THEN WATCH THE ACCURACY METER AND PRESS BUTTON1
AGAIN TO KICK THE BALL
FAKE PUNTS AND FIELD GOALS. OCCASIONALLY YOU MAY WANT TO PRETEND
YOU'RE KICKING A PUNT OR FIELD GOAL, BUT REALLY TRY FOR A FIRST
DOWN OR EVEN A TOUCHDOWN INSTEAD. TO DO THIS, YOU FIRST SELECT
PUNT OR FIELD GOAL FROM THE PLAY SELECTION SCREEN.
TO PUNT, PULL THE JOYSTICK UP/DOWN TO SNAP THE BALL.
TO KICK A FIELD GOAL, HOLD THE JOYSTICK DOWN AND PRESS BUTTON1 TO
SNAP THE BALL TO THE PLACE HOLDER. THE SCREEN REVERTS TO THE
NORMAL ENFIELD VIEW. THE PLACE HOLDER BECOMES THE BALL CARRIER,
AND ORDINARY OFFENSIVE CONTROLS ARE ACTIVATED. (REFER TO THE
SECTION "OFFENSE" IN THIS PLAYER'S GUIDE.)
KICKING GAME DEFENSE - FIELD GOALS, AND EXTRA POINTS
IF YOU CONTROL THE DEFENDING TEAM, WAIT UNTIL THE BALL IS SNAPPED
THEN MOVE THE JOYSTICK LEFT/CENTER/RIGHT AND PRESS BUTTON1 TO
MAKE THE LEFT/MIDDLE/RIGHT LINEBACKER JUMP TO TRY AND BLOCK KICK.
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THE PLAYBOOK
THE STANDARD PLAYBOOK INCLUDES 24 OFFENSIVE AND 12 DEFENSIVE
PLAYS. YOU CAN CREATE CUSTOM PLAYS AND SAVE THEM IN ADDITIONAL
PLAYBOOKS ;
EACH PLAYBOOK CAN INCLUDE UP TO 24 OFFENSIVE AND 12 DEFENSIVE
PLAYS.
EACH PLAY IS ILLUSTRATED SO THAT YOUR KNOW EACH PLAYER'S
ASSIGNMENT. THE NUMBERS "1" AND "2" ON PARTICULAR PLAYERS
INDICATE THE PRIMARY AND SECONDARY RECEIVERS FOR THAT PLAY.
THE PLAYBOOK IS AVAILABLE IN THE FIRST THREE GAMEPLAY MODE
(EXHIBITION GAME, LEAGUE PLAY AND RUN/PASS PRACTICE) SELECT
THE MODE YOU WANT FROM THE MAIN MENU, THEN SELECT PLAYBOOK FROM
THE OPTIONS SCREEN THAT FOLLOWS. THE PLAYBOOK SCREEN WILL APPEAR,
OFFERING THE FOLLOWING OPTIONS:
EDIT
OFFENSE/DEFENSE
LOAD PLAYBOOK
SAVE PLAYBOOK
DONE
THE PLAYBOOK SCREEN
EDIT
SELECT HIS OPTION TO VIEW, EDIT, ADD, OR DELETE A CUSTOM PLAY. A
SECONDARY PLAYBOOK SCREEN WILL APPEAR OFFERING THE FOLLOWING
OPTIONS:
VIEW/EDIT PLAYS
ADD PLAY
DELETE PLAY
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VIEW/EDIT PLAYS ENABLES YOU TO VIEW THE ENTIRE PLAYBOOK (OFFENSIVE
OR DEFENSIVE) AND EDIT CUSTOM PLAYS YOU HAVE ALREADY CREATED.
SELECT THIS OPTION HIGHLIGHT THE PLAY YOU WANT TO VIEW OR EDIT,
THE PRESS BUTTON1. THE GAME WILL TAKE YOU TO THE PLAY EDITOR
SCREEN. REFER TO THE SECTION "THE PLAY EDITOR SCREEN" BELOW.
ADD PLAY ENABLES YOU TO CREATE NEW CUSTOM PLAYBOOK AND ADD THEM TO
THE PLAYBOOK. REFER TO THE SECTION "THE PLAY EDITOR SCREEN"
BELOW.
DELETE PLAY DELETES PLAYS FROM YOUR CUSTOM PLAYBOOK. WHEN YOU
SELECT THIS OPTION, YOU WILL BE PROMPTED "SELECT PLAY TO DELETE :
". HIGHLIGHT THE PLAY YOU WANT TO DELETE AND PRESS BUTTON1.
OFFENSE/SELECT THIS OPTION TO TOGGLE BETWEEN YOUR OFFENSIVE
DEFENSE:AND DEFENSIVE PLAYS.
LOAD SELECT THIS OPTION TO LOAD A CUSTOM PLAYBOOK.
PLAYBOOK:PLAYBOOK WILL BE APPENDED TO THE END OF THE STANDARD;
PLAYBOOK. YOU MAY LOAD ONLY ONE CUSTOM PLAYBOOK AT A TIME.
SAVE SELECT THIS OPTION TO SAVE A CUSTOM PLAYBOOK Y
PLAYBOOK:CREATED. YOU WILL BE PROMPTED TO TYPE THE NAME UNDER
WHICH YOU WANT TO SAVE YOUR PLAYBOOK. NAME AND PRESS ENTER.
DONE:SELECT THIS OPTION TO EXIT FROM THE PLAYBOOK. IF YOU HAVE
CREATED BUT NOT YET SAVED ANY CUSTOM PLAYS; WILL BE NOTIFIED BY
THE SCREEN PROMPT "QUIT WITHOUT SAVING CHANGED CUSTOM PLAYS?".
PRESS Y TO ( N TO RETURN TO PREVIOUS SELECTIONS, AND PRESS
BUTTON1.
DESIGNING CUSTOM PLAYS
TO DESIGN YOUR OWN CUSTOM PLAYS, IMPLEMENT THE STEPS LISTED
FOLLOWING PAGE:
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1. SELECT THE GAMEPLAY MODE YOU WANT (EXHIBITION GAME, LEAGUE
PLAY, OR RUN/PASS PRACTICE). THE APPROPRIATE OPTIONS SCREEN WILL
APPEAR.
2. SELECT PLAYBOOK FROM THE OPTIONS SCREEN THAT APPEARS .. THE
PLAYBOOK SCREEN WILL APPEAR.
3. SELECT OFFENSE/DEFENSE FROM THE PLAYBOOK SCREEN TO
CHOOSE WHICH TYPE OF PLAY YOU WILL DESIGN. THEN SELECT EDIT. A
SECONDARY PLAYBOOK SCREEN WILL APPEAR OFFERING THREE OPTIONS.
VIEW/EDIT PLAYS
ADD PLAY
DELETE PLAY
4. SELECT ADD PLAY TO BRING UP THE PLAY EDITOR SCREEN AND BEGIN
BUILDING YOUR OWN PLAY. THE SELECTION ADD PLAY WILL BE
HIGHLIGHTED AT THE TOP OF THIS SCREEN AS YOU CREATE YOUR PLAY,
EVERYTHING YOU DO WILL BE ILLUSTRATED IN THE PLAY WINDOW ON THE
LEFT SIDE OF THE SCREEN.
THE PLAY EDITOR SCREEN (OFFENSE)
DONE
RETURNS THE GAME TO THE PLAYBOOK SCREEN, WITH THE NEW PLAY
INCLUDED IN THE PLAYBOOK
ABORT
PROMPTS "ABORT WITHOUT SAVING CHANGES?" TYPE Y TO RETURN TO THE
PLAYBOOK SCREEN WITHOUT SAVING THE NEW PLAY.
NAME
HIGHLIGHT THIS OPTION AND PRESS BUTTON1 TO EDITOR THE NAME OF THE
PLAY YOU ARE CREATING. PRESS BACKSPACE TO ERASE ANY UNWANTED
CHARACTERS, AND TYPE ANY NAME YOU WANT UP TO 15 CHARACTERS IN
LENGTH.
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FORMATION:
SETS THE FORMATION FOR YOUR PLAY. PRESS BUTTON1 TO CYCLE THROUGH
THE DIFFERENT FORMATIONS AVAILABLE IN THE GAME. THE HIGHLIGHTED
PLAYERS ARE THE ONES AFFECTED BY YOUR SELECTION. REFER TO THE
SECTION "GAMEPLAY STRATEGY'" IN THIS PLAYER'S GUIDE FOR A
DISCUSSION OF THE AVAILABLE FORMATIONS AND PLAY
CONSTRUCTION STRATEGY.
FRONT SETS THE FORMATION FOR YOUR RECEIVERS
(WR AND TE).
BACK SETS THE FORMATION FOR YOUR BACKFIELD
(QB AND RBS).
OPTIONS:
HIGHLIGHT THE DESIRED OPTION AND PRESS BUTTON1 SELECT IT. THEN
USE THE JOYSTICK TO CYCLE THROUGH 1 AVAILABLE PLAYERS.
RECVR 1: AND RECVR 2: SET YOUR PRIMARY AND SECONDARY
RECEIVERS, RESPECTIVELY.
MAN IN MOTION SETS A MAN IN MOTION, IF DESIRED
POSITION
CYCLES THROUGH ALL ELEVEN PLAYERS SO THAT YOU CAN GIVE
THEM INDIVIDUALIZED INSTRUCTIONS SUCH AS RECEIVER
ROUTES, BLOCKING ASSIGNMENTS, ETC.
USE THE JOYSTICK TO CYCLE THROUGH THE PLAYERS, AND
PRESS BUTTON1 TO SELECT ANY PLAYER WHOSE ASSIGNMENT
YOU WANT TO EDIT.
USE THE JOYSTICK TO CYCLE THROUGH POSSIBLE
ASSIGNMENTS FOR THAT PLAYER, AND PRESS BUTTON1 TO
SELECT THE PLAYER'S NEW ASSIGNMENT.
THE PLAY EDITOR SCREEN
(DEFENSE)
DONE:RETURNS THE
GAME TO THE
PLAYBOOK
SCREEN WITH
THE NEW PLAY
INCLUDED IN
THE PLAYBOOK
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ABORT
PROMPTS "ABORT WITHOUT SAVING CHANGES?". TYPE Y TO RETURN TO THE
PLAYBOOK SCREEN WITHOUT SAVING THE NEW PLAY.
NAME
HIGHLIGHT THIS OPTION AND PRESS BUTTON1 TO EDIT THE NAME OF THE
PLAY YOU ARE CREATING. PRESS BACKSPACE TO ERASES ANY UNWANTED
CHARACTERS, AND TYPE ANY NAME YOU WANT UP TO 15 CHARACTERS IN
LENGTH.
FORMATION
SETS THE FORMAT FOR YOUR PRESS BUTTON1 TO CYCLE THROUGH THE
DIFFERENT FORMATIONS AVAILABLE IN THE GAME. THE HIGHLIGHTED
PLAYERS ARE THE ONE AFFECTED BY YOUR SELECTION. REFER TO THE
SECTION GAMEPLAY STRATEGY" IN THE PLAYER'S GUIDE FOR A DISCUSSION
OF THE AVAILABLE FORMATIONS AND PLAY CONSTRUCTION STRATEGY.
FRONT SETS THE FORMATION FOR YOUR LINEBACKERS AND DEFENSIVE
LINEMEN.
BACK SET THE FORMATION FOR YOUR DEFENSIVE BACKS (SAFETIES AND
CORNERBACKS)
POSITION
CYCLES THROUGH ALL ELEVEN PLAYERS TO THAT YOU CAN GIVE THEM
INDIVIDUALIZED INSTRUCTIONS FOR ZONE OR MAN-TO-MAN COVERAGE, DOG,
OR BLITZ. ("DOS" REFERS TO A BLITZING LINEBACKER.)
USE THE JOYSTICK TO CYCLE THROUGH THE PLAYERS, AND PRESS BUTTON1
TO SELECT ANY PLAYER WHOSE ASSIGNMENT YOU WANT TO EDIT.
THEN, MOVE THE JOYSTICK TO CYCLE THROUGH POSSIBLE ASSIGNMENTS FOR
THAT PLAYER, AND PRESS BUTTON1 TO SELECT THE PLAYERS NEXT
ASSIGNMENT.
DELETING CUSTOM PLAYS
TO DELETE ANY CUSTOM PLAY YOU HAVE PREVIOUSLY CREATED AND SAVED,
IMPLEMENT THE FOLLOWING STEPS:
1. SELECT THE GAMEPLAY MODE YOU WANT (EXHIBITION GAME, LEAGUE
PLAY, OR RUN/PASS PRACTICE). THE APPROPRIATE OPTIONS SCREEN WILL
APPEAR.
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2. SELECT PLAYBOOK FROM THE OPTIONS SCREEN THAT APPEARS
3. SELECT OFFENSE/DEFENSE FROM THE PLAYBOOK SCREEN TO
CHOOSE WHICH TYPE OF PLAY YOU WILL DELETE. THEN SELECT EDIT.
A SECONDARY PLAYBOOK SCREEN WILL APPEAR OFFERING THREE
OPTIONS:
VIEW/EDIT PLAYS
ADD PLAY
DELETE PLAY
4. SELECT DELETE PLAY AND THE PROMPT "SELECT PLAY TO DELETE:"
WILL APPEAR. HIGHLIGHT THE PLAY TO DELETE AND PRESS BUTTON1.
SAVING A CUSTOM PLAYBOOK
1. SELECT DONE FROM THE PLAY EDITOR SCREEN. THIS RETURNS YOU TO
THE SECONDARY PLAYBOOK SCREEN.
2. PRESS BUTTON2. THIS RETURNS THE GAME TO THE MAIN PLAYBOOK
SCREEN.
3. HIGHLIGHT SAVE PLAYBOOK AND PRESS BUTTON1 THE SAVE CUSTOM
PLAYBOOK WINDOW WILL APPEAR.
4. ENTER A NAME FOR THIS PLAYBOOK AND PRESS ENTER. THE NAME MUST
BE A LEGAL DOS FILENAME (8 CHARACTERS OR LESS)
INSTANT REPLAY AND GAME HIGHLIGHT
INSTANT REPLAY ENABLES YOU TO VIEW THE LAST PLAY RUN. YOU REVIEW
THE PLAY FORWARD OR IN REVERSE, AT NORMAL SPEED, IN SLOW OR FRAME
BY FRAME. IN ADDITION, YOU CAN FREEZE ANY FRAME TO STUDY MORE
CLOSELY. BY SAVING AND COMBINING INSTANT REPLAYS, YOU HIGHLIGHT
REEL OF ANY GAME THAT HAS ACTUALLY BEEN PLAYED (NOT SIMULATED BY
THE COMPUTER).
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AN INSTANT REPLAY CAN BE ACCESSED IN TWO WAYS:
IMMEDIATELY AFTER THE PLAY, FROM ON FIELD VIEW
FROM THE CURRENT GAME OPTIONS SCREEN
FROM THE FIELD
WHEN THE PLAY-BY-PLAY WINDOW APPEARS MOVE THE JOYSTICK LEFT TO
HIGHLIGHT THE WORD "REPLAY" IN THE UPPER LEFT CORNER. PRESS
BUTTON1. THIS PUTS THE GAME IN REPLAY MODE AND A REPLAY WINDOW
APPEARS IN THE UPPER LEFT CORNER OF THE SCREEN. YOU CANNOT SAVE
AN INSTANT REPLAY WHEN VIEWING IT DIRECTLY FROM THE FIELD.
FORM THE CURRENT GAME OPTIONS SCREEN.
USE THE CURRENT GAME OPTIONS SCREEN TO REVIEW AND SAVE ANY INSTANT
REPLAY. WHEN THE PLAY-BY-PLAY WINDOW APPEAR, PRESS BUTTON2 TO GO
TO THE CURRENT GAME OPTIONS SCREEN. SELECT GAME HIGHLIGHTS, AND A
GAME HIGHLIGHTS WINDOW WILL APPEAR. THIS WINDOW DISPLAYS INSTANT
REPLAYS THAT HAVE ALREADY BEEN SAVED AND PRESENTS FIVE OPTIONS:
SUMMARY
VIEW
EDIT
STORE
REMOVE
PRESS BUTTON2 TO RETURN TO THE CURRENT GAME OPTIONS SCREEN AND
RESUME THE GAME.
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THE GAME HIGHLIGHTS SCREEN
SUMMARY:SELECT THIS
OPTION TO GO
TO THE GAME -
SUMMARY
WINDOW.
THIS WINDOW
DISPLAYS
STATISTICS
AND SCORING
FOR THE
CURRENT
GAME. PRESS
BUTTON1 TO RETURN TO THE GAME HIGHLIGHTS
SCREEN
VIEW :
SELECT THIS OPTION TO VIEW AN INSTANT REPLAY
HIGHLIGHT VIEW AND PULL THE JOYSTICK RIGHT TO
HIGHLIGHT THE LIST OF SAVED INSTANT REPLAYS.
TO VIEW THE LAST PLAY PULL THE JOYSTICK RIGHT AGAIN. TO
VIEW ANY SAVED INSTANT REPLAY, HIGHLIGHT THAT REPLAY
AND PRESS BUTTON1.
PRESS BUTTON2 TO STOP THE INSTANT REPLAY. THIS
WILL CAUSE THE OPTION NEXT REEL TO APPEAR IN THE
PLAY-BY-PLAY BOX. PRESS BUTTON1 TO LOAD THE NEXT
SAVED INSTANT REPLAY. PRESS BUTTON2 TO RETURN TO
THE GAME HIGHLIGHTS SCREEN.
EDIT:
SELECT THIS OPTION TO RENAME ANY SAVED INSTANT REPLAY
HIGHLIGHT THE INSTANT REPLAY WHOSE NAME YOU WANT
TO CHANGE, THEN PRESS BUTTON1. USE BACKSPACE
TO ERASE UNWANTED CHARACTERS AND TYPE IN THE NEW
NAME. THIS INSTANT REPLAY WILL NOW BE SAVED UNDER
THE NEW NAME ONLY.
STORE:
SELECT THIS OPTION TO SAVE THE LAST PLAY BUTTON1 IS PRESSED, THE
PLAY WILL BE AD LIST OF SAVED INSTANT REPLAYS. EDIT THEN PRESS
BUTTON1 AGAIN TO SAVE.
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IF THE CURRENT GAME IS BEING PLAYED IN LEAGUE
PLAY MODE, THE INSTANT REPLAY WILL AUTOMATICALLY BE
ADDED TO THE HIGHLIGHT REEL FOR THAT GAME.
IF THE CURRENT GAME IS BEING PLAYED IN EXHIBITION
GAME MODE, YOU WILL BE PROMPTED TO NAME THE HIGHLIGHT REEL THE
FIRST TIME YOU SAVE AN INSTANT REPLAY FROM THAT GAME.
REMOVE
SELECTION THIS OPTION TO DELETE ANY SAVED INSTANT REPLAY.
HIGHLIGHT THE NAME OF THE REPLAY YOU WANT TO DELETE, AND PRESS
BUTTON1. THEN TYPE Y IN RESPONSE TO THE PROMPT "REMOVE THIS
HIGHLIGHT?"
INSTANT REPLAY CONTROLS. MOVE THE JOYSTICK RIGHT TO START THE
INSTANT REPLAY. THEN HOLD THE JOYSTICK RIGHT/CENTER/LEFT TO
ADVANCE/FREEZE/REWIND.
MOVE REPLAY WINDOW UP
REWIND FREEZE FORWARD
FRAME
MOVE REPLAY WINDOW DOWN
TO CONTROL THE SPEED OF THE INSTANT REPLAY, HOLD THE JOYSTICK AS
FOLLOWS:
REWIND FORWARD
NORMAL SLOW FREEZE SLOW NORMAL
SPEED MOTION FRAME MOTION SPEED
JOYSTICK FAR RIGHT NORMAL SPEED FORWARD
JOYSTICK HALF RIGHT SLOW MOTION FORWARD
JOYSTICK CENTER FREEZE FRAME
JOYSTICK HALF LEFT SLOW MOTION REVERSE
JOYSTICK FAR LEFT NORMAL SPEED REVERSE
TO RETURN TO GAMEPLAY MODE, PRESS BUTTON2
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FUMBLES, INTERCEPTIONS, AND INJURIES
FUMBLES
WHEN A BALL CARRIER FUMBLES THE BALL, ALL PLAYERS IN THE AREA WILL
GO FOR THE BALL. IF YOU ARE CONTROLLING A PLAYER NEAR THE BALL,
YOU CAR. THE BALL BY PRESSING BUTTON2.
INTERCEPTIONS
ON DEFENSE, IF YOU ARE THE DEFENDER CLOSEST TO THE INTENDED
RECEIVER AND YOU ARE COVERING THE RECEIVER VERY CLOSELY, YOU CAN
ATTEMPT TO INTERCEPT A PASS BY PRESSING BUTTON2 JUST AS THE BALL
ARRIVES. THIS MAKE YOUR DEFENDER JUMP FOR THE BALL.
INJURIES
JUST AS IN REAL FOOTBALL, INJURIES ARE A PART OF JOE MONTANA
FOOTBALL. WHEN A PLAYER IS INJURED, THE GAME STOPS, AND THE
INJURED PLAYER CARRIED OFF ON A STRETCHER. THEN THE COMPUTER
SUBSTITUTES THE ALTERNATE FOR THAT STARTER FROM THE ROSTER. THIS
PLAYER IS AUTOMATICALLY PUT GAME. ALTERNATE PLAYERS CANNOT BE
INJURED UNTIL THE CORRESPONDING STARTER HAS RECOVERED.
PENALTIES
THE FOLLOWING PENALTIES CAN BE CALLED IN JOE MONTANA FOOTBALL
DELAY OF THIS PENALTY IS CALLED WHENEVER THE OFFENSIVE
GAME FAILS TO MAKE A PLAY SELECTION AND SNAP THE BEFORE THE 30
SECOND CLOCK RUNS DOWN.
SAFETY WHENEVER A BALL CARRIER IS TACKLED IN HIS OWN ZONE, A
SAFETY IS CALLED. THE OPPOSING TEAM SCORES TWO POINTS AND RECEIVES
THE ENSUING KICKOFF. :
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KICKING TEAM MUST KICK FROM ITS OWN 20 YARD LINE, RATHER THAN FROM
THE 35 YARD LINE. (ONE EXCEPTION OCCURS WHEN A BALL CARRIER
RECEIVES A KICKOFF OR PUNT IN THE END ZONE AND IS TACKLED IN THE
END ZONE WITHOUT EVER HAVING CROSSED THE GOAL LINE ONTO THE FIELD.
THIS RESULTS IN A TOUCHBACK, AND THE RECEIVING TEAM
CARRIER FUMBLES THE BALL, ALL PLAYERS IN THE AREA WILL GO BEGINS
ITS OFFENSE FROM ITS OWN 20 YARD LINE.
PASS INTERFERENCE
THIS PENALTY IS CALLED WHEN A DEFENSIVE PLAYER TACKLES THE
INTENDED RECEIVER (BUTTON1) BEFORE THE BALL REACHES THE RECEIVER.
THE OFFENSE IS AWARDED A FIRST DOWN, AND THE BALL IS SPOTTED WHERE
THE PENALTY OCCURRED. IF THE PENALTY WAS CALLED IN THE END ZONE,
THE BALL IS SPOTTED ON THE 1 YARD LINE.
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JOE MONTANA FOOTBALL STRATEGY
WHEN I COME OUT OF THE HUDDLE TO TAKE THE SNAP FROM CENTER, MY
EYES ARE FOCUSED STRAIGHT AHEAD ON THE DEFENSE. I'M LOOKING TO
SEE IF THE "D" IS IN A STRANGE FORMATION. AT THE SAME TIME I'M
LOOKING TO MAKE SURE MY TEAMMATES ARE LINED UP CORRECTLY. THEN I
LOOK AT THE DEFENSIVE FROM. MAY TIME THEY'RE LINED UP IN A 3-4
(THREE LINEMEN, FOUR LINEBACKERS) AND I CALL OUT THE DEFENSIVE
FRONT. THEN I LOOK OVER THE DEFENSIVE BACKFIELD TO CHECK THEIR
COVERAGE. SOME TEAMS TIP THEIR HAND. THIS CALLED "READING", AND
IT'S STILL GOING ON WHEN THE BALL IS SNAPPED. MAY TIME A
DEFENSIVE BACK WILL TAKE A STEP UP TOWARD OUR OFFENSIVE LINE
BEFORE THE SNAP FROM CENTER. THIS COULD MEAN A BIG PLAY FOR THE
TEAM.
1..2..3 IN THE TIME IT TAKE TO COUNT TO THREE, JOE MONTANA HAS
TAKEN THE SNAP FROM CENTER, DROPPED BACK INTO THE POCKET , READ
THE DEFENSIVE COVERAGE, PICKED OUT HIS RECEIVER AND RIFLED THE
BALL TO HIM. HE DOES THIS WILE DEFENSIVE LINEMEN ARE DOING THEIR
BEST TO SLAM HIM TO THE GROUND.
JOE WORKS IN AN OFFENSIVE SYSTEM WHERE HE QUICKLY LOOKS TO ONE,
TWO AND EVEN THREE RECEIVERS TO FIND THE OPEN MAN. BUT WHEN THAT
SYSTEM FAILS, WHEN ONE ONE IS OPEN, MONTANA HAS THE UNIQUE ABILITY
TO MAKE SOMETHING OUT OF NOTHING.
IN A FLASH , JOE TAKES THE SNAP FROM CENTER AND TAKES TWO QUICK
STEPS BACK. HE IMMEDIATELY CHECKS THE OPPONENT'S SAFETIES AND
LINE BACKERS TO SEE IF THERE IS A BLITZ. IF THERE IS HE MAY DUMP
THE BALL OFF SHORT TO THE "HOT" RECEIVER. THAT'S THE RECEIVER WHO
HAS ALREADY BEEN DESIGNATED TO RECEIVE THE BALL IF THE BLITZ IS
ON. IF THERE ISN'T A BLITZ, HE LOOKS TO THE SAFETIES TO FIGURE
OUT THE COVERAGE.
NEXT, HE DROPS BACK INTO THE POCKET. ALL HE SEE ARE HIS RECEIVERS
AND THE DEFENDERS COVERING THEM. HE DOESN'T REALLY SEE HIS OWN
OFFENSIVE LINE, OR THE DEFENSIVE LINEMEN RUSHING TOWARD HIM.
INSTEAD, HE "FEELS THE COLOR." SAYS JOE,
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"FEELING THE COLOR IS HOW I'M ABLE TO TELL WHEN I'M GETTING
PRESSURED IN THE POCKET. WHEN THE DEFENSE PUTS I A STRONG RUSH, I
SEE THE COLORS. I ONLY SEE COLORS, NOT FACE HELMETS, ARMS OR LEGS.
JUST THAT WALL. IF THE GUYS ARE WEARING RED JERSEYS AND OUR
OPPONENTS WHITE, MY VISION PICKS UP ANY COLOR CHANGES. IF THE WALL
OF COLORS QUICKLY CHANGES FROM RED TO WHITE IN THE FIRST TWO STEPS
OF MY DROP BACK, THINGS REGISTER AUTOMATICALLY. THIS IS ESPECIALLY
TRUE FOR COLOR CHANGES UP THE MIDDLE. I MOVE OUT OF THE POCKET
FAST WHEN THAT HAPPENS."
ALL THIS TAKES PLACE IN ABOUT THREE SECONDS. IT TAKES YEARS OF
PRACTICE AND EXCELLENT INSTINCTS TO BE A QUARTERBACK. AS JOE SAYS,
"A GOOD I BACK DAMN WELL BETTER BE ABLE TO CONCENTRATE AND THINK
FAST OR HE'S IN - AS IN BONE-BREAKING - TROUBLE."
USING OFFENSIVE FORMATIONS
YOUR PLAY SELECTION IS THE KEY TO WINNING GAMES IN JOE MONTANA
FOOTBALL. CHOOSE YOUR PLAYS AND FORMATIONS WELL AND YOU'LL BE ON
WAY TO SUPER SUNDAY. BUT IF YOU JUST PICK PLAYS RANDOMLY, YOU'LL
PROBABILITY END UP CLOSE TO THE BOTTOM OF THE STANDINGS AT THE END
OF THE SEASON.
JOE MONTANA FOOTBALL HAS A PLAYBOOK OF 24 PLAYS. ALL THESE PLAYS
(EXCEPT FOR PUNTING AND FIELD GOALS) ARE BASED ON FOUR BASIC
FOOTBALL FORMATIONS. YOU CAN PASS OR RUN FROM ANY PLAY FORMATION,
BUT EACH HAS DISTINCT ADVANTAGES AND DISADVANTAGES. FOR EXAMPLE,
CERTAIN PLAYS@ ARE BETTER SUITED FOR THE RUN THAN THE PASS. HERE
ARE THE FOUR FOR. AND THE PLAYS FROM THE JOE MONTANA PLAYBOOK THAT
USE EACH FORMATION.
BACKFIELD FORMATIONS
1. THE PROSET FORMATION
EXAMPLES OF PROSET FORMATION PLAYS IN THE PLAYBOOK: POWER SWEEP,
WS ROLLOUT OUT, XI DEEP CROSS, OFF-TACKLE LEFT.
THE PROSET FORMATION PROVIDES A BALANCE BETWEEN THE RUNNING AND
THE PASSING GAME. FOR THIS REASON IT IS THE MOST COMMONLY USED
FORMATION. YOU'LL NOTICE THAT THE
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PLAYBOOK USES THREE RUNNING PLAYS AND THREE PASSING PLAYS FROM THE
PROSET.
IN THIS FORMATION, THE TWO RUNNING BACKS LINE UP BEHIND THE
QUARTERBACK AND TO EITHER SIDE OF HIM. THE FULLBACK LINES UP ON
THE STRONG SIDE (THE SIDE WITH THE TIGHT END) TO GIVE EXTRA
BLOCKING POWER ON THE POWER SWEEP. BECAUSE THE BACKS ARE LINED UP
BEHIND THE QUARTER, THEY CAN EITHER TAKE A HAND OFF OR GO OUT FOR
A PASS.
2. THE I-FORMATION
EXAMPLES OF I-FORMATION PLAYS IN THE PLAYBOOK: TIGHT END
CROSSING, HALFBACK TRAP, CORNER BUST
BOTH RUNNING BACKS LINE UP IN A STRAIGHT LINE BEHIND THE
QUARTERBACK, CREATING THE "I" IN I-FORMATION. THIS FORMATION IS
USED MOSTLY WHEN YOU WANT TO RUN THE BALL, BUT SINCE THE DEFENSE
WILL BE EXPECTING A RUNG FROM THE "I", IT'S ALSO GOOD TO SURPRISE
THEM WITH A QUICK PASS TO THE TIGHT END.
ON RUNS, THE BACK WHO TAKES THE HANDOFF FROM THE QUARTERBACK CAN
CUT RIGHT, LEFT OR PLOW STRAIGHT AHEAD, DEPENDING ON WHERE THE
OFFENSIVE LINE HAS CREATED "HOLES' FOR HIM.
3 THE SHOTGUN
THIS IS A POPULAR PASSING FORMATION. THE QUARTERBACK, INSTEAD OF
STANDING DIRECTLY BEHIND THE CENTER, STANDS FIVE YARDS BEHIND THE
LINE OF SCRIMMAGE. SINCE HE DOESN'T HAVE TO DROP BACK TO AVOID
THE DEFENSIVE RUSH AFTER RECEIVING THE BALL, THE QUARTERBACK CAN
GET HIS PASSES OFF MORE QUICKLY. THE BACKS OFTEN LINE UP AT OR
NEAR THE LINE OF SCRIMMAGE, SO THEY CAN BE OPEN FOR PASSES
QUICKLY. WITH THE WIDE RECEIVER AND TIGHT END ALSO GOING OUT FOR
PASSES, THE SHOTGUN CAN MAKE FIVE RECEIVERS AVAILABLE.
4 MULTIPLE RECEIVER FORMATIONS (DOUBLE OR TRIPLE WING, SPREAD)
MANY PROFESSIONAL TEAMS HAVE TRIED THREE OR EVEN FOUR WIDE
RECEIVERS ON PASSING DOWNS OR EVEN CULTIVATED RUNNING BACKS AS
PASS RECEIVERS.
TODAY, ANYTHING GOES WHEN IT COMES TO OFFENSIVE FORMATIONS.
DOUBLE AND TRIPLE-WING FORMATIONS (E.G. TWO OR THREE WIDE
RECEIVERS LINING UP ON ONE SIDE OF THE BALL), NO RUNNING BACKS
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IN THE BACKFIELD OR DOUBLE OR TRIPLE TIGHT END FORMATIONS. THESE
FORMATIONS CAN BE VERY EFFECTIVE BECAUSE MANY RECEIVERS CAN GET
"OPEN" VERY QUICKLY. YOU CAN GET UP TO FIVE RECEIVERS INTO THE
DEFENSIVE SECONDARY VERY QUICKLY.
OF COURSE, YOU NEED AN EXCELLENT QUARTERBACK TO MAKE THIS STRATEGY
SUCCESSFUL. HE'S GOT TO BE ABLE TO READ DEFENSES SO HE THROWS THE
BALL INTO THE WEAKEST PART OF THE DEFENSE. AND HE'S GOT TO HAVE A
QUICK RELEASE, BECAUSE HE'S GOT LITTLE OR NO BLOCKING IN THE
BACKFIELD. IF A LINEBACKER BLITZES AGAINST A MULTIPLE RECEIVER
SPREAD FORMATION, THE QUARTERBACK MUST IMMEDIATELY BE ABLE TO
LOCATE THE "HOT" (UNCOVERED) RECEIVER IN THE SHORT ZONE AREA.
HOW TO IMPROVE YOUR OFFENSIVE PLAY SELECTION
NOW THAT YOU'VE GOT A GOOD OVERVIEW OF THE DIFFERENT TYPES OF
OFFENSIVE FORMATIONS, HERE ARE A FEW BASIC THINGS TO REMEMBER WHEN
SELECTING PLAYS:
THE MORE YOU KNOW ABOUT YOUR OPPONENT, THE BETTER OFF YOU ARE.
TAKE ADVANTAGE OF THE JOE MONTANA FOOTBALL SCOUTING REPORTS TO
FIND OUT THE OTHER TEAM'S TENDENCIES. IF YOU'RE IN LEAGUE PLAY,
FIND OUT WHAT YOUR OPPONENT DID AGAINST OTHER TEAMS.
THEN, EXPLOIT THE OTHER TEAM'S WEAKNESSES. IF YOUR OPPONENT HAS A
SAFETY WHO DOESN'T MATCH UP WELL TO YOUR WIDE RECEIVER, THROW THE
1 OFTEN TO THAT RECEIVER. YOU SHOULD SELECT PLAYS SO THAT YOUR
TEAM'S STRENGTHS GO HEAD-TO-HEAD WITH THE OTHER GUY'S WEAKNESSES.
DURING THE GAME, WATCH YOUR OPPONENT'S DEFENSE CLOSELY. IS THE
TEAM STRONGER AGAINST THE RUN OR AGAINST THE PASS? WHICH DEFENSIVE
FORMATIONS DO THEY USE MOST OFTEN? WHEN DO THEY BLITZ? ARE THEY
BETTER DEFENDING AGAINST RUNS UP THE MIDDLE OR OUTSIDE SWEEPS?
WHICH LINEBACKER IS SLOWEST TO REACT TO A RUNNING PLAY? IT'S A
LOT TO KEEP TRACK BUT THE MORE YOU KNOW, THE BETTER PLAY
SELECTIONS YOU'LL MAKE.
ALWAYS KEEP IN MIND WHERE YOU ARE ON THE FIELD, AND THE DOWN
DISTANCE NEEDED FOR A FIRST DOWN. IF IT'S FIRST AND TEN YOU'LL BE
CONSIDERING( A VERY DIFFERENT GROUP OF PLAYS THAN IF IT'S THIRD
AND ONE. THIRD AND USUALLY CALLS FOR A LOW-RISK SHORT YARDAGE
PLAY. OF COURSE, THE DEFENSE
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WILL BE EXPECTING SUCH A PLAY, SO OCCASIONALLY YOU MIGHT TRY TO
SURPRISE THEM WITH A LONG PASS PLAY IN THEAT SITUATION.
USING DEFENSIVE FORMATIONS
IN FOOTBALL, THE OFFENSE USUALLY GETS MOST OF THE ATTENTION. BUT
THE DEFENSE CAN WIN JUST AS MANY GAMES FOR YOU. IF YOU'VE GOT A
POWERHOUSE OFFENSE AND A TOUGH DEFENSE, YOU'RE GOING TO BE
UNSTOPPABLE. JOE MONTANA MAY BE THE GREATEST QUARTERBACK WHO EVER
PLAYED, BUT HE NEVER WOULD HAVE GONE ANYWHERE IF THE DEFENSE
HADN'T BEEN GOOD.
JOE MONTANA FOOTBALL GIVES YOU THE DEFENSIVE FORMATIONS YOU'LL
NEED TO SHUT DOWN THE OPPOSITION. ON DEFENSE, YOUR BACKS PLAY
MAN-TO-MAN, ZONE, OR DOG/BLITZ.
MAN-TO-MAN: ON YOUR DEFENSIVE PLAY SELECTION SCREEN, ALL MAN-TO-
MAN FORMATIONS ARE MARKED WITH AN M. MAN-TO-MAN MEANS THAT EACH
DEFENSIVE BACK IS RESPONSIBLE FOR COVERING A PARTICULAR OFFENSIVE
RECEIVER, NO MATTER WHERE HE RUNS. IN THIS PASS COVERAGE, THE
DEFENDER FOLLOWS THE RECEIVER THROUGH HIS PASS ROUTE.
ZONE: ON YOUR DEFENSIVE PLAY SELECTION SCREEN, ALL ZONE
DEFENSESARE MARKED WITH AN X IN THE PLAYBOOK. IN A ZONE DEFENSE,
THE PASS DEFENDERS, INCLUDING THE LINEBACKERS, ARE RESPONSIBLE FOR
COVERING CERTAIN AREAS OF THE FIELD - THEIR ZONES. THEY PICK UP
AND COVER ANY PASS RECEIVERS WHO ENTER THEIR ZONES.
DOGS AND BLITZES: DOGS AND BLITZES ARE FULL-FORCE ASSAULTS ON THE
QUARTERBACK. AS SOON AS THE BALL IS SNAPPED, NOT ONLY THE
LINEMEN, BUT SOME OF THE DEFENSIVE BACKFIELD, CHARGE THE LINE OF
SCRIMMAGE AND TRY TO SACK THE QUARTERBACK. IF ONLY THE
LINEBACKERS CHARGE IN, IT'S CALLED A DOG. IF THE CORNERBACKS AND
SAFETIES ATTACK, IT'S A BLITZ. IN BOTH DOGS AND BLITZES, THE GOAL
IS TO SACK THE QUARTERBACK BEHIND THE LINE OF SCRIMMAGE BEFORE HE
CAN PASS THE BALL.
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WHEN THE BLITZ WORKS, THE QUARTERBACK WILL HAVE TO HURRY HIS
THROW, EVEN IF HE ISN'T SACKED. THIS INCREASES THE CHANCES FOR AN
INTERCEPTION OR INCOMPLETE PASS. ALSO, A BLITZ CAN BE EFFECTIVE
IF THE OFFENSE HAS CALLED RUN UP THE MIDDLE, BECAUSE THERE WILL BE
EXTRA CHARGING DEFENDERS IN THE MIDDLE OF THE FIELD.
IT'S TEMPTING TO CALL A BLITZ OFTEN BECAUSE WHEN THEY WORK,
THEY'RE GREAT. HOWEVER, WHEN THEY DON'T WORK YOU CAN GET BURNED
BADLY. IF THE QUARTERBACK CAN GET OFF A GOOD PASS BEFORE BEING
HIT, HIS WIDE RECEIVERS WILL BE COMPLETELY OPEN FOR SHORT OR
MEDIUM PASSES. AND ONCE A RECEIVER CATCHES THE BALL, THERE ARE
FEW, IF ANY, DEFENDERS IN THE BACKFIELD.
THE DEFENSIVE FORMATIONS
1. THE 4-3
EXAMPLES OF DEFENSIVE PLAYS FROM THE 4-3: 4-3 ZONE, 4-3 MAN-TO-
MAN, 4-3 DOG, 4-3 BLITZ, FLEX ZONE.
THE 4-3 GETS ITS NAME FROM THE NUMBER OF LINEMEN (4) AND
LINEBACKERS (3) IN THE FORMATION. THERE ARE TWO ENDS AND TWO
TACKLES ON THE LINE AND A MIDDLE AND TWO OUTSIDE LINEBACKERS
BEHIND THE LINE. THE 4-3 IS A GOOD, BALANCED DEFENSIVE FORMATION.
IT IS MOST EFFECTIVE AGAINST THE RUN, BUT STILL PROVIDES DECENT
SHORT AND MEDIUM PASS COVERAGE. HOWEVER IT IS NOT THE BEST DEFENSE
AGAINST THE LONG PASS.
THE FLEX ZONE WAS DESIGNED TO GIVE YOU FLEXIBILITY. IT IS WHAT'S
CALLED A "READING" DEFENSE AS OPPOSED TO A "PENETRATING" DEFENSE.
IN A FLEX ZONE, THE DEFENDERS ARE SUPPOSED K "READ" THE PLAY
FIRST, THEN REACT TO WHAT'S HAPPENING ON THE FIELD. WITH A
"PENETRATING" DEFENSE, THE DEFENDERS RUSH THE PASSER AS SOON AS
THE BALL IS SNAPPED. THE FLEX ZONE WAS DESIGNED TO STOP THE RUN,
BECAUSE THE DEFENDERS CAN CLOSE ALL THE HOLES IN THE LINE.
HOWEVER, IT IS WEAK AGAINST THE PASS, BECAUSE THE LINEMEN ARE NOT
GETTING TO THE QUARTERBACK AS QUICKLY, WHICH GIVES HIM MORE TIME
TO FIND AN OPEN MAN DOWNFIELD.
2. THE 3-4
EXAMPLES OF DEFENSIVE PLAYS FROM THE 3-4: 3-4 MAN-TO-MAN 3-4
BLITZ, 3-4 DOG
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THIS IS A GREAT ALIGNMENT AGAINST THE PASS, BECAUSE THERE ARE ONLY
3 DEFENSIVE PLAYERS AT THE LINE OF SCRIMMAGE, BUT BEHIND THEM ARE
4 LINEBACKERS, AND BEHIND THE LINEBACKERS ARE 2 CORNERBACKS AND 2
SAFETIES.
THE 3-4 IS GOOD ON OBVIOUS PASSING DOWNS. IF IT'S THIRD DOWN AND
8, THE OFFENSE IS PROBABLY GOING TO PASS. THIS FORMATION
IS ALSO COMMON IN WHAT'S CALLED A PREVENT DEFENSE. YOU'RE WILLING
TO GIVE UP SHORT YARDAGE, TO PREVENT THE BIG PLAY THAT COULD YIELD
A TD.
THE 3-4 IS EFFECTIVE AGAINST THE PASS BECAUSE THERE ARE SO
MANY DEFENDERS IN THE BACKFIELD TO COVER RECEIVERS. BUT DON'T
FORGET THAT YOU ONLY HAVE 3 MEN AT THE LINE OF SCRIMMAGE, AND ARE
VULNERABLE TO THE RUN. YOU SHOULD REALLY ONLY CALL THIS FORMATION
WHEN YOU FEEL CONFIDENT IT'S GOING TO BE A PASS PLAY.
3. DIME PREVENT
THE DIME PREVENT IS ALSO AN EXCELLENT FORMATION AGAINST OBVIOUS
PASSING SITUATIONS. IN THIS FORMATION, YOU ADD EXTRA MEN IN
COVERAGE TO COVER A THIRD AND FOURTH WIDE RECEIVER. BUT AGAIN,
THIS FORMATION IS VERY VULNERABLE TO THE RUN.
4. GOAL LINE
THIS FORMATION GIVES YOU EXTRA MEN AT THE LINE OF SCRIMMAGE.
HOWEVER, THE GOAL LINE DEFENSE MAY BE VULNERABLE TO A PASS.
BECAUSE THERE IS SO MUCH ATTENTION GIVEN TO THE RUN, RECEIVERS,
MAY SNEAK INTO THE END ZONE AND BE WIDE OPEN FOR A TOUCHDOWN
PASS.
HOW TO IMPROVE YOUR DEFENSIVE PLAY SELECTION
GET SCOUTING REPORTS ON THE TEAM. YOU'LL BE ABLE TO FIND OUT IF
THEY'RE BASICALLY A TEAM THAT LIKES TO RUN OR PASS MORE, OR IF
THEY'VE GOT A BALANCED ATTACK.
AS YOU PLAY THE TEAM, ASK YOURSELF THESE QUESTIONS: DOES THEIR
QUARTERBACK RUN THE BALL WELL, OR IS HE STRICTLY A PASSER? DOE
THE OFFENSE
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RUN THE SAME PLAY IN CERTAIN CRITICAL SITUATIONS? WHO IS THE
QUARTERBACK'S FAVORITE RECEIVER AND WHAT ARE HIS FAVORITE PASS
ROUTES? WHAT DOES THE TEAM DO NEAR THE GOAL LINE? WHO IS THEIR
BEST RUNNER? DOES THE QUARTERBACK HAVE A GOOD ARM FOR LONG
PASSES, OR IS HE MOSTLY A SHORT AND MEDIUM PASSER?
THE MORE ANSWERS YOU HAVE TO THESE QUESTIONS,K THE BETTER YOU'LL
BE ABLE TO SELECT THE BEST DEFENSIVE FORMATIONS THROUGHOUT THE
GAME.
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A SHORT FOOTBALL GLOSSARY
AUDIBLE
CHANGING THE PLAY AT THE LINE OF SCRIMMAGE. ALL TEAMS COME TO THE
LINE WITH A PRE-DETERMINED PLAY. ONE THE QUARTER BACK LOOKS OVER
THE DEFENSE, HE MAY DECIDE A DIFFERENT PLAY WOULD BE BETTER. HE
THEN CHANGES THE PLAY (CALLS AN AUDIBLE), USUALLY BY CALLING OUT
NUMBERS OR LETTERS BEFORE RECEIVING THE SNAP FROM CENTER.
BACKFIELD
THIS REFERS BOTH TO THE AREA BEHIND THE OFFENSIVE LINE AND TO THE
PLAYERS WHO LINE UP IN THAT AREA. ON OFFENSE, THE BACKFIELD
INCLUDES THE QUARTERBACK AND RUNNING BACKS.
BLITZ
A DEFENSIVE ATTACK ON THE QUARTERBACK. SOME OR ALL OF THE
DEFENSIVE BACKS(SAFETIES AND CORNERBACKS) RUSH ACROSS THE LINE OF
SCRIMMAGE WHEN THE BALL IS SNAPPED. AT THE GOAL IS TO TACKLE, OR
"SACK", THE QUARTERBACK BEFORE HE CAN THROW THE BALL.
COMPLETION
A LEGAL PASS CAUGHT BY ANY ELIGIBLE RECEIVERS. ALSO CALLED A
RECEPTION.
CORNERBACK
A DEFENSIVE BACK WHOSE PRIMARY RESPONSIBILITY IS TO COVER WIDE
RECEIVERS AND PASSES TOWARD THE SIDELINES.
DEFENSE
THE TEAM THAT DOES NOT HAVE THE BALL. THE DEFENSE IS TRYING TOO
PREVENT THE OFFENSE FROM SCORING.
DEFENSIVE LINE
THE DEFENSIVE PLAYERS (TYPICALLY 3 OR 4) WHO LINE UP OPPOSITE THE
OFFENSIVE LINE AT THE LINE OF SCRIMMAGE. THE DEFENSIVE LINE'S
PRIMARY RESPONSIBILITY IS TO RUSH THE QUARTERBACK ON PASSING PLAYS
AND STOP RUNNING PLAYS UP THE MIDDLE. INCLUDES THE NOSE TACKLE
(OR 2 TACKLES) AND RIGHT AND LEFT DEFENSIVE ENDS.
DOG
A BLITZ BY A LINEBACKER.
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ELIGIBLE RECEIVER
ANY RECEIVER OR RUNNING BACK (INCLUDING THE BACK IF HE HAS HANDED
OFF THE BALL) IS ELIGIBLE TO CATCH A PASS.
END ZONE
THERE ARE TWO END ZONES, ONE AT EACH END OF THE FIELD. EACH END
ZONE CONTAINS 10 YARDS OF FIELD AREA BETWEEN THE GOAL LINE AND THE
GOAL POSTS. EITHER SCORES A TOUCHDOWN WHEN IT RUNS OR PASSES INTO
THE OPPONENT'S END ZONE.
EXTRA POINT
AFTER EVERY TOUCHDOWN, THE SCORING TEAM ATTEMPTS TO KICK THE
FOOTBALL BETWEEN THE GOAL POSTS. IF THE KICK IS SUCCESSFUL, THE
TEAM SCORES ONE EXTRA POINT
FIELD GOAL
ON FOURTH DOWN OR WHEN THERE IS ONLY TIME TO RUN ONE MORE PLAY IN
THE HALF, THE OFFENSE MAY ATTEMPT A FIELD GOAL. LIKE AN EXTRA
POINT, A FIELD GOAL IS SUCCESSFUL IF THE FOOTBALL IS KICKED
THROUGH THE GOAL POSTS. ALTHOUGH A FIELD GOAL CAN BE KICKED
LOCATION ON THE FIELD, IT IS GENERALLY ONLY ATTEMPTED FROM WITHIN
THE DEFENSE'S 40 YARD LINE. (THE BALL IS SPOTTED 7 YARDS BEHIND
THE LINE OF SCRIMMAGE AND THE GOAL POST IS 10 YARDS DEEP IN THE
END ZONE ADDING 17 YARDS TO THE DISTANCE FROM THE LINE OF
SCRIMMAGE TO THE END ZONE.) A FIELD GOAL IS WORTH 3 POINTS.
FIRST DOWN
THE FIRST OF UP TO FOUR OFFENSIVE PLAYS, CALLED DOWNS, DURING
WHICH THE OFFENSE TRIES TO MOVE THE BALL AT LEAST 10 YARDS (OR
SCORE A TOUCHDOWN, IF THE BALL IS WITHIN THE DEFENSE'S 10 YARD
LINE ON FIRST DOWN). WHENEVER THE OFFENSE ADVANCES AT LEAST 10
YARDS WITHIN FOUR OR FEWER DOWNS, A NEW FIRST DOWN IS EARNED.
GOAL LINE
THE BOUNDARY BETWEEN THE PLAYING FIELD AND EACH END ZONE. THERE
IS A GOAL LINE AT EITHER END O;F THE FIELD. IF THE FOOTBALL
CROSSES THE GOAL LINE WHILE IN THE POSSESSION OF ANY PLAYER, THAT
PLAYER'S TEAM SCORES A TOUCHDOWN.
GOAL POST
A STRUCTURE OF TWO VERTICAL POSTS, CONNECTED BY HORIZONTAL
CROSSBAR, LOCATED IN THE BACK OF EACH END ZONE. A TEAM KICKS TO
"SPLIT THE UPRIGHTS" BALL BETWEEN THE POSTS AND ABOVE THE
CROSSBAR) SCORE FIELD GOALS AND EXTRA POINTS.
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INTERCEPTION
ANY PASS CAUGHT BY A DEFENSIVE PLAYER IS CALLED AN INTERCEPTION.
INCOMPLETE PASS
ANY PASS THAT IS NOT CAUGHT.
KICKOFF
A KICKOFF BEGINS EACH HALF OF AT THE GAME. AFTER EVERY
TOUCHDOWN,FIELD GOAL OR SAFETY, THE SCORING TEAM ALSO KICKS OFF TO
THE OPPOSING TEAM.
LINE OF SCRIMMAGE
THE YARD LINE FROM WHICH THE BALL IS SNAPPED TO BEGIN ANY PLAY.
THE OFFENSE AND DEFENSE LINE UP ON OPPOSITE SIDES OF THE LINE OF
SCRIMMAGE.
LINEBACKER
A DEFENSIVE PLAYER WHO LINES UP BEHIND THE DEFENSIVE LINE, WHOSE
PRIMARY RESPONSIBILITY IS TO READ THE PLAY AND REACT QUICKLY.
THIS INCLUDES RESPONDING TO RUNNING PLAYS AND COVERING TIGHT ENDS
AND RUNNING BACKS OUT OF THE BACKFIELD.
OFFENSIVE LINE
THE PLAYERS (TYPICALLY 5) WHO LINE UP IN FRONT OF THE QUARTERBACK,
AT THE LINE OF SCRIMMAGE. INCLUDES THE CENTER, RIGHT AND LEFT
GUARDS, AND RIGHT AND LEFT TACKLES. OFFENSIVE LINEMEN ARE NOT
ELIGIBLE RECEIVERS.
OUT OF BOUNDS
THE AREA OUTSIDE THE PLAYING FIELD AND END ZONES.
PASS ROUTE
THE DESIGNATED PATTERN RUN BY ANY ELIGIBLE RECEIVER. IN THE JOE
MONTANA FOOTBALL PLAYBOOK, EACH RECEIVER'S ROUTE IS SHOWN WITH
LINES AND ARROWS.
POSSESSION
THE TEAM CURRENTLY ON OFFENSE HAS POSSESSION OF THE BALL.
PUNT
ON FOURTH DOWN AND WHEN A FIELD GOAL IS IMPRACTICAL, THE OFFENSE
MAY ELECT TO KICK THE BALL AWAY TO THE OPPOSING TEAM.. UNLIKE A
KICKOFF, AA PUNT IS NOT KICKED FROM OFF; THE AGROUND. RATHER, THE
BALL IS HIKED TO THE KICKER WHO KICKS IT FROM HIS HANDS.
RUNNING BACK (RB)
ANY OFFENSIVE PLAYER THAT LINES UP BEHIND THE QUARTERBACK PRIOR TO
THE SNAP. RUNNING BACKS COMING OUT OF THE BACKFIELD ARE ELIGIBLE
RECEIVERS. FULLBACKS AND HALFBACKS ARE COMMON EXAMPLES OF RUNNING
BACKS
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SACK
WHENEVER THE QUARTERBACK IS TACKLED BEHIND THE LINE SCRIMMAGE.
SAFETY (1)
IF AN OFFENSIVE BALL CARRIER IS TACKLED IN HIS OWN ZONE, THE TEAM
ON DEFENSE SCORES 2 POINTS, CALLED SAFETY. TO ADD INSULT TO
INJURY, THE TEAM SCORED UPON MUST KICK OFF TO THE SCORING TEAM.
SAFETY (2)
A DEFENSIVE BACK WHOSE PRIMARY RESPONSIBILITY IS TO HELP COVER
WIDE RECEIVERS AND DEFEND AGAINST LONG PASSES IN THE MIDDLE OF THE
FIELD.
SNAP
SNAPPING THE BALL IS HIKING THE BALL. THE CENTER SNAPS THE BALL TO
THE QUARTERBACK (OR PUNTER OR PLACE HOLDER) TO BEGIN EACH
OFFENSIVE PLAY FROM THE LINE SCRIMMAGE.
TIGHT END (TE)
AN ELIGIBLE RECEIVER WHO LINES UP ON EITHER END OF THE OFFENSIVE
LINE.
TOUCHDOWN
WHENEVER A TEAM CROSSES ITS OPPONENT'S GOAL LINE WITH THE
FOOTBALL. A TD IS WORTH SIX POINTS.
TURNOVER
ANY CHANGE OF POSSESSION RESULTING FROM A FUMBLE OR INTERCEPTION.
WIDE RECEIVER (WR)
AN ELIGIBLE RECEIVER WHO LINES UP AT OR JUST BEHIND
LINE OF SCRIMMAGE BUT TOWARD EITHER SIDELINE.
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THAT'S IT - COMPLETE DOCUMENTATION
FROM "THE JET"
LOOK FOR GREAT THINGS FROM INC IN 1991