TV SPORTS: FOOTBALL
extracted from SEWER DOCS archive by Underdogs - Home of the Underdogs
http://underdogs.cjb.net

GETTING STARTED

Note: Make a copy of your disk for use as a League disk before 
playing TV Sports Football. Your game disk contains league and 
season data that is permanently modified when you play "League " 
games. IMPORTANT: You must format the copy disk as a single sided 
disk! See your computer owner's manual if you need help with 
making disk copies. Always keep the original disk write-protected.

SYSTEM REQUIREMENTS

1. Atari 520ST, 1040ST, or Mega ST with at least 512K of RAM.
2. A joystick connected to PORT 1(some game options require a 
   second Joystick).

LOADING THE GAME

Insert the disk in the internal drive, turn on your computer. The 
game loads automatically. When prompted to insert your league 
disk, place that disk in your internal drive.

MENUS AND GAME OPTIONS

The main menu has five options: EXHIBITION, LEAGUE, PRACTICE, 
SCHEDULES, and STANDINGS. Select an option by moving the joystick 
up or down until the football cursor is next to your selection. 
Press the button.

EXHIBITION GAMES

When the three EXHIBITION options appear, select one and press the 
button. Select a "home" team from the clipboard by moving the 
pencil to the desired team and pressing the button. In ONE PLAYER 
mode, the FIRST team you choose is the team YOU will control. The 
SECOND team you select (the "visiting" team) is your opponent. For 
TWO PLAYER games use a second joystick, plugged into PORT 0, when 
selecting the "visiting" team.

LEAGUE GAMES

The Cinemaware Football League (CWFL) consists of 28 teams; each 
team has either a HUMAN or COMPUTER "owner". (To change ownership 
from HUMAN to COMPUTER, see EDITING A TEAM later in the docs.) You 
may have a league consisting solely of computer teams, and watch 
seasons progress as a spectator. You may change one computer team 
to a human team and control it through a rigorous schedule of 
computer opponents. Or you may compete in a league with up to 27 
of your friends, each friend choosing a team to "own" while any 
remaining teams are controlled by the computer. In multi-player 
leagues, some of your games may be against teams and some may be 
against other humans.

PLAYING LEAGUE GAMES

After you select LEAGUE from the Main Menu, you may choose to 
CONTINUE a SEASON in progress, or start a NEW SEASON. If you 
decide to start a new season, you may choose to EDIT TEAM. After 
you have edited as many teams as you care to, SAVE LEAGUE to save 
your changes to disk. This returns you to the Main Menu.

WARNING: When you play a game in a NEW SEASON, you permanently 
erase all games played on the previous season on your league disk! 
When you edit a team and SAVE LEAGUE, you permanently modify that 
team on your disk! You are allowed only one season and league per 
disk. You cannot modify a team in mid-season; attempting to do so 
will reset the league to week 1. To run more than one season at a 
time simply make an additional League disk.

When you are ready to play, go to CONTINUE SEASON and press the 
button. You will see a schedule of the current week's games. A 
blue C indicates COMPUTER controlled teams. A red H marks the 
teams that are HUMAN controlled (if your team is not marked with 
an H, it means you forgot to change ownership and you must start 
over). Move the pencil to the game that features your team and 
press the button. This game will now be highlighted. To begin, 
choose PLAY at the bottom of the screen. Choose MAIN MENU to exit.

CHOOSING HOLD AND AUTO MODES

The right side of the weekly schedule has a status schedule 
indicating whether a game is in HOLD or AUTO mode. Notice that the 
games with one or more HUMAN owners default to HOLD mode, while 
all computer vs. computer games default to AUTO. This means those 
games will be played automatically, while the human games will be 
held until a later time. While playing your league game on the 
screen, all the games in AUTO mode are actually being decided off-
screen. Also, if you don't select a game before you push PLAY all 
the games in AUTO mode will be resolved. You can toggle games 
between the two modes by moving the pencil to the status column of 
the appropriate game and pressing the button. This allows two 
things; first, you can HOLD a computer vs. computer game and 
second, if you're competing in a multi-player league and one of 
the players isn't available for his game he can elect to have the 
computer simulation decide the game for him almost instantly! NO 
ONE can advance to the next week until all games from the current 
week have been decided, either by playing or by computer 
simulation.

PRACTICE

Football is a game of fundamentals, and the only way to improve 
your fundamentals is by practicing. This option allows you to 
practice handoffs, pitches, field goals and (most importantly!) 
passing. The playcalling screen remains up for an indefinite 
amount of time allowing you to analyze the play diagrams. Once you 
have selected a play you can hike the ball immediately. You return 
to the playcalling screen whenever the play ends: by running out 
of bounds, throwing an incomplete pass, or by scoring a touchdown. 
You have unlimited downs, no time limits, no penalties, and you 
are returned to the 20-yard line after each play. To exit the 
practice mode and return to the main menu, press the button when 
you are on the playcalling screen without making a play selection.

SCHEDULES

This option displays a weekly schedule of league games. The PREV 
WEEK and NEXT WEEK options at the bottom of the screen allow you 
to go forward or backward on the schedule. Move the pencil to your 
choice and press the button. Scores of games that have already 
been resolved appear on the weekly schedules. Those in red 
indicate losing efforts while the blue scores mark victories. When 
viewing playoff schedules in mid-season, all teams appear as 
T.B.D. (to be determined). Choose MAIN MENU to exit.

STANDINGS

The STANDINGS screen lets you analyze the record of every team in 
every division. From left to right you can see: Wins, Losses, 
Ties, accumulated Points For, and accumulated Points Against. 
Also, by moving the pencil up and clicking on a team, you can view 
its schedule. The Schedule shows a complete listing of opponents 
and tracks scores of games that have already been played.

 


STARTING THE GAME

After you choose the type of game you want to play, the broadcast 
begins! A short graphic and musical sequence introduces the game 
(this sequence can be skipped with a button press). Following 
this, a coin toss determines who kicks off and who receives to 
start the game. The VISITING team always makes the initial 
selection of HEADS or TAILS. The team that wins the toss can 
choose whether they want to KICK or RECEIVE (the team that 
receives the opening kickoff will kickoff to start the second 
half).

TV Sports: Football was designed to be easy for beginners, so the 
game will play all by itself, even in the TWO PLAYER mode. Until 
you move the joystick to "take over", the computer will always 
control the flashing player. On offense, the player with the ball 
always flashes and, once you have "taken control" by moving your 
joystick, the computer cannot regain control, even if you release 
the stick.

After the coin toss, the game begins with the opening kickoff. A 
player on the RECEIVING team gets the ball after the kick. After 
he "returns" the ball upfield and either scores a touchdown, is 
tackled by the defense, or runs out of bounds, the play ends and 
the PLAYCALLING SCREEN appears.

THE PLAYCALLING SCREEN

The playcalling screen is not only used for calling plays, but 
also functions as a scoreboard showing the game clock, team names 
(the small football icon marks the offensive team), the score by 
quarter and total score, the DOWN number 1-4, the yards TO GO for 
a first down, and the position of the football ON the field. The 
arrow after the word ON indicates which half of the field the ball 
occupies. If it is pointing UP it means the football is past the 
50 yard line and in the defensive team's half of the field. 
Conversely, if it is pointing DOWN it means the ball is more than 
50 yards from the opponent's goal line. Also displayed on the 
playcalling screen is a small red box marking the quarter from 1-
4, and 6 red lights showing the number of timeouts remaining for 
each team. Each team is allowed 3 timeouts per half.

CALLING PLAYS

To call a play, whether you are on offense or defense, refer to 
the two joystick icons in the lower half of the screen. Choose a 
formation by moving the joystick diagonally toward the formation 
you have selected. When both sides have made their decisions, the 
offensive and defensive PLAYS are displayed. Again, move the 
joystick diagonally to make your selection. If you have not called 
a formation or play in about eight seconds, the computer will call 
one for you. However, if no joystick input was detected on the 
previous play, the computer will begin calling plays in about 5 
seconds to expedite gameplay. TV Sports: Football, over a period 
of time, actually learns your playcalling tendencies. So, whenever 
your team calls plays on its own (say you had to leave the room 
for a few minutes), the computer attempts to make the same choices 
you would have made.

NOTE: You can double the number of offensive plays by reversing 
them. To do this, hold down the button when calling your play. 
The pitch left now becomes a pitch right, crossing patterns to the 
left become crossing patterns to the right, etc.

CALLING TIME-OUTS

To call a timeout, you must push the button before a format is 
selected! The game is now paused. To return to play, push the 
button again. Timeouts are useful because they stop the game clock 
until the START of the next play. The game clock also stops 
automatically at the end of every quarter and following an 
incomplete pass, a run out of bounds, or a change of possession.

OFFENSE

STARTING THE PLAY

As the quarterback you are the initial ball handler and 
responsible for making last second decisions "at the line". One 
decision a quarterback must make is whether to send his wide 
receiver in motion. To do this, move the joystick left or right 
before the play begins. You can "snap" the ball, and initiate 
play, as soon as the down and yards to go message disappears from 
the screen. There are three ways to start the play.

PUSH THE BITTON: Pushing down on the button to snap the ball means 
you want the quarterback to follow the diagrammed play and make a 
handoff or pitch at the earliest opportunity. You CANNOT pass the 
ball if you snap it with a button press. As soon as the running 
back has the ball he will begin to run automatically. Move the 
joystick at any time to take control.

TAP THE JOYSTICK BACK: A short tap downward means you want the 
quarterback to follow the diagrams play and throw a forward pass 
at the earliest opportunity. Move the joystick at any time to take 
control.

PULL BACK ON THE STICK: If you want total control over the 
quarterback pull the joystick back for a longer time. You can drop 
back, roll to the left or right, or even attempt to run the ball 
(a quarterback sneak). You can make handoffs and pitches by 
pushing your button when a running back is near. The ball will go 
to the nearest running back.

THROWING THE BALL

While controlling the movements of the quarterback behind the line 
of scrimmage (the position of the ball when the play started), 
release the joystick so the quarterback stops moving to enter pass 
mode. By moving the joystick left and right you can make him 
"point" to virtually any spot on the field. To break out of this 
mode and run, you must move the joystick either up or down. To 
pass the ball in the direction you are pointing, press and hold 
your joystick button. The brown X shows you where the ball will 
land, and marks the middle of the "catchable range". As long as 
you hold your finger on the button, the X will continue to move up 
the field (the STRENGTH rating of the quarterback determines how 
far the ball can ultimately travel). At the moment you release 
your button, the X will stop moving. The nearest eligible receiver 
will be activated and begin running toward the X, and the ball 
will be halfway between it and the quarterback. It is VERY 
important to lead you receivers. This means that you should throw 
the ball far enough in front of them so that they get to the X the 
same time the ball does. Practice your first few games. Soon, you 
will learn to "read" the defense, and your interception rate will 
go down while your pass completion percentage goes up.

CATCHING THE BALL

The X on the field marks the middle of the catchable range. The 
closer an offensive player is to the X when the ball comes down, 
the better chance he has of catching it. However, if a defensive 
player is there at the same time, it is possible that, based on 
the HANDS ratings of the two players, the ball will be knocked 
down or even intercepted, To try a diving catch, press your button 
while pushing the joystick in the direction you want to dive. The 
player you are controlling will dive. Sometimes this is the only 
way to catch a ball that has been overthrown or underthrown. 
Practice diving catched int he PRACTICE mode before attempting one 
in a game situation.

RUNNING THE BALL

There are two types of running plays: runs up the middle and runs 
to the outside. Running up the middle requires a good offensive 
line; it is their responsibility to open a hole for you to run 
through. When you find the hole, get through it as quickly as 
possible, before the linebackers have a chance to react. Running 
to the outside requires more speed and quickness. Whenever you 
carry the ball you should never just run right at a defender. Let 
him get close, then cut to the left or right and try to avoid him. 
This works best when your AGILITY rating is better than his.

PUNTING THE BALL

Punting the ball is similar to throwing a long pass from the 
shotgun. Snap the ball by pulling down on the stick. When the 
punter catches it, move your joystick left or right to point in 
the direction you want to kick. Hold the button the punt the ball.

DEFENSE

ADJUSTING THE DEFENSE

Before the play begins you have three defensive options: you can 
switch control to any of four defensive backs or linebackers 
(three in the 6-1 Key), you can move the the defense around, or 
you can change the assignment of any player to BLITZ or MAN TO 
MAN.

SWITCHING THE PLAYER YOU CONTROL: You can change defensive players 
(before the play only), by pressing the button. Keep pressing it 
until the player you want to control is flashing. Be careful not 
to push the button after the ball is snapped or your player will 
dive and you won't be able to control him until he gets up again.

MOVING THE DEFENSE AROUND: While a player is activated you can 
move him anywhere on the field, even across the line of scrimmage. 
However, if you move across the line and make contact with an 
offensive player, you will be called for encroachment. If you are 
past the line when the quarterback hikes the ball, you will get an 
offsides penalty.

CHANGING A PLAYERS ASSIGNMENT TO BLITZ OR MAN TO MAN: Before the 
ball has been snapped, activate the player you want to BLITZ, then 
hold down your button and pull DOWN on the stick to change his 
assignment. You may change his assignment to a MAN TO MAN pass 
coverage by holding down the button and pushing UP on the stick. 
It doesn't matter what his assignment was, and you can change as 
many players as you like, or have time to change. It's sometimes a 
useful strategy to BLITZ a cornerback if there are no wide 
receivers lined up opposite him on the field. However, be careful 
the offense doesn't send a wide receiver in motion, or you could 
leave him uncovered. On the other hand, assigning MAN TO MAN 
coverage works well against a pass, but leaves his area open for 
an outside pass.

MAKING THE TACKLE

Your defensive players must move close enough to the ballcarrier 
to tackle him in order to stop the play and prevent a touchdown. 
When a defender is in range, he may or may not be able to make the 
tackle, depending on his STRENGTH and AGILITY.

You may also attempt a diving tackle. To make a diving tackle, 
press your button while pushing your joystick in the direction you 
want to dive. There are several advantages and one big 
disadvantage in attempting a diving tackle. The advantages are: 
diving tackles cause more fumbles, it may be the only way to catch 
a speedier player, and if you hit the ball carrier head on you 
will push him back a few yards. The big disadvantage is that you 
are committing yourself, because you only get one chance to make 
the tackle. If you miss you could be giving up a touchdown.

RECOVERING FUMBLES

Fumbles occur randomly based on the STRENGTH of the tackler, the 
HANDS of the ball carrier, and the severity of the hit (diving 
tackles cause almost twice as many fumbles). After a fumble, the 
first person to push and hold his button will recover the ball.

KICKING FIELD GOALS AND EXTRA POINTS

There are two ways to kick a field goal. You can let the computer 
attempt the kick (if so, do nothing), or you can try to kick it 
yourself (hike the ball by pulling back on the stick). Both 
attempts will be based on the ratings of the kicker and the timing 
of the kick. There is a box in the lower right corner of the field 
goal screen with a picture of a football. Use this as a guide to 
where on the football you want to kick it. As soon as the ball is 
hiked a horizontal line starts to move from the bottom of the 
football, push the button to stop it. The spot where the white and 
brown lines intersect is the spot where you kick the football. To 
kick the ball high and short you would stop the white line near 
the bottom of the football diagram. To kick it long and low (the 
lower it is the greater chance it has of being blocked, see 
BLOCKING THE KICK, below) you would leave the line at the halfway 
point without going past. If you go past the halfway point you 
will top it and send it tumbling along the ground. To kick to the 
left you should aim the the brown line to the right side. And if 
the goal posts are to the right you should position the brown line 
to the left. If you attempt a straight kick but it sails off to 
the left or right the kicker probably has a low ACCURACY rating. 
The POWER rating will determine the maximum distance the kicker 
can kick, although no field goals may be attempted beyond the 50-
yard line. (The kicker's ACCURACY rating is figured by adding his 
HANDS and his AGILITY. His POWER rating is figured by adding his 
STRENGTH and SPEED).

BLOCKING THE KICK

It is very difficult to block a field goal. It must be a low kick 
and your timing has to be perfect. Move your joystick left and 
right to position the middle linebacker between the kicker and the 
goal posts, and just after the ball is in the air push your button 
to jump.

EDITING A TEAM

Whenever you start a new season, you have the option to EDIT TEAM. 
You may edit the team name, team abbreviation, and players' names; 
toggle the ownership between COMP. and HUMAN; and alter player 
ranking and skills. Just move the pencil to the item you want to 
change and press the button. When you select a name or 
abbreviation, a flashing red cursor should appear at the end of 
the old data. Use the <esc> key to delete the entire line, or the 
<backspace> key to delete one character at a time. When you select 
a ranking or skill, its box will turn red to indicate that you 
have selected it. Just type the appropriate number and press 
<return>. You may move the joystick to cancel an edit.

When you are done, select ACCEPT and press the button. This makes 
a temporary copy of your new team in memory. You may now edit 
another team, or save your changes to disk with the SAVE LEAGUE 
option. An editing session permanently modifies the team on disk. 
Several sessions may be used to create a multi-player league. When 
all players are satisfied with their teams, select CONTINUE SEASON 
to begin league play.

IMPORTANT: You cannot modify a team in mid-season; attempting to 
do so will reset the league to week 1.

RANKINGS AND SKILLS

All players are ranked from 1 to 18. The rankings determine the 
total number of "talent points" that a player is allocated. The 
best player on your team is given 24 points, the second best 
player gets 23 points, and so on down to the worst player who has 
7 points. The points are then divided among four different skills: 
SPEED, STRENGTH, HANDS, and AGILITY. You cannot give a player more 
or less total points than he was allocated. So if a player has 20 
talent points and you have given him 5 points in each of the first 
three areas, the computer will only accept a 5 in AGILITY.

HINTS AND STRATEGIES

1. There are many variations on each offensive play. Use PRACTICE 
mode to experiment. During a game, learn to set up your opponent 
by running a different variation of a play the the defense has 
seen. For example, pitch the ball to your left halfback several 
times. Then when you need a big play, roll to the left like you 
normally do on a pitch play, but when the defense moves down to 
contain the run, stop and fire a quick pass upfield to your wide 
receiver.

2. On defense, the computer defenders respond to the pass more 
quickly in PASS DEFENSE.

3. Football is a game of reading and reacting. Learn to read the 
defense before you begin each play, and after the play has 
started. There is a big difference between passing to a man who is 
in zone coverage and a man who is being covered man to man. If you 
don't like what is happening downfield, try to dump off a short 
pass to the nearest running back, or keep the ball yourself and 
run with it. If the defense is blitzing and you can't find an open 
receiver, try to throw the ball out of bounds. It beats being 
sacked behind the line of scrimmage and it's certainly better than 
throwing an interception.

4. Remember that a 6-1 defense, while not allowing many holes to 
open in the offensive line, gives you only one man deep. This 
isn't alot of protection if the QB comes up in the shotgun and 
decides to throw a bomb. Be careful - don't get burned! (The 4-3 
has two men deep, and the 3-4 defense has four).

5. If you don't like the play or formation you've chosen on the 
playcalling screen, you can pick a new one as long as the play or 
formation is still visible on the screen.

6. If you don't have time to play all 16 games on your schedule, 
let the computer play the first 8, using AUTO mode.

7. If you decide to run a multi-player league, elect one player, 
or even a non-player, to be the Commissioner. The Commissioner's 
responsibilities could include: collecting a small entry fee from 
all the contestants (for buying trophies etc.) and setting time 
limits for every game (contestants have a week to resolve all 
games before the commissioner uses the AUTO play mode).

Note to 520ST owners: You MUST reboot your computer after each 
game in order to play a new game.
