NEWSTUFF.TXT FOR FRONT PAGE SPORTS: FOOTBALL PRO '95 
 
Football Pro '95 has many new features and revisions from the original 
Front Page Sports: Football Pro.  Some features were generated in an 
update disk that was distributed to registered owners.  These are: 
 
1. Long distance running fatigue effect has been reduced. 

2. Fumbles recovered by the punting team will now result in a first down 
   for that team, regardless of recovery field position, since it was a 
   change of possession. 

3. Blocking on kickoffs has been improved. 

4. Increased chance of blocked FG/Punts. 

5. Improved logic for computer downing the ball in the endzone. 

6. Player Retirement algorithm has been improved to make them less 
   likely to retire if they had a good year in the previous year, went to 
   the playoffs, etc.. 

7. Conference names can be greater than 16 characters 

8. Drafting AI has been tweaked so that Kickers & Punters are NOT 
   drafted during round 1 of the college draft. 

9. You can no longer change SIM type of games AFTER the first game of 
   the season has been started. 

10. Remote play has been enhanced.  Now you can pass a drive letter to 
    allow people to use other logical drives.  For example, use "HIKE -XP D:"
    if the game is on D:.  The directory must still be the same, 
    however.  For example, your commissioner can have his league on C: in 
    \SIERRA\FBPRO95 and you can have your league on D:, but you must still 
    have it in \SIERRA\FBPRO95 directory. 

11. Playing a Pro Bowl Game with low memory no longer generates a 'not 
    enough memory to determine all pro teams' message. 

12. F6 key takes a screen shot and creates an .lbm file from it in the 
    shell as well as the arcade game now. 

13. Career Ending Injuries have been slightly reduced. 

14. There is a lower chance of broken tackles for RB's against LB's now. 

15. Fair catch interference is 15 yards from the spot of the foul now, 
    instead of a re-kick. This properly implements the 1993 rule change. 

16. Previously, Offensive Pass Interference was sometimes called on a 
    forward pitch, which is technically a forward pass.  However, due to 
    differences in the ratings and players' speed, etc., on stock plays the 
    pitch is behind, and some ahead of the QB. Forward pitches do not have 
    pass interference called for blocking by eligible receivers now. 

17. You can change all player attributes during the season now. 

18. Double games have been eliminated for remote leagues when you have 
    two teams with passwords and you intentionally fail the password check 
    to sim both teams.  Remote league commissioners on Compuserve know what 
    this obscure error is about, but it has been fixed per their request. 

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Following is a list of only SOME of the new features that have been 
implemented in Football Pro '95.  Play for a while and you will see 
there are hundreds of new additions, changes, tweaks, etc. to make the 
game even better.  To start, look for these things:  
 
1. User-defined algorithms to determine the player ratings using the 
   previous year's statistics.  
 
2. The Camera Angle Management System has been added for both game play 
   and replays, letting you view the action from any angle you wish. 
 
3. Kickoffs now occur from the 30 yd line.  Kickoff distance has been 
   adjusted to simulate use of the 1 inch kicking tee. 
 
4. Users now have the option to sort players by any rating on any roster 
   screen. (Click on column headings and then "Sort.") 
 
5. A report on the play selection screen tells when injured players are 
   ready to return.  
 
6. You can play with real NFL teams. 
 
7. All teams include all players available for licensing from the NFLPA 
   for 1994 (some players are not members of the NFLPA, and therefore, are 
   not licensed). 
 
8. Play the actual 1994 NFL schedule. 
 
9. NFL helmets appear on associated rosters and team data screens. 
 
10. Added option to change the stripe colors on the players' uniforms 
    separately from the helmet color. 
    
11. A new Man-to-Man defense command allows you to assign matchups based 
    on ratings.  
 
12. The Block....Lead-To command allows additional flexibility in 
    designing "moving block" plays, such as screen passes, sweeps and roll 
    out passes. 
 
13. A Read command has been added for LBs and DBs, making it possible to 
    set up a "bend-but-don't-break" defense. 
 
14. The new rule for placement of the ball after a failed field goal has 
    been implemented. 
 
15. You now have the option to attempt a 2-point conversion after 
    touchdowns 
 
16. Out of bounds on Kickoffs is now marked at the 40 yard line or where 
    it goes out, whichever is more advantageous to the receiving team. 
 
17. An improved Fast-Sim mode now generates statistics.  
 
18. New texture-mapped graphics for the football field and skies over 
    the stadiums. 
 
19. 3D-modeled stadiums, including outdoor and indoor models. 
 
20. NFL helmets are shown on team screens for NFLPA leagues. 
 
21. A common draft pool option allows you to remove all players from 
    teams and draft a whole new league from scratch. 
 
22. A Draft Profile and Draft Profile Editor is included so users can 
    set up what positions are of the highest urgency in the common draft 
    pool. Also allows determination of the ratings to be used as criteria.  
    You can have the computer control your draft through all 53 rounds using 
    the profile. 
 
23. Rosters have been expanded to 53 players, including 34 assigned 
    slots, 12 open slots, 7 inactive slots. 
 
24. There is a 10 man injured reserve for each team.  Like the NFL, once 
    you put a player on IR, he is there for the entire season. 
 
25. The STOPCLOCK play is available immediately at the end of a play. 
 
26. A new animated championship sequence and introduction have been 
    added. 
 
27. A utility is included to update existing Football and Football Pro 
    plays, profiles, and leagues to the Football Pro '95 format.   
 
28. You now have the ability to look at game stats during the game by 
    pressing F2. 
 
29. A Customizing screen has been added to the Advanced Playcalling mode 
    which allows you to more specifically set the substitution mode, the 
    play diagram display, clock control during substitutions, highlighting 
    of the suggested play by the coaching profile, etc. 
 
30. Penalty outcomes for accepting/declining a penalty are shown, so you 
    know which is most advantageous. 
 
31. Illegal block on kick returns has been implemented: 10 yards from 
    the catch, or from the spot of the foul depending on whether the block 
    occurred while the ball was in the air, or after it was caught. 
 
32. Team Profiles allow you to set the probability that specific 
    Coaching Profiles will be selected by computer-owned teams. 
 
33. You will now see all players available for a trade in a group, 
    instead of having to go into each team individually. 
 
34. You are notified on the playcalling screen when players start hot 
    and cold "streaks". 
 
35. QBs now have the ability to throw while scrambling. 
 
36. Several new animations have been added. 
 
37. Endzone art is shown for each NFL team's home stadium in NFLPA 
    leagues. 
 
38. The "on the field" view has been implemented on field goals to allow 
    the opposing team to block and advance the ball.  
 
39. A total of over 3,000 plays and coaching profiles are available on 
    the floppy disk version, over 10,000 on CD. 
 
40. Line scores showing the scoring by quarters are now available at the 
    end-of-half and end-of-game summaries. 
 
41. Coaching profiles can now be password-protection (mainly for remote 
    leagues). 
 
42. Man-to-Man and Zone defensive player logic has been improved. 
 
43. You can now determine Pro Bowl player selection using your own 
    algorithms to rate players. 
 
44. You can now sort rosters by the players' ratings or combinations of 
    ratings. 
 
45. The Block and Release command for offensive players has been 
    improved. 
 
46. The replay and on-field cameras can now be located virtually 
    anywhere on the field. 
 
47. You can now program your top row of number keys with any camera 
    mode, location, or object that you like. 
 
48. You can now isolate a player in the replay to watch only that 
    player's actions. 
 
49. A new Check Receiver view gives you a wider view of the field when 
    you are checking through open receivers during play. 
 
50. NFL logos are in the center of the field for NFLPA leagues. 
 
51. You can determine the game situations when a team tries for a 2-
    point conversion in the coaching profile. 
 
52. You are now able to edit the camera angles and positions in replays 
    and then save them for a customized view. 
 
53. You can now turn off individual sound effect types.  Including the 
    jerk with the air horn. 
 
54. Edit players ratings, numbers, and names at any time. 
 
55. The NFLPA93E league starts the 1994 season with the end of 1993 
    NFLPA rosters. 
 
56. The new rule has been implemented where the player that is put on 
    Injured Reserve must remain there for the remainder of the season. 
 
57. In remote leagues you can now play teams against each other using 
    only the Coaching Profiles (you set the game up as human vs. human, but 
    it is played as computer vs. computer). 
 
58. Squib kick return logic improved. 
 
59. Incomplete pass tackles may still occur. 
 
60. Improved QB throwing accuracy on shorter passes, and QB AI for 
    finding open receivers. 
 
61. User can audible on fourth down now (if you call FGPATD, you can 
    audible out of it if the computer comes up in a regular play, for 
    example). 
 
62. Encroachment bug fixed--linebackers and DB's don't come charging up 
    to the line from 10 yards back. 
 
63. Linemen get out of their stances a little more quickly (a couple of 
    frames). 
 
64. Some game clock timing inaccuracies were fixed, including when the 
    clock runs and doesn't. 
 
65. Players who are injured and have a bye week in the playoffs are 
    healed during the bye week now. 
 
66. Bump man at line and shade underneath logic improved. 
 
67. Injuries have been tweaked. 
 
68. Pass blocking AI tweaked. 
 
69. Audible logic has changed.  QB calls better audibles based on how 
    the defense is lined up, etc.  Defense calls better audibles based on 
    what the offense is doing. 
 
70. Pursuit logic has gotten a major overhaul.  Conservative pursuit may 
    give up a little more yardage underneath, but is hard to go for the big 
    gain now. 
 
71. The NFL rule for fumbles on 4th down or in last 2 minutes where the 
    ball may only be advanced upon recovery by the fumbling player has been 
    implemented correctly. 
 
72. Inside runs result in more "forward" tackles for a few extra yards. 
 
73. Improved joystick drivers throughout game. 
 
74. Improved sound drivers from HMI fix popping/clicking problems on 
    some cards, especially the SB-16. 
 
75. Open field running logic improved.   
 
76. Get out of bounds logic for players during "hurry up" time improved. 
 
77. New stock coaching profiles done by beta testers.  Percentage for in 
    and out moved to 90/80.  Better stop clock logic.  At least that is what 
    the testers all say! 
 
78. You can toggle details above players heads from the numbers to their 
    depth chart positions, to their names out on the field. 
 
79. Fatigue rate has been adjusted.  Also, "energy maximum" has been 
    implemented.  This is the highest energy level a player can recover to, 
    not just their CURRENT energy level.   
 
80. Helmet stripes on the coin toss are correct for the NFL teams, 
    including teams that DON'T have stripes on their helmet. 
 
81. Correct surfaces for stadiums that have changed. 
 
82. Time outs in OT correct--2 during the regular season, 3 in playoffs. 
 
83. More returns on interceptions. 
 
84. Punting and kickoff return logic and blocking improved. 
 
85. Players pushed out of the endzone during a celebration sometimes 
    wouldn't get credit for a TD--that is now fixed. 
 
86. Backup batch files included so you can easily backup your leagues.  
    We recommend you do that frequently, such as after each week. 
 
87. Dead ball penalties are automatic, as they are in the NFL.  You 
    cannot decline them. 
 
88. Defenders in a short zone will react more intelligently to the QB if 
    everyone has gone through their zone, and no more eligible receivers are 
    coming out of the backfield (i.e., they'll blitz). 
 
89. Some stats formatting problems in the shell were cleaned up.  These 
    mainly were happening on career totals that were getting larger than the 
    room that had been allotted for them. 
 
90. A few of the free agents will have much higher than average ratings 
    once in a while.  These are the "super stars" that come out of college, 
    etc.  There is a random chance, and a random percentage of them within a 
    certain range. 
 
91. No interceptions on the stopclock play (yes, if you dove in just 
    right, sometimes you could do it). 
 
92. Some penalties were being assessed with the wrong yardage.  Also, 
    personal foul penalties are tacked on to the end of the play now. 
 
93. You can exit the play editor directly to DOS by hitting CTRL-ESC. 
 
94. When loading game plans at the start of the game, it "remembers" 
    which directory you loaded from and stays there. 
 
95. Manage Teams box modified. 
 
96. You can change ownership of a team at any time during a season, as 
    well as other information about players, teams, etc. 
 
97. There is a 2-minute warning at the end of overtime periods during 
    regular season. 
 
98. Uniform colors for some teams have been tweaked. 
 
99. Greater use of EMS.  The more you have, the faster the game and 
    shell will be. 
 
100. New manual. 
 
101. "Time scaling" implemented.  If you have a higher end machine, the 
     frame rate is no longer capped, but the animations are scaled to work 
     accordingly.  On some of the Pentiums here at the office, we are getting 
     frame rates of over 20 fps, and the ball moves very smoothly. 
 
102. QB ST offset tweaked a little so they don't break tackles as easily 
     as they used to. 
 
103. No more "parties in the catch zone".  Only the intended receiver 
     will move to the catch zone until the ball is caught. 
 
104. DB's are "keying" on the OL better.  When they see an OL move 
     downfield some, they know it will be a run or an ineligible man 
     downfield, so they drop their coverage and come after the ball carrier. 
 
105. Long pass plays tweaked for accuracy by QB. 
 
106. On play diagrams, the ball carrier has a light blue path so it is 
     easier to see who gets the ball on running plays. 
 
107. New artwork in various spots, including the transition screens. 
 
108. Read command for DB's and LB's gives them a better chance of 
     reacting correctly to the play, but also makes them more susceptible to 
     fake passes and handoffs. 
 
109. New tables for downfield blocking outcomes.  OL's will usually 
     knock DB's on their butts now. 
 
 
And many, many more tweaks, fixes, balances, etc. that users have 
requested in the past year. 
 

