amiga - abc monday night football manual

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ABC Monday Night Football © 1991 MVP Sports Manual Playing ABC's Monday Night Football on the Amiga is essentially the same as playing on an IBM PC. Refer to the ABC's Monday Night Football Instruction Guide for information on the Main Menu, Joystick Controls,Controlling Play Action, Offensive and Defensive Play selection and the Playmaker Utility. SYSTEM REQUIREMENTS TO PLAY ABC'S MONDAY NIGHT FOOTBALL ON AN AMIGA,YOU NEED: 1 MB RAM A disk drive A color monitor One or two joysticks(For one or two-player mode) GETTING STARTED Before loading Monday Night Football,we recommend that you make backup copies of each disk.(Refer to your owner's manual for instructions on copying disk.) Make sure the copies are named Camera 1,Camera 2,and Camera 3,and not Copy of Camera 1,etc. Put the original game disks in a safe place and use the copies. LOADING FLOPPY DISKS: NOTE:AMIGA 1000 owners will need to load KickStart first. 1. Insert the Camera 1 disk into DF0:floppy drive(usually internal.) 2. Turn on your computer. 3. The game will now automatically load and run. HARD DISK INSTALLATION: 1. Boot your computer and load the Workbench. 2. Insert the Camera 1 disk,and double-click on its disk icon. 3. Double-click on the icon named HDinstall. 4. When prompted,type a path name in quotes,for example: "DH0:Monday" 5. Press RETURN. The game will now be installed. 6. Insert the disks into the floppy drive when prompted. 1 PLAYING FROM THE HARD DISK: 1. Double-click on the drive where the game is installed. 2. Double-click to open the Monday folder. 3. Double-click on the MNF icon. 4. The game will now load and run. COPY PROTECTION After the opening graphics,a security guard asks you for a password. On the screen will be the words PASS CODE and a number representing a page in the manual. Turn to the page and find the football jersey at the bottom of the page. The jersey has a number on it. That is your password. Type in that number and the seurity guard will let you into the stadium. Here's an example. The guard asks you for a password and the pass code on the screen is 22. Turn to page 22 and type the number on the jersey at the bottom of the page. (In this case the number is 60.) Please note:Each time you start the game you will be given a different password. Next the Game Selection menu will pop up. THE GAME SELECTION MENU YOU NOW SELECT AMONG THESE PLAY MODES: 1. One Gamer Practice 2. One Gamer Exhibition vs. Computer 3. Two Gamer Exhibition Head to Head 4. Two Gamer Exhibition Teammates 5. One to Four Gamer Playoffs 6. One to Ten Gamer Playoffs 7. Demo mode 8. Exit to DOS TO SELECT:Move the joystick UP or DOWN to move the cursor next to the number you wish to select. Now hit the FIRE button to make your selection. THE TEAM SELECTION MENU You select from teams in 28 cities,just like the Pros. Move the Joystick UP or DOWN to move the cursor next to the name of the team you wish to select. Hit the FIRE button to make your selection.

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Page 1: AMIGA - ABC Monday Night Football Manual

ABC Monday Night Football© 1991 MVP Sports

ManualPlaying ABC's Monday Night Football on the Amiga is essentially the same asplaying on an IBM PC. Refer to the ABC's Monday Night Football Instruction Guide for information on the Main Menu, Joystick Controls,Controlling Play Action, Offensive and Defensive Play selection and the Playmaker Utility.

SYSTEM REQUIREMENTSTO PLAY ABC'S MONDAY NIGHT FOOTBALL ON AN AMIGA,YOU NEED:1 MB RAMA disk driveA color monitorOne or two joysticks(For one or two-player mode)

GETTING STARTEDBefore loading Monday Night Football,we recommend that you make backup copiesof each disk.(Refer to your owner's manual for instructions on copying disk.)Make sure the copies are named Camera 1,Camera 2,and Camera 3,and not Copy ofCamera 1,etc. Put the original game disks in a safe place and use the copies.

LOADING FLOPPY DISKS:NOTE:AMIGA 1000 owners will need to load KickStart first.1. Insert the Camera 1 disk into DF0:floppy drive(usually internal.)2. Turn on your computer.3. The game will now automatically load and run.

HARD DISK INSTALLATION:1. Boot your computer and load the Workbench.2. Insert the Camera 1 disk,and double-click on its disk icon.3. Double-click on the icon named HDinstall.4. When prompted,type a path name in quotes,for example: "DH0:Monday"5. Press RETURN. The game will now be installed.6. Insert the disks into the floppy drive when prompted.

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PLAYING FROM THE HARD DISK:1. Double-click on the drive where the game is installed.2. Double-click to open the Monday folder.3. Double-click on the MNF icon.4. The game will now load and run.

COPY PROTECTIONAfter the opening graphics,a security guard asks you for a password. On thescreen will be the words PASS CODE and a number representing a page in themanual. Turn to the page and find the football jersey at the bottom of thepage. The jersey has a number on it. That is your password. Type in that numberand the seurity guard will let you into the stadium.Here's an example. The guard asks you for a password and the pass code on thescreen is 22. Turn to page 22 and type the number on the jersey at the bottomof the page. (In this case the number is 60.) Please note:Each time you startthe game you will be given a different password. Next the Game Selection menuwill pop up.

THE GAME SELECTION MENUYOU NOW SELECT AMONG THESE PLAY MODES:1. One Gamer Practice2. One Gamer Exhibition vs. Computer3. Two Gamer Exhibition Head to Head4. Two Gamer Exhibition Teammates5. One to Four Gamer Playoffs6. One to Ten Gamer Playoffs7. Demo mode8. Exit to DOSTO SELECT:Move the joystick UP or DOWN to move the cursor next to the numberyou wish to select. Now hit the FIRE button to make your selection.

THE TEAM SELECTION MENUYou select from teams in 28 cities,just like the Pros. Move the Joystick UP orDOWN to move the cursor next to the name of the team you wish to select. Hitthe FIRE button to make your selection.

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THE MAIN MENUTo get into the Main Menu,hit the ESC key when the Scoreboard is on the screen.You are then given a choice of taking a TIMEOUT or going into the MAIN MENU.

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The Main Menu gives you the following options:1. Quarter Length2. Playmaker Utility3. Team Modification Utility4. Interface Options5. New Game6. Return to Game7. Exit to DOS

PAUSETo pause the game at any time,hit the ESC key. Hit the key again to resume playwhere you left off.

ABC'S MONDAY NIGHT FOOTBALL DOCS BROUGHT TO YOU BY THE SOUTHERN STAR WITH THE ASSISTANCE OF RAP.

MONDAY NIGHT FOOTBALL INSTRUCTION GUIDE FOR THE IBM PC PW=54

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CONTENTS

INTRODUCTION 4ABC'S MONDAY NIGHT FOOTBALL:20 YEARS OLD AND RUNNING STRONG 5ABC SPORTS BROADCAST TEAM 7SYSTEM REQUIREMENTS 8THE MENU SELECTIONS 11HOW TO USE THE SONY SPORTBOOK 13JOYSTICK CONTROLS 14KEYBOARD CONTROLS 15KEYPAD CONTROLS 16LIGHTS! CAMERA! KICKOFF! 17CONTROLLING PLAY ACTION 18THE PLAY SELECTION SCREEN 22OFFENSIVE PLAY SELECTION 23OFFENSIVE PLAYBOOK 25DEFENSIVE PLAY CALLING 27DEFENSIVE PLAYBOOK 28ABC'S MONDAY NIGHT FOOTBALL STRATEGY 29PLAYMAKER UTILITY:INVENT YOUR OWN PLAYS 35THE KICKING GAME 37THE SCOREBOARD 41FUMBLES 42INTERCEPTIONS 42INJURIES 43LEAGUE PLAY 43PENALTIES AND OFFICIAL SIGNALS 44TIPS AND HINTS FOR PLAYING BETTER FOOTBALL 46ABC'S MONDAY NIGHT FOOTBALL HALL OF FAME 48A FOOTBALL TUTORIAL:HOW TO BECOME A PRIME-TIME PLAYER 50ABC'S MONDAY NIGHT FOOTBALL TRIVIA GAME AT HALFTIME 53THE ABC'S MONDAY NIGHT FOOTBALL PLAYERS 54FOOTBALL TERMS AT A GLANCE 58

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INTRODUCTION

Congratulations! You have just purchased the most exciting,technologicallyadvanced football game available. ABC's Monday Night Football gives youfootball action like you've never seen before! This is the only game that takesyou from the bright lights of the announcer's booth to the gut-wrenching actionon the field. As Frank Gifford calls the action,you play the game in thetrenches with the roar of the crowd all around you. You're the quarterback,afield marshall directing his troops. You call out the signals,the center snaps

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the ball and all hell breaks loose. You can feel the hits and hear the gruntsas your All-Pro offensive linemen battle against your opponent's front line.You scramble back to escape an oncoming defensive linemen. You quickly checkthe defense,lock onto your intended receiver and release the ball a splitsecond before being leveled.The ball zips toward its mark. Now you're the receiver who's put some fancymoves on the defensive back. You've got him by a step,but can you get to theball? You run with everything you've got,leaping high with arms outstretched.Never taking your eyes off the ball for a second,you bring down the footballsafely tucked into your chest. Touchdown! It's just another play on the mostthrilling sports game ever,ABC's Monday Night Football!From the cheerleaders on the sidelines to the infamous blimp,you'll get thetrue experience of an ABC's Monday Night Football game.Now it's time to play some defense. As the defensive coordinator of yourteam,you set the formations and you call the plays. You've got to outsmart youropponent by anticipating his moves and countering them with your brilliantdefense. Calling that corner blitz can make you look like a genius when youstuff your opponent's run. But you better hope he doesn't go for a long bomb oryou'll get burned! It's all part of the high strategy and high stakes of ABC'sMonday Night Football!This manual has been designed to help you get the most out of ABC's MondayNight Football. If you're a football rookie,we'll teach you the game. If you'rea seasoned veteran,we'll make you better. So put on your helmet and get readyfor the opening kickoff. But first,a few pre-game activities...

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ABC'S MONDAY NIGHT FOOTBALL:20 YEARS OLD AND RUNNING STRONGAt the time it seemed like a hugh gamble. On September 21,1970,ABC televisiontook the risk of broadcasting an NFL football game on Prime Time and on aweekday. Nervous TV executives hoped people would tune in. But when the NewYork Jets lined up against the Cleveland Browns on that fateful Monday night,noone dreamed that ABC's Monday Night Football would become not only a smash hit,but an American Institution.Over the course of the next few years,ABC's Monday Night Football changed thehabits of the nation. For 20 years now,millions of Americans have planned theirMonday nights around ABC's Monday Night Football. Restaurants and bars createdMonday Night Football parties for their patrons. Bowling leagues changed nightsand women's groups held their meetings on Monday nights so their husbands couldwatch the game. In 1980,even a Presidential Debate was changed from Monday toavoid the conflict! Amazingly,even the crime went down every Monday nightacross the nation because of ABC's Monday Night Football. Tuesday mornings themain subject of conversation around the office water cooler was what happenedthe night before on ABC's Monday Night Football.And the action on the field? Pumped up by their prime time exposure,playersresponded by giving us some of the most incredible and memorable plays in thehistory of the National Football League. Who could forget those stirring Raidercomebacks? On a 1988 ABC's Monday Night Football game,the Los Angeles Raidersgot behind the Denver Broncos 24-0. They came roaring back to tie the game andthen win it in overtime,30-27. Ten years ago,renegade Raider quarterback KennyStabler threw three touchdown passes to bring his team back from a 35-14defecit to a 42-35 win in the final moments. Players like Tony Dorsett,EarlCampbell and Refrigerator Perry became football legends because of theirstunning performances on ABC's Monday Night Football.

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ABC'S Monday Night Football was unique in another way,too. It was the firstfootball show to have three announcers and the stars in the broadcast boothhave shined as brightly as the stars on the field. People tune in to hear

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whatthey have to say to each other as much as to hear what they have to say aboutthe game. The current broadcasters,Frank Gifford,Al Michaels and DanDierdorf,have the show running like a finely tuned automobile at full throttle.Now,in this 20th anniversary season,a new American tradition begins:ABC'sMonday Night Football computer software game. For the first time,all theexcitement and action of ABC's Monday Night Football has been captured for you.You don't have to just watch those superstars in action;now you can become one!

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ABC SPORTS BROADCAST TEAMBEHIND THE SCENES WITH FRANK,AL AND DANThe ABC Monday Night Football broadcast is so smooth and professional that whatthey do may look easy. It isn't. Imagine trying to learn over 80 new playersevery week,memorize their names and remember their strengths and weaknesses.But that's what these guys have to do. Even though only 22 players are on thefield at any one time,modern football is a game of constant substitution.Coaches make full use of their 47 men rosters. New players come in all thetime. For example,if a coach thinks the other team will be attempting a pass,hemay send in a pass specialist to replace a rushing specialist.Frank,Al and Dan have to stay on top of that at all times. Days before thegame,they begin studying films of the two teams,they interview coaches andplayers to find out who's healthy and who's injured and get hints about thecoaches' strategies.After all the hours or preparation,finally it's game time. The director countsdown the seconds and then it's Show Time! During the game,ABC uses as many as12 cameras to get all the action from every angle. "Spotters" help Frank,Danand Al quickly identify different players. And you may have noticed thoseheadsets they wear during the game. While they're talking to you over the air,ABC directors are talking to them through those headsets. They may be tellingthem how long until the next commercial or advising them on what to say. Haveyou ever tried to talk while someone's blabbing in your ear? It's not easy.

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SYSTEM REQUIREMENTS

To play ABC's Monday Night Football on an IBM PC,you need:An IBM PC,XT,AT,PS/2,Tandy 1000 Series or any 100% IBM compatible machine.At least 512K RAMSingle Floppy drive(either 5 1/4" or 3 1/2" drive)Hercules Monochrome,CGA,EGA,VGA,or Tandy 16-color graphics modeMS DOS or compatible DOS(version 2.0 or greater)Joystick(one or two Joysticks)or keyboard control.(Joystick recommended)Hard drive recommended,not required

LOADING INSTRUCTIONS:There are two ways to load the program into your computer. You can play fromfloppy disks 1-6(5 1/4" version);disks 1-3(3 1/2" version);or you can installABC's Monday Night Football onto your hard drive.To install ABC's Monday Night Football on a hard disk drive,do the following:Turn on your computer. If your hard drive is drive C,the C:> should appear.Insert Camera(Disk)1 into disk drive A.Type: A:(Enter)Type: INSTALLC (Enter)When the ABC's Monday Night Football Hard Drive Installation screen comes up,press any key. This will install Camera(disk)1 onto your hard drive. It willalso create a directory called MONDAY on your C drive. When the Camera(disk)1installation is complete,remove the disk and insert Camera(disk)2. Press anykey to install.Continue this process with Cameras(Disks)3,4,5,and 6.After you have installed Camera 6,type C:(Enter). Then type CD MONDAY(Enter).Your DOS prompt should look like C:\MONDAY.

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If you are installing the game on anything other than drive C,you must do thefollowing(For our purposes here,we will call it D drive):Make sure you are attached to the D directory. To do this type d:(Enter)Type CD\ (Enter)which tells DOS to go to the root directory.Use the MKDIR command to create a directory for ABC's Monday Night Football.Type MKDIR MONDAY(Enter)Make ABC's Monday Night Football the current directory by typing CD MONDAY(Enter)Your DOS prompt should now look like this:D:\Monday>You now want to copy all of the ABC's Monday Night disks to this directory.Insert Camera(disk)1 into the A drive and type copy A:*.*(Enter)When the DOS prompt returns on the screen,repeat this procedure for cameras(disks)2,3,4,5 and 6(5-1/4")and camera 2 and 3(3-1/2").

IMPORTANT:BEFORE PLAYING ABC'S MONDAY NIGHT FOOTBALL PLEASE BACK UP YOURORIGINAL DISKS. CONSULT YOUR DOS MANUAL ON HOW TO USE THE DISK COPY COMMAND.

To start ABC's Monday Night Football using the floppy disks(called Cameras inthis manual),boot your computer using MS-DOS or PC-DOS. Insert Camera 1 intothe A Drive. Be sure to insert the Camera with the label facing upward.If the A:>prompt is not on the screen,type A: and press the ENTER key.Type MONDAY and press the ENTER key.The first time you play the game,you need to configure the game so it worksoptimally with your computer system. The screen will prompt you to make thefollowing choices:You first select the graphics mode for the machine you're using. You can selectamong:CGA,EGA,TGA(for most Tandy computers),VGA or Monochrome.(NOTE:Do notselect the TGA graphics mode if you are playing on a Tandy computer thatsupports EGA.)Then Players 1 and 2 select their game control modes. Both players can usejoysticks. One can use a joystick and the other the keyboard or keypad,or onecan use the keyboard and the other the keypad.If you select the joystick,the screen will prompt you to adjust your joystick.Most joysticks have horizontal and vertical control adjustments. The initialcalibration screen will request that you adjust these to the lowest number

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larger than 20. Follow the directions on the screen by moving the joystick inrequested directions and then hitting the FIRE button. This process guaranteesthat your football players' movements will be precisely calibrated for yourjoystick.You can speed up or slow down all the game's sounds - from Frank Gifford'svoice to the referees calling penalties. If you speed it up enought,the voiceswill sound like chipmunks. To adjust the voices,press the + or - keys to speedup or slow down the sound. Then press ENTER to set the sound speed. Any timeduring the game you wish to further adjust the sounds,you can do so by pressingthe + or - keys whenever the scoreboard screen is up.In the setup screens you will also be given the option to have the Cheerleaders/Trivia Game camera(disk) On or Off. If you're playing from floppy disksinstead of a hard drive,you can cut down on disk access time and disk swappingtime if you select Camera Off.IMPORTANT:WHENEVER YOU PLAY ABC'S MONDAY NIGHT FOOTBALL ON A NEW COMPUTERSYSTEM,YOU MUST RECONFIGURE YOUR GAME SETUP. TO DO THIS INSERT CAMERA 1 INTOTHE DISK DRIVE,ATTACH TO THE DRIVE THAT CAMERA 1 IS IN AND TYPE ERASE SETGAMEWHEN THE INITIAL A:> IN ON THE SCREEN.(CONSULT YOUR DOS MANUAL ON HOW TO ERASEFILES IF YOU HAVE QUESTIONS.) THE SCREEN PROMPTS WILL THEN LEAD YOU AGAINTHROUGH THE SETUP CONFIGURATION.Another way to reconfigure your game setup is to press SPACE BAR after heinitial execution of the program. In other words,when you're loading theprogram,hit SPACEBAR after you type MONDAY and press ENTER.After the opening graphics,a security guard asks you for a password. On thescreen will be the words PASS CODE and a number representing a page in thismanual. The monochrome version will only display the page number. Turn to thatpage and find the football jersey at the bottom of the page. The jersey has anumber on it. That is your password. Type in that number and the security guardwill let you into the stadium.

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Here's an example. The guard asks you for a password and the pass code on thescreen is 22. Turn to page 22 and type the number on the jersey at the bottomof the page.(In this case the number is 60) Please note:Each time you start thegame you will be given a different password.Next the Game Selection menu will pop up. Select your game and press ENTER. Ifthe game you have selected requires teams to be selected,then the TeamSelection menu will pop up. Use the arrow keys and the ENTER key to pick yourteam. Just like the pros,there are 28 teams. Every pro city is represented onABC's Monday Night Football.

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To get into the Main Menu,hit the ESCAPE key when the Scoreboard is on thescreen. You are then given the choice of taking a timeout for either team(eachteam gets 3 timeouts per half)or going into the Main Menu. Timeouts can also be called during the game play by pressing the F1 key for Player 1,and the F10 keyfor Player 2. The Main Menu gives you the following options:1. Quarter Length2. Playmaker Utility3. Team Modification Utility4. Interface Options5. New Game6. Return to Game7. Exit to DOSTo make a selection,use the ARROW key to select the option you want and hit theENTER key. Or use the number keys on the keyboard to punch in the desirednumber and hit the ENTER key. Here's a rundown of the menu options:1. Quarter Length. You can select between 5,10 or 15 minute quarters.2. Playmaker Utility. You select this option to create your own plays fromscratch. In addition to the 30-play standard playbook that comes with ABC'sMonday Night Football,the Playmaker Utility enables you to create unlimitedoffensive plays of your own. This can really give you a leg up on thecompetition! To find out how this works,turn to the Playmaker Utility cahpterstarting on page 35.3. Team Modification Utility. You can select a new team,change your team'scolors or the athletic ability of every member of your starting lineup as wellas the reserves.To Change Teams or Colors:Scroll through the teams or colors using the UP andDOWN arrow keys and then press ENTER. Or use the number keys on the keyboard toselect your team and then press ENTER.The Team Modification menu allows you to change the athletic ability of allyour important players. This enables you to set up your team's strengths andweaknesses. If you're the kind of guy that loves the passing game,you cancreate a quarterback with a great arm and receivers with hands like glue. Maybeyou want to pattern your defense after the great Chicago Bears defense of 1985.No problem. You can give your guys great rushing and coverage ability.

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There's just one catch. Just like in real life,in order to get something,youusually have to give something up. Whenever you increase a player's ability inone football skill,you automatically decrease a different skill. For example,ifyou make your quarterback a great passer,he's not going to be a great runner. Adefensive back who's great at pass coverage will be weak at tackling.Here's how it works:Every offensive and defensive player(except linemen,whichare rated as a group)will be rated on two skills. The two skills make acombined total of 5. For example,if you give your quarterback a 4 rating forpassing,he'll get a 1 for running. If you give him a 2 for passing,he'll get a3 for running. The highest rating you can give a player is 4;the lowest ratingis 1.On offense,the football skills that are paried are:QUARTERBACK: RUNNING PASSING

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FULLBACK: RUNNING HANDLINGHALFBACK: RUNNING HANDLINGLEFT WIDE RECEIVER: RUNNING RECEIVINGRIGHT WIDE RECEIVER: RUNNING RECEIVINGTIGHT END: RUNNING RECEIVINGOFFENSIVE LINEMEN: RUN BLOCKING PASS BLOCKING

On defense,the football skills that are paired are:MIDDLE LINEBACKER: COVERAGE TACKLINGOUTSIDE LINEBACKER 1: COVERAGE TACKLINGOUTSIDE LINEBACKER 2: COVERAGE TACKLINGRIGHT CORNERBACK: COVERAGE TACKLINGLEFT CORNERBACK: COVERAGE TACKLINGSTRONG SAFETY: COVERAGE TACKLINGFREE SAFETY: COVERAGE TACKLINGDEFENSIVE LINEMEN: RUN RUSHING PASS RUSHINGIf you make your quarterback a good passer,a greater percentage of his passeswill be completed. But at the same time,he will get "sacked" or tackled moreeasily because his running ability won't be as great. However,if you make yourquarterback a good runner,it will be more difficult for the defensive playersto tackle him,so he'll be better at avoiding the pass rush and gaining yardageon the ground.

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To change your players' football abilities,first use the UP and DOWN arrow keysto line up the flipping icon next to the player you want to adjust. Now use theLEFT and RIGHT arrow keys to increase or decrease their skills.To save these selections for your team,at the Team Modification menu select theSave Changes option.4. Interface Options. Use this option to change the Control Mode(joystick orkeyboard),the Graphics Mode and the speed of the sound. These are discussed inthe Loading instructions on page 8.

HOW TO USE THE SONY SPORTBOOKIf you want to use the Song SportBook and your 3-1/2" drive is drive A,you needto do the following:Load up and start the full ABC's Monday Night Football game.When the playcalling screen and scoreboard are displayed,press the ESCAPE keyto go to the game menu.At the game menu,press 3,then ENTER to select the main menu.At the main menu,press 2,then ENTER to select the Playmaker Utility.From the Playmaker,select the Load Playbook function and follow the screenprompt to load your Song SportBook.With the Playmaker Utility you may now add another 18 plays to your playbook,orbegin playing ABC's Monday Night Football with the existing 12 offensive Playsin the Sony SportBook.Consult the section on the Playmake Utility on how to create additional playsfor ABC's Monday Night Football.NOTE:If you want to use the Sony SportBook and your 3-1/2" drive is drive B,youneed to COPY B:PLAYBOOK A:PLAYBOOK(ENTER)after formatting a disk in drive A.Then you can follow the directions above to use your Sony SportBook.

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JOYSTICK CONTROLSABC's Monday Night Football can be played with one or two players and one ortwo joysticks. One player can play against the computer,two player teammatescan play against the computer,or two players can go head to head against eachother.Joysticks A and B are controlled as follows:The player you're controlling will run in the direction you point yourjoystick:Left,Right,Up,Down,Up/Left,Up/Right,Down/Left and Down/Right.

(DIAGRAM)JOYSTICK BUTTON:Hold down joystick button to scroll through receivers. Releasebutton to SELECT receiver you want. Press quickly and then let up on button to

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PASS.(See section of Keypad Controls for Handing Off.) You also hit the buttonfor PUNTS,FIELD GOALS and EXTRA POINTS.(See chapter on Controlling Play Actionfor complete details.)

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KEYBOARD CONTROLLSYou can use the keyboard keys to control your player's movements as follows:Q Up and LeftW UpE Up and RightA LeftS StopD RightZ Down and LeftX DownC Down and RightThe SPACE BAR and SHIFT keys perform the same function as the joystick button:Hold either of those keys down to scroll through possible receivers. Quicklyhit either of these keys to pass,handoff or kick the ball.For Play Selection(explained in next section),hold down the A key for a SHORTplay,the S key for a MEDIUM play or the D key for a LONG play,simultaneouslywhile pressing the SPACE BAR or left SHIFT key to select that play. To scrollthrough your playbook,hit the W key to scroll forward or the X key to scrollback.

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KEYPAD CONTROLSThe Keypad controls your player's running as follows:7 Up and Left8 Up9 Up and Right4 Left5 Stop6 Right1 Down and Left2 Down3 Down and RightSelecting and Passing to Receivers:The INSERT key(0 key on keypad)performs thesame functions as the joystick button:Hold down INSERT key to scroll throughreceivers. Release INSERT key to select receiver. If your intended receiver iscovered,you can hold down the INSERT key again to scroll through receiversagain. Quickly hit the INSERT to pass.Handing Off and Lateralling to Running Backs:As the quarterback calls out theplays at the line of scrimmage,hold left(4 key)or right(6 key)and hold button(INSERT key)as he yells "HUT". The ball will be given to the running back whois in the direction you have selected.Making Play Selections(explained in Play Selection section of this manual):Tomake a play selection,hold down the "4" key for a SHORT play,the "5" key for aMEDIUM play or the "6" key for a LONG play,simultaneously while pressing theINSERT key to select that play. To scroll through your playbook,hit the "8" keyto scroll forward and the "2" key to scroll back.

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LIGHTS! CAMERA! KICKOFF!Just like the real ABC's Monday Night Football,the action on the field beginswith the kickoff. The sports blimp gives you a breathtaking aerial view and theexcitement builds. The computer randomly picks the teams the kickoff.(The otherteam will automatically receive the kickoff to begin the second half). Thecamera then takes you to the field behind the kicking team as the ball is lofedinto the air. After the ball is kicked,the screen perspectives changes to theKick Return Specialist.On offense,you control the ball carrier as soon as he catches the ball. Youbegin to run upfield,left,right or diagonally by pushing your joystick in

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directions you wish to go. With a burst of speed and a few good cuts,maybe youcan run it back all the way for a touchdown. But the entire defense will beswarming all over you and will do their best to smash you into the ground. Ondefense you control the one player closest to the ball carrier and the computercontrols the rest of the team.(Once the ball carrier is tackled or runs out ofbounds,the whistle blows,the ball is spotted and the two teams go into a huddleas the Scoreboard and Play Selection screens come up.)You are now ready tobegin play from scrimmage.

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CONTROLLING PLAY ACTION

OFFENSEAfter you and your opponent have selected plays,your players all come to theline of scrimmage. You're about to receive the snap,so you might want to thinkabout those great Monday nigh performances by quarterbacks over the past 20years. Terry Bradshaw going long to Lynn Swann. Joe Montana threading theneedle to Jerry Rice in heavy coverage. You,too,can achieve footballimmortality throught ABC's Monday Night Football.As the teams come to the line of scrimmage,you now see the field from thequarterback's point of view. The quarterback automatically calls the signals,and the center will snap the ball when "hike" is called by the quarterback.Since the play doesn't begin until the ball moves,you have to be ready at anytime for the ball to be snapped.As soon as the ball is hiked,you ARE the quarterback. One of the great featuresof ABC's Monday Night Football is how easy it is to check off possiblereceivers and then pass or handoff the ball to one of them. Here's how it'sdone:When your team comes to the line of scrimmage,and throughout the playaction,there is a row of 6 HELMET ICONS on the bottom of your screen.These helmets are labeled with the letters representing these different playerson your team:1. QUARTERBACK:QB 4. LEFT WIDE RECEIVER:LWR2. HALFBACK:HB 5. TIGHT END:TE3. FULLBACK:FB 6. RIGHT WIDE RECEIVER:RWRAs soon as you get the ball and start to move back th throw,HOLD DOWN thejoystick button. This enables you to scroll through the different players. Asyou scroll through the possible receivers,you will see a different helmethighlighted one at a time. The highlighted helmet changes color. When theplayer you want to pass to is highlighted,RELEASE the joystick button to SELECTthat receiver's point of view.

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(Remember,all great quarterbacks need to anticipate who their receiver is goingto be.)As soon as you release the button,the screen point of view changes tothe receiver. Your joystick movements now control that receiver,not thequarterback. The computer is now controlling the quarterback's movements.You can see if the receiver is covered by a defender or in the open. To PASS toa receiver,quickly tap the joystick button once. If your intended receiver iscovered and you want to pass to another player,don't tap the joystick buttonyet. Instead,HOLD DOWN the joystick button again to scroll through the otherreceivers. But remember,just like in real football,you don't have all day. Ifyou're facing a team with a great pass rush like Chicago's "46" defense,you'regoing to get sacked if you don't throw the ball! If no one's open,you canalways cycle back to the Quarterback helmet icon and run the ball yourself ortap the button to throw it out of bounds.A play might unfold like this:You receive the snap from the center and holddown the joystick button to cycle through possible receivers. When the leftwide receiver(LWR)helmet is highlighted,you release the button and the screennow shows the wide receiver completely in the open. You hit the button to passthe ball and the receiver catches it. Using your joystick to control thereceiver,you run it for a touchdown. Or maybe the ball is thrown wide to yourright and you can't get to it. Incomplete pass. The whistle blows and bothteams go back in the huddle to select the next play.

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To make it easier for you to follow the action,the offensive player you controlat any time is marked by a YELLOW TRIANGLE icon next to that player. Thedefensive player you're controlling is always the one nearest the playercarrying the ball,and there's a YELLOW CIRCLE icon next to that player. Also,when choosing a receiver,that receiver is marked by a flashing yellow triangle.

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To Automatically Select a Running Play:Whenever you hold down the joystickbutton BEFORE and during the ball snap,a handoff or lateral running play willbe initiated to either the fullback or halfback,depending on the formation andthe play selection.When you hold down the joystick button and move the joystick left or right,theball is automatically handed off to the player that is running in the directionyou point the joystick. If both backs are running in the same direction,theball will is automatically handed off the the player running the widest. Forexample,suppose the fullback is running inside left and the halfback is runninga sweep left. If you hold down the joystick button and move the joystick leftas the ball is snapped,the ball will be handed to the halfback. If you move thejoystick to the right while holding the joystick button,the ball will go to thefullback.One of the unique features of ABC's Monday Night Football is playing two-playerteammates against the computer. When you play this way,you can use bothjoysticks to control two offensive or two defensive players at the same time.For example,one player will start out as quarterback and the other will be oneof the receivers or running backs. When the quarterback selects a receiver,thesecond player becomes that receiver. If the receiver catches a pass and startsto run,the player who was the quarterback now becomes the player closest to thereceiver with the ball. He can now block for his teammate to help him get moreyardage. In this way,you are always involved in the play,as the joystickcontrols shift from the quarterback to the receiver to the blocker.

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DEFENSEOn DEFENSE,you control one player at a time. When you're playing one-playeragainst the computer,or two-players head-to-head,the computer controls the restof the team. You will know which man you control by the yellow circle icon.You start off controlling the nose tackle at the line of scrimmage. Once theball is snapped you can rush across the line. But you can control any of thedefensive linemen by hitting the joystick button. This will cycle through eachof your defensive linemen by hitting the joystick button. This will cyclethrough each of your defensive linemen. Otherwise you will control the manclosest to the ball. If it's a passing play,once the ball is passed,you becomethe defensive player nearest the intended receiver. If you're good,you canINTERCEPT the pass by getting to the ball before the receive does. Or you canTACKLE the receiver after he catches the ball and starts to run. If you hit thejoystick button when playing defense,your player will dive.

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THE PLAY SELECTION SCREENYou call the plays on ABC's Monday Night Football. Remember,you're playing infront of your peers. All those guys who play on Sunday are now at home watchingyou. You want to show them what you're made of. You want to be good at playselection. Here's how to do it:The Play Selection Screen is shown in the illustration above. This screen comesup before every play,so that both the offensive and defensive teams can

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decidewhich plays to use. On the upper right and lower right corners of the playselection screen are two helmet icons,one for each team. Your helmet will beyour team's color;your opponent's helmet will be his team's color. Under eachhelmet will be the word "Offense" or "Defense," so you'll always know whichside of the ball you'll line up on. The offensive team has 45 seconds to make aplay selection. The clock ticks down until you pick a play. If you don't selectin time,you will be penalized five yards for delay of game(see chapter onPenalties). Once the 45 second clock starts,the Defense has 5 seconds to selecta play,or until the Offense picks a play. If 5 seconds have elapsed and theOffense has selected a play but the Defense has not,the defensive playselection will automatically default to the Medium yardage play. Once theoffensive play is selected,the 45 second clock stops and the players all cometo the line of scrimmage.

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OFFENSIVE PLAY SELECTIONWhen you're playing OFFENSE,you select running,passing or kicking plays ofShort,Medium or Long yardage. Short plays are selected when you need to onlygain a few yards. For example,suppose you're at midfield and it's second downwith 2 yards needed for a first down. You could go for the long bomb,but whyrisk an interception in this situation. All you need is 2 yards for a firstdown,so it's a good time for a Short play.Long plays are the riskiest,because the ball is in the air for the longestamount of time. This gives the defense more time to intercept the ball. But along play that works is a thing of beauty. And one great long play can turn agame around in seconds. It's the long plays that go down in history,makingheroes and legends of quarterbacks and their receivers.

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There are 30 offensive plays in ABC's Monday Night Football Playbook.(To findout how to create your own plays,see the Playmaker Utility chapter.)The Short,Medium and Long yardage plays are displayed on the screen next to theOffensive and Defensive helmet icons. Short plays are to the left,Medium playsin the middle and Long plays to the right. These plays can be selected byholding the joystick left,center or right and pressing the joystick button. Theplays are selected by the following joystick positions:LEFT Short PlaysCENTER Medium PlaysRIGHT Long PlaysIf you don't like any of the three plays that are displayed,move the joystickDOWN to scroll forward to another set of plays or UP to scroll back.The play you select will NOT be highlighted on the screen. So your opponentwill have to guess which play you've selected and you'll have to figure outwhich play he's selected. This makes ABC's Monday Night Football as challengingas real football.(To improve your play selection strategy,see the chapter "Tipsand Hints for Playing Better Football.")When your selection is made,the 45 second clock stops and a bell rings,indicating that you have made your choice.

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OFFENSIVE PLAYBOOK

(THIS SHOWS 15 PLAYS)

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(THIS SHOWS 15 PLAYS)

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DEFENSIVE PLAY CALLINGDefensive play calling works the same way as calling the Offense does. OnDefense you have 12 plays to choose from.

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On Defense you also select Short,Medium or Long Yardage plays. A Shortdefensive play defends against running backs breaking through the line or anyother kind of short offensive play. A Long defensive play protects against thelong ball as well. These defensive strategies prove,just like in real football,that defense can make or break a game.To select a play,hold the joystick left,center or right and hit the joystickbutton. Joystick positions control plays as follows:LEFT Short PlaysCENTER Medium PlaysRIGHT Long PlaysIf you want to scroll through other possible plays,move UP to scroll forwardand DOWN to scroll back.

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(THE SHOWS 12 DEFENSIVE PLAYS)

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ABC's MONDAY NIGHT FOOTBALL STRATEGY

OFFENSIVE FORMATIONS: HOW TO USE THEMYour play-calling strategy is the key to your success in ABC's Monday NightFootball. Select your plays wisely and they'll be calling you a genius. But ifyou pick plays randomly without thought there's a good chance you'll end up onthe football scrapheap.All the plays in the game are variations of basic football formations. ABC'sMonday Night Football gives you four different offensive formations to playwith. You can pass or run from any formation,but each has strengths andweaknesses. For example,one may be well suited for running plays,but poor forpassing plays. Another may be great against a certain defensive formation,butweak against another.With ABC's Monday Night Football,you select plays from these four basicOffensive Formations:1. PRO SET - The PRO SET is the most commonly used offensive formation. That'sbecause it provides a good balance between the running and the passing game.The two running backs line up on either side of the quarterback and behind him.The better blocker of the two backs(usually the fullback)lines up on thestrongside(the side with the tight end)for extra power on "sweep",running playsaround the end. Because the backs are behind the quarterback,they can eithertake a handoff from the quarterback,or go out for a pass. Since the Pro Setformation can easily be used for either a passing or running play,your fullbackand halfback should be farily good at both running and ball handling. You wantplayers who can both catch passes and run without fumbling when you use thisformation.

X X X X X X X X WR TE WR X X HB FB

PRO SET FORMATION

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2. I FORMATION - In the I-FORMATION,both running backs line up in a straightline(an "I")behind the quarterback. This formation is used mostly when you wantto run the ball. It's effective because the back who takes the handoff can pickhis "holes"(openings in the defense). Since the back begins play directlybehind the quarterback,once he gets the ball,he can cut right,left,or straightahead,depending on where the offensive line has created holes for him. Sincethis formation is used mainly for running,you want to give your offensive linevery good blocking abilities if you plan to use it. That way they can createbig holes for the running backs. Your backs should also have strong runningabilities if you use this formation frequently.Having two backs available to run the ball can really keep the defense off-balance. For example,the quarterback can fake a handoff to the fullback,whothen power straight up the middle as a blocker.

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Meanwhile the quarterback gives the ball to the faster halfback who willhopefully hit a hold created by the fullback. For short yardage,the quarterbackcan handoff to the fullback for a bullish run up the middle.

X X X X X X X X WR TE WR X QB X FB X HB I-FORMATION

3. DOUBLE TIGHT-ENDIn the DOUBLE TIGHT-END formationk,the fullback is behind the quarterback,withthe halfback split slightly to one side or the other. The key to this formationis the second tight end. Football teams run to their strength,and theirstrength is usually the side with the extra blocking potential of a tight end.(In a single tight-end formation,that side is called the Strongisde;the sidewithout the tight end is the Weakside). The second tight end eliminates thisdistinction;now plays can be run either right or left with equal blockingpower. This is a very popular formation in goal line or short-yardagesituations.Here again you want an offensive line with the blocking ability to createmovement and holes. Near the goal line you will want to use a fullback withgood ball handling ability-you don't want to cough up the football so close tothe end zone.

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The two tight end formation allows you to run the ball up the middle,but youcan also plan your runs away from the strong safety,toward the free safety,whois often not as good a tackler. This is also a good formation from which to run"play action passes" near the goal line. In these plays,you might fake ahandoff to a back then throw to one of your tight ends,who have run a crossingpattern into the end zone. In this case,you want tight ends and wide receiverswith especially strong receiving abilities.

X X X X X X X X WR TE WR XFB XHB

DOUBLE TIGHT-END FORMATION

4. SHOTGUNThe SHOTGUN is a popular formation in obvious passing situations. Instead ofstanding directly behind the center,the quarterback receives the snap standingfive to seven yards behind the line of scrimmage. This way he is able to gethis pass off more quickly,because he does not have to "drop back" to avoid thedefensive rush after getting the ball. Meanwhile,one or both running backslines up at the line of scrimmage or just a yard or two behind it so he can getfree more quickly on his pass pattern. When this formation works well,fivereceivers can be available quickly.If you go to the shotgun a lot,your quarterback needs a rifle arm more than heneeds to be mobile. Your tight end and wide receivers need to have strongreceiving abilities.But remember,the defense expects you to pass when you line up in the shotgun.You may get good yardage by surprising them with a running play. For thatreason,give your halfback and fullback good running abilities.

X X X X X X X X WR WR WR X X HB FB X QB

SHOTGUN FORMATION

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DEFENSIVE FORMATIONS: HOW TO USE THEMABC's Monday Night Football gives you four defensive formations to choose from:

1. The 3-4The 3-4 got its name from the number of defensive linemen(3)and linebackers(4).There are only 3 defensive players at the line of scrimmage-the nose tackle andtwo ends-but behind them are 4 linebackers(two outside and two inside)formedium range pass coverage. Behind the linebackers are 2 cornerbacks and 2safeties. The 3-4 is very effective against the pass,because there are so manyplayers in the backfield to cover receivers. You should give your defensivebackfield strong coverage abilites.Keep in mind that with only 3 defenders at the line of scrimmage,the 3-4formation is vulnerable to the run. Therefore,you should only call thisformation when you're expecting the pass.The 3-4 is a common formation in what is called a prevent defense. In thisdefense,you are willing to give up short yardage,but you're preventing the BigPlay by the offense that could put up points. If,for example,you have a biglead and the other team is deep in their own territyory and time is runningout,the chances are higher they are going to pass a lot to try to make that bigplay.

2. The 4-3 and the Flex 4-3 - The 4-3 formation also gets its name from thenumber of linemen and linebackers in the alignment. This defense features fourdefensive linemen(two ends and two tackles)and three linebackers(a middlelinebacker and two outside linebackers). The 4-3 is one of the more balancedformations in football,because it is more effective than the 3-4 against therun,but still provides decent pass defense. However,it is not as good againstthe long pass as the 3-4.In the Flex 4-3,there are seven men near the line of scrimmage - four linemenand three linebackers. The word Flex stands for flexible,and flexibility is thewhole idea behind the Flex 4-3. The linemen and men off the line of scrimmageare supposed to "read" the play first,then react to the ball. This is called a"reading" defense,as opposed to a "penetrating" defense where defensive playersrush the passer as soon as the ball is snapped. The Flex 4-3 is designed mainlyto stop the run by closing all the gaps in the line. However,it is weak againstthe pass,because defensive linemen are not pressuring the quarterback quickly.This gives him more time to find an open receiver.

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3. SHORT YARDAGE OR GOAL LINE - When the opposing team is getting near the goalline,the defense will often bring in extra men to the line of scrimmage. Thesethree or four extra linement can replace the linebackers or safeties. So whilethis defense is well equipped to stuff the run,it is very vulnerable to thepass.The defensive linemen set up in the gap between each offensive linemen. Theirjob is to counteract the force of the offensive push,fill in the holes in theline and stack up the runner,hopefully behind the line of scrimmage.Because there is so much attention given to the run,any defensive backs have towatch out for receivers who may sneak into the end zone completely unnoticedand be open for a touchdown pass.

4. NICKEL/DIME - If it's second down and ten or third down and seven,it's agood idea to put extra defensive backs in the game. Why? Because these arelikely passing situations. The nickel(so named because there is a five-playerdefensive backfield),is an excellent formation for obvious passing downs. Inthis formation,the defense has an extra cornerback or safety with the speed andhands to cover a third wide receiver. Often the nickel is used with fivedefensive backs and a full pass rush.The Dime Defense puts a sixth defensive back in the game,sometimes to cover a

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fourth wide receiver.

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BLITZES - A blitz is a full-force attack on the offense. As soon as the ball issnapped,not only the defensive linemen,but also some or most of the backfieldcharges the line of scrimmage and tries to get the quarterback. The goal is tosack the quarterback behind the line of scrimmage before he can get a pass off.Linebackers and safeties commonly are used in blitzes. In addition,a cornerbackmay charge the quarterback or run around the end.The blitz has several advantages. First there is the element of surprise. Thebacks often look like they're in a normal formation until they charge.Also,even if the quarterback isn't sacked,he often will have to hurry histhrow,increasing the chances for an incompletion or interception. With allthose charging defenders in the middle of the field,the blitz can also beeffective against runs up the middle.However,blitzing is a very high-risk play. If the quarterback can get off agood pass before being tackled,his wide receivers will be wide open for shortor medium passes. And after they catch the ball,there are very few,if any,defensive backs to catch them. So blitzes that fail can spell disaster for thedefensive team.

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PLAYMAKER UTILITY:INVENT YOUR OWN PLAYSMaybe you're really a genius at football strategy. Now's your chance to proveit. ABC's Monday Night Football allows you to create an almost unlimited numberof offensive plays in addition to the game's pre-existing Play Book of 30plays. These new plays are created with the Playmaker Utility.Like a coach diagramming plays on a chalkboard,you can control the moves of alleleven offensive players on every play from scrimmage.(The pass pattern eachreceiver runs,the direction each front lineman blocks,whether the tight endblocks or goes out for a pass-you control all this with the Playmaker.)Here's how it works:Get into the Main menu by pressing ESCAPE key when thescoreboard screen is up. Once in the Main Menu,select option #2,the PlaymakerUtility.When ABC's Monday Night Football Playmaker screen comes up,you will first wantto set your formation. Use the UP and DOWN arrow keys to move the ABC icon tothe "Change Formation" option. Press the ENTER key to scroll through the fourpossible formations:Split Red,Near Blue,I-Formation or Shotgun.Now use the UP and DOWN arrow keys to move the ABC icon to select the playerwhose moves you want to set. One by one,you can go through your entireoffensive lineup and tell each player what to do. You select among:QUARTERBACK LINEMAN 1FULLBACK LINEMAN 2HALFBACK LINEMAN 3LEFT WIDE RECEIVER LINEMAN 4RIGHT WIDE RECEIVER LINEMAN 5TIGHT END ALL LINEMANOnce you have selected a player,use the LEFT and RIGHT arrow keys to selectdifferent options for that player. For example,suppose you want the halfback torun the ball. By using the LEFT and RIGHT arrow keys,you can scroll through 10different running options for a halfback,from a run to the left of center,to asweep right,to a sweep left.

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A flashing black and white ARROW will diagram each move. If you want your leftwide receiver to run a Short Out pass pattern,for example,a flashing arrow willshow the ground he will cover. In the above example,the flashing arrow showsthe receiver running downfield about five yards,then cutting toward the leftsideline. If you want him to run a Corner pass pattern,he will run downfield,cut right,then cut toward the left sideline at a 45 degree angle. There are

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8additional pass patterns for you to choose from,all diagrammed for you on thescreen with the flashing arrow.The quarterback,fullback and halfback each have 10 different run options. Thewide receivers and tight end have 10 different pass routes they can run. Thetight end can also block in any direction. Each lineman can be made to blockindividually in whichever direction you choose,or the front line can all blocktogether in the same direction.You can diagram your plays from scratch,creating moves for all 11 players,oryou can begin with a play from the ABC's Monday Night Football Playbook,andmake changes to that play.To change a play from the ABC's Monday Night Football Playbook,use the UP andDOWN arrow keys to select the "Change Play" option on the Playmaker screen. Nowpress ENTER to scroll through the Playbook(10 Short,10 Medium and 10 Long playswill be displayed). When you see the play you want to run,use the UP and DOWNarrow keys to select the player(s)whose moves you want to change,and then theLEFT and RIGHT arrow keys to change their run or pass patterns.To create a play from scratch,select the "Clear Play" option on the Playmakerscreen. When you do this,all the existing running,passing and blockingassignments will be erased for every player. Now go through each player andselect how you want them to run,pass and block.NOTE:If you create a play from scratch,make sure you give all 11 players anassignment,or they will just sit around during play action.To load a playbook,select the "Load Playbook" option on The Playmaker will nowprompt you to insert the desired playbook in drive A. Pressing ENTER will nowload the playbook on that disk.To save a playbook,select the "Save Playbook" option on the Playmaker screen.The Playmaker will now prompt you to insert a pre-formatted disk into Drive A.The Playmaker will now save your custom playbook.When you are through creating,loading or saving playbooks,selecting the quitfunction will return you to the main menu. You will now be playing ABC's MondayNight Football with the new plays you have chosen.

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THE KICKING GAMEThe kicking game is a very important part of football. Many close games are wonor lost on the strength of the kicking unit. The kicking game includeskickoffs,punts,field goals and extra points. At the beginning of the game,thebeginning of the second half,and after every score,there is a kickoff.The main idea when kicking off is to kick the ball as deep as possible into theopponent's territory. That way he has much further to go to make a touchdown.After the receiving team catches the ball,they attempt to run with the ball asfar as they can toward the opposing end zone. This is called the "run back".When kicks go all the way into the endzone without being touched by thereceiving team,that is called a TOUCHBACK. After a touchback,the ball isautomatically placed on the 20 yard line and the offensive team begins withfirst down.A PUNT is also a kick toward your opponent's goal,but punts are mainly used onfourth down when you are a great distance for your opponent's end zone and youfeel there is too far to go for a first down. Let's say it's fourth down andsix yards to go from your own 30 yard line. In this situation you wouldprobably want to punt,because if you fail to get a first down on the nextplay,your opponent will begin from your 30 yard line-in other words they onlyhave 30 yards to go for a touchdown. But if you punt the ball(a punt can go 50yards or more)you may be able to pin your opponent deep in his own territory.A FIELD GOAL is an attempt to kick the ball through the uprights of youropponent's goalpost. The kick must travel the remaining distance to youropponent's end zone plus the length of the end zone. A field goal requires bothpower and accuracy. Technically,you can attempt a field goal from any spot on

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the field,but few are successful from beyond your opponents 40 or 45 yard line.A team will generally attempt field goals when it is fourth down,they're infairly good field position,but they don't think they can make a first down. Asmentioned earlier,a field goal gives your team three points.An Extra Point,or Point After Touchdown(PAT)is like a field goal from a shortdistance-the ball is hiked back from the 3 yard line and kicked from about the10 yard line. After each touchdown,the kicker attempts to kick the ball throughthe uprights. A PAT gives the scoring team one extra point. You cannot kick aPAT unless you first score a touchdown.

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HOW TO KICK ON ABC'S MONDAY NIGHT FOOTBALLTo begin the game and the second half,and after every score,the Play Selectionscreen will give you three kickoff selections:1. JOYSTICK LEFT:Onside Kick(K1)2. JOYSTICK MIDDLE:Normal Kick(K2)3. JOYSTICK RIGHT:Squib Kick(K3)

K1 K2 K3ONSIDE KICK(K1) NORMAL KICK(K2) SQUIB KICK(K3)

To begin a kickoff,push the joystick left,center or right and hold down thejoystick button to select the type of kick. The computer will then initiate thekick you've selected.An Onside Kick(K1)must go a minimum of 10 yards. This type of kick is usuallyattempted late in the game when the kicking team is behind in points. The ideais to kick it a short distance and recover the ball for the kicking team.(Oncethe ball travels 10 yards anyone can grab it.)That way they retain control ofthe ball. The risk is that the receiving team will recover the ball and,becauseit is a short kick,they will end up in a very good field position.A Normal Kick(K2)will usually travel 40 to 50 yards and even though the kickingteam is giving up the ball,the idea is to make the receiving team begin playdeep in their own territory.A Squip Kick(K3)is difficult to return. It is usually a low line drive thatbounces wildly as soon as it hits the field.

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HOW TO KICK PUNTS AND FIELD GOALSOn fourth down,the Play Selection screen will first display three kickingplays.(If you don't want to kick,you can scroll forward to select another typeof play). To select a punt,fake punt or field goal,push the joystick left,center or right and hold down the joystick button. The joystick movementscontrol your kicks as follows:1. JOYSTICK LEFT:Punt2. JOYSTICK MIDDLE:Fake Punt.3. JOYSTICK RIGHT:Field Goal.

P1 P2 PUNT FAKE PUNT FIELD GOAL

The game screen will now show a field view for a PUNT or an end zone view for aFIELD GOAL.The computer will initiate the PUNT.A FAKE PUNT begins with the ball being hiked to the kicker. But instead ofkicking,he's going to run with the ball,pass it or hand it off. This play isused when your opponent expects you to punt,and you think you can catch him bysurprise by getting a first down or even a touchdown. Once the ball is hiked,the play unfolds like any other play.

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A FIELD GOAL,usually attempted when you're within your opponent's 40 yard lineand on fourth down,will give you three points if successful. But to get one

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onABC's Monday Night Football requires timing and accuracy. Once you select FieldGoal,you get a great view of the kick from the box seats right behind the goalposts.

POWER METER/ACCURACY METER

On the bottom of your screen a POWER METER and then an ACCURACY METER willappear. First the Power Meter will start to turn blue,from left to right. Youshould tap the joystick button as soon as the meter turns completely blue. Nowthe Accuracy Meter appears on the bottom of your screen. This meter fills upfrom right to left by turning red. Just above the meter in the middle of thescreen is a little football icon. Your job is to stop the meter by hitting thejoystick button when the red is squarely in the middle,directly below thefootball. If the red goes too far to the right of the football,your field goalwill be wide right. If the red goes too far to the left of the football,it willbe wide left. When you are close to the red zone the meter fills up slowly andit is easier to kick down the middle. But the further away you are from the endzone,the faster it fills up and the harder it is to kick an accurate fieldgoal.

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THE SCOREBOARDAt the beginning of the game,and between every play,the ABC's Monday NightFootball Scoreboard appears on the game screen.

(PICTURE OF SCOREBOARD SCREEN)The scoreboard gives you this important information:The team namesThe scoreThe scoring by each team each quarterThe time left on the game clock(You can pick 5,10 or 15 minute quarters)The quarter(There's a total of four quarters in the game)The 45 second clock(You have 45 seconds to select each play)The number of timeouts each team has left(Each team gets three timeouts per half)The down and number of yards to go for a first down.

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FUMBLESIf the ball carrier fumbles the ball,a ref's voice calls the fumble. Just likein the real game,when a football fumbles,no one knows which direction it maybounce or when it may stop. The first player to get to the ball will recoverthe fumble.

INTERCEPTIONSWhenever a defensive player catches a pass intended for an offensive receiver,it's called an interception. After he catches the ball,he immediately becomesan offensive player,and can run toward the oponent's end zone until he tackledor runs out of bounds. If he runs it back all the way,he's scored a touchdown.On ABC's Monday Night Football,defensive players,usually the safeties,cornerbacks and linebackers,can intercept passes. Using the joystick,you mustplace your defensive player between the ball and the intended receiver. Youmust do this by getting as close to the intended receiver as possible withoutcausing "pass interference".

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INJURIESUnfortunately,injuries are a big part of professional football. Sometimes theinjured list is longer than the starting lineup. Injuries can happen on ABC'sMonday Night Football,too. It's something you must keep in mind when you'rechoosing your plays. Just like an NFL coach must use his players wisely or riskinjury,so must you. Injuries on ABC's Monday Night Football are determined byplayer usuage. The more you use a particular player,the more likely he is to

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get hurt. If you run your quarterback on too many plays,your quarterback mayhave to be carried off the field on a stretcher. If you go to a particularrunning back for almost every play,he,too may end up on the sidelines. So itwould be wise to choose a more balanced attack.When a player is injured,he is automatically replaced by player from thereserve. The reserve player is picked by the computer and automatically putinto the game.

LEAGUE PLAYThe ABC's Monday Night Football League has 28 different teams,just like thepros. These teams are divided into two conferences. Within each conference aretwo divisions,East and West.When you are doing your game setups,you can choose to get into Leagure Play,which means the best teams will make it into the playoffs and eventually thechampionship. You can choose between a one to four team playoff schedule.Playoff games cannot be played as teammate games;they must be head to head. Ifyou choose the one to ten team playoff mode,your season will consist of fourgames leading to the championship battle.

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PENALTIES AND OFFICIAL SIGNALSLike every other sport,football has rules. And like every other sport,when youbreak the rules,you pay the price-if you get caught. The referees(nicknameZebras because of their black and white striped shirts)are there to enforce therules and give out penalties. They also signal touchdowns,field goals,firstdowns and make other calls. ABC's Monday Night Football has animated officials.Whenever there is a penalty,or something happens on the field that involves anofficial,a referee appears on your screen and you will hear him make the call.And just like in real football,the official also gives the appropriate set ofanimated hand signals to let the fans know what the call is.The following offical signals are displayed on ABC's Monday Night Football:

OFFSIDES-If either team crosses the line of scrimmage before the ball issnapped,that team is offsides. However,if the defensive player does not makephysical contact with an offensive player and returns to his side of the lineof scrimmage before the ball is hiked,he is not penalized. Defensive offsidesis also called "encroachment".Penalty for offsides:5 yards.

TOUCHDOWN OR FIELD GOAL-Whenever a team scores a touchdown,or kicks a fieldgoal,the referee will raise his arms as shown at left.

EXTRA POINT-The refree will signal when an extra point has been made and say,"The kick is good."

DELAY OF GAME-This penalty is called whenever the team with the ball fails tomake a play selection before the :45 second clock runs down.Penalty for Delay of Game:5 yards.

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PERSONAL FOUL-On ABC's Monday Night Football,this penalty covers a variety ofinfractions,from grabbing a player's face mask to making an illegal block.Penalty for Personal Foul:15 yards.

PASS INTERFRENCE:With ABC's Monday Night Football,this penalty is called on thedefense for illegally hitting or grabbing an intended receiver who is trying tocatch a pass. A defensive player is not allowed to bump an intended receiverafter the first 5 yards beyond the line of scrimmage.Penalty for Pass Interference:Automatic first down and the ball is placed atthe point which the pass interference occurred. If the receiver catches thepass,but the completion was shorter than 15 yards,the defense is given a 15yard penalty from the original line of scrimmage.

INTENTIONAL GROUNDING-When the quarterback throws the football,he must have areceiver in the area near where the ball is thrown. If the quarterback throwsthe ball just to avoid being "sacked"(tackled)by his opponent,he may be called

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for intentional grounding. If the quarterback is called for intentionalgrounding in the end zone,it results in a safety.Penalty for Intentional Grounding:10 yards and loss of down.

SAFETY-Whenever a player is tackled in his own end zone,it's a safety and theother team gets two points. After a safety,the team that was scored upon mustkick for the 20 yard line to the scoring team.

TOUCHBACK-The referee calls a touchback after a kickoff or punt when the ballgoes all the way into the opponent's end zone without being touched by thereceiving team. The ball is automatically brought out to the 20 yard line andthe receiving team takes over.

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TIPS AND HINTS FOR PLAYING BETTER FOOTBALLExecuting your plays well is,of course,vital to being successful with ABC'sMonday Night Football. All the physical ability in the world won't be enough ifyour opponent knows exactly what you're going to do. Your play selectionstrategy-calling the right play at the right time in pressure situations-is thekey to winning. This doesn't mean always calling for a pass in an obviouspassing situation or running the ball in short yardage situations. Running outof a passing formation or passing out of a running formation can catch youropponent by surprise and yield good results.Your basic strategy in a game should be based on the strengtha and weaknessesof the particular players you put on the field. Tailor your play selection toyour team. For example,if your team has a powerhouse offense,but weakdefense,you might get into a high scoring shootout with your opponent based onthe passing game. On the other hand,if you have an inept offense but a defensethat gives up very few points,you may want to play conservative ball control onoffense:run the ball a lot,eat up time on the clock of offense,and hope yourdefense can create turnovers and make something happen.The more you know about your opponent,the better off you are. If you know youropponent is vulnerable to the run up the middle,exploit that weakness. If youropponent has a safety or cornerback who doesn't match up with your widereceiver,get the ball to that receiver. It's your job to plan the matchups sothat your team's strengths will go head to head with the other team'sweaknesses. If you've never played a team before,the only way to discover theirweaknesses is to watch them play and test them early in the game. Ondefense,you need to figure out what plays your opponent is likely to call,andthen what you need to do to stop him when he tries it.To discover your opponent's offensive tendencies,you have to watch him inaction and ask yourself these questions:Is this a team that likes to run moreor pass more? Do they frequently call the same play in key situations? Doestheir quarterback run the ball well,or is he strictly a passer? Who is hisfavorite receiver and what are that receiver's favorite pass routes? Do theyalways pass or run on a particular down? What do they do when they're near thegoal line? Who is their best runner? Does the quarterback usually go for short,medium or long passes?

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The more answers you have to the above questions,the better you'll be able todefense your opponent. You must watch your opponent's defense just as closely. Are they strongeragainst the run or against the pass? What defensive formation do they use themost often? When do they use the 3-4 and the Flex 4-3? On third down,how oftendo they put in their Nickel defense? When do they blitz? Are they strongerdefending against runs up the middle or sweeps to the outside? Which defensiveback is the weakest pass defender? Which linebacker is most vulnerable to arunning play? How effective are different defensive players at tackling?

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As you make mental notes about your enemy's tendencies,you'll get more and moreeffective at shredding his defense and stopping his offense. And that's whatfootball is all about.Always keep in mind the down situation. When selecting plays,you're alwaysguessing the chances a certain play will succeed in a given situation. Firstand ten presents a different group of plays than third and one. For third andone you'll probably want a tried-and-true short yardage play. Of course,thedefense will be expecting a short yardage play in that situation,sooccasionally you'll want to surprise them with a trick play. But ingeneral,sticking to the odds and sticking to the fundamentals is going to getyou more touchdowns than trying a lot of gimmick plays.Know when to gamble. If you're on your own five yard line,it's not a good timeto trot out the fancy high-risk plays. You want to use conservative,quick-hitting plays that will get you away from your own zone. You don't want asafety and you want to get out far enough to punt deep into your opponent'sterritory if you have to. Quick handoffs to a surehanded fullback are a goodbet. Once you get out to your 0 yard line,then you can start to loosen up alittle and start taking chances.Know a few statistics. It doesn't hurt to know what NFL teams pass the ball 75%of the time when it's first and more than ten,second and more than seven ofthird and more than three. Or that most teams run short yardage plays if it'ssecond and less than five. Or that if a team runs their offense from a doubletight end formation,they'll run the ball about 75% of the time. If you rememberthese things,you'll do a bette job of anticipating your opponent's moves.

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ABC's MONDAY NIGHT FOOTBALL HALL OF FAMEABC's Monday Night Football has given us many unforgettable moments over thepast 20 years. But a special few players,and a few teams,have performed so wellthat they have earned entrance into the ABC's Monday Night Football Hall ofFame. With a little luck,maybe your name will be added someday.TONY DORSETT-The Dallas Cowboys' running back seemed to always come through onMonday night,but never better than on January 3,1983. That night he made thelongest run from scrimmage in the history of the NFL-99 yards on one play.Dorsett holds another ABC's Monday Night Football record:He has scored 17touchdowns.ERIC HIPPLE-The Detroit Lions' quarterback holds the distinction of completingthe longest pass ever in an ABC's Monday Night Football game of 94 yards.1976 ST. LOUIS CARDINALS-This record belongs more in the Hall of Shame than theHall of Fame. On a rainy Monday night,this team lost 8 fumbles to theWashington Redskins. That remains an NFL record to this day.THE OAKLAND/L.A. RAIDERS-No team has performed as well on Monday night as theRaiders. No other team has even come close. Owner Al Davis told his team to"Just win,baby" and they certainly have on Monday Night. They're 26-6,with onetie. That's a winning percentage of .787.BO JACKSON-The Raiders running back is a superstar in both football andbaseball. On November 30,1987,he entered the ABC's Monday night Football Hallof Fame by rushing for 221 yards,an ABC's Monday Night Football record.O.J. SIMPSON AND KEN ANDERSON-O.J. ran for the Buffalo Bills. Anderson passedfor the Cincinnati Bengals. On November 17,1975,they thrilled the nation withtheir powers. While Anderson passed for an ABC's Monday Night Football recordwith 447 yards,"The Juice" ran for 197 yards.TONY FRANKLIN-The Philadelphia Eagles kicker earned his wings on November 12,1979. And he did it barefoot. On that Monday night,he kicked an incredible 59yard field goal,at the time the second longest in NFL history.

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EARL CAMPBELL-On November 20,1978,Houston oilers rookie Earl Campbell became ahousehold name by rushing for 4 touchdowns and 199 yards in one of the mostexciting ABC's monday Night Football games ever.JIM McMAHON-Chicago Bears quarterback Jim McMahon really rose to the occasion

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on September 19,1985. He was injured,hadn't practiced and wasn't expected toplay. But with his team behind in the second half,he came off the bench andimmediately threw two touchdown passes. He later threw a third touchdown toguarantee a victory.1988 INDIANAPOLIS COLOTS-An otherwise ho-hum team simply exploded on Halloweennight. Was it magic? Was it voodoo? Who knows. But the Colts scored an ABC'sMonday Night Football record of 55 points that night.

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A FOOTBALL TUTORIAL:HOW TO BECOME A PRIME-TIME PLAYERThis software game manual has been written for anyone who enjoys football-fromfirst-time novices to longtime football fanatics. Like any other sport,footballhas rules and language all its own. If you're just learning the game,read onand you'll be scoring touchdowns in no time.The rules of ABC's Monday Night Football are similar to the rules of theNational Football League. Your main goal in Football is simple:score morepoints than your opponent. When you have the ball,and are trying to scoreagainst your opponent,you are on OFFENSE. When you don't have the ball,and aretrying to prevent your opponent from advancing and scoring,you're on DEFENSE.The playing field is 100 yards long,divided into two 50-yard longterritories.Wherever the ball is placed at any particular moment is called theline of scrimmage. As you march down the field,the first 50 years is yourterritory. Once you cross the 50 yard line,you're in your opponent'sterritory,and the field markers cound down 50,40,30,20,10 yards and into youropponent's end zone.To score on offense,you must move the football down the field and into theopposing team's end zone. The line across the field marking the beginning ofthe end zone is called the goal line. Once you cross the goal line,you'vescored a touchdown,and your team gets 6 points. Sounds simple,right? It isn't.Because the defense has put 11 men on the field whose sole purpose in life isto prevent you from moving the football downfield.While on offense,you have four plays(called "downs"),with which you must go aminimum of 10 yards. You do this by either throwing the football to yourteammates("passing plays")or running with the football("rushing plays"). Thedefensive team tries to prevent you from moving forward by tackling whoever hasthe ball or catching a ball thrown by your quarterback(called an"interception").On offense,if you can gain 10 or more yards in four tries,you get a "firstdown" and another 4 plays to go 10 yards. If you on't get 10 yards,you turnover the ball to your opponent,without a change of field position. Youropponent will be trying to move the ball in the opposite direction toward yourgoal line. Now you're on defense and the other team plays offense.(With ABC'sMonday Night Football,when a team fails to get a first down on fourth down,that

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team automatically goes on defense,and the opposing team on offense.)Every time the ball carrier is tackled,runs out of bounds or drops a pass,theplay is over. The important information is put up on the ABC's Monday NightFootball scoreboard,just as it is for all real NFL games. For example,if on afirst down a player runs 5 yards and is then tackled,the scoreboard will showthat it is now second down(remember,you get four downs to go 10 yards)and 5yards to go for another first down.Immediately after you score a touchdown,the next play is always the point aftertouchdown(PAT),also called the "extra point." In each end zone are goal posts.You must kick the ball "between the uprights" to gain another point. Again,youcan only do this right after scoring a touchdown. The PAT is worth one(1)point. The touchdown and PAT will give you a total of 7 points.You can also score points by kicking field goals. This is similar to the extrapoint kick,and is usually done on 4th down when you are in your opponent'sterritory but you are unable to score a touchdown or get a first down. Yourkicker must kick the football between the uprights on the goal posts. Obviously

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the further away from the goal post you are,the more difficult it is to score afield goal. Field goals attempted from further than your opponent's 35 yardline are very hard. A successful field goal gives your team 3 points.Even though the defense's main goal is to stop the other team from scoringpoints,the defense can also score points for their team. They are able to dothis two ways:through safeties and getting the ball into the end zone after aturnover.There are two types of turnovers:interceptions and fumbles. An interceptionhappens when a defensive player catches a ball intended for an offensivereceiver. A fumble occurs when an offensive player drops the football and it isrecovered by a defensive player. When these things happen,the ball is still"live",meaning that once the defensive player gets possession of the ball,hecan run with the ball for a touchdown. To do this he runs in the oppositedirection the offensive team was going.To score a touchdown on a fumble,a defensive player usually recovers the fumblein his opponent's end zone. However,if he is lucky enough to recover a fumbleoutside the end zone and there are no offensive players in the area,he may beable to run the ball in for a touchdown.

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A safety happens when instead of progressing forward,the offensive team isdriven backward by the defense into its own end zone. When the ball carrier istackled in his own end zone,it's a safety,worth 2 points to the opposing team.To sumarize,there are four ways to score in football:TOUCHDOWN: 6 pointsPOINT AFTER TOUCHDOWN(PAT):1 pointFIELD GOAL:3 pointsSAFETY:2 pointsFootball is divided into two parts-a first and second half. Each half iddivided into 15 minute quarters(With ABC's Monday Night Football,you can choosebetween 5,10 or 15 minute quarters.)Each team is given 3 timeouts each half. Ifyou're unsure which play to call and need more time,you may call a timeout tostop the clock.At the end of the fourth quarter,whichever team has more points wins. If thescore is tied,the teams play until one team scores. The first team to scorewins. This is called "Sudden Death Overtime".

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ABC's MONDAY NIGHT FOOTBALL TRIVIA GAME AT HALFTIMEAt halftime,you may want to grab a soda or some popcorn,but don't miss thehalftime festivities. We've got cheerleaders! We've got music! And,we've gotthe ABC's Monday Night Football Trivia Game. How much do you really know aboutABC's Monday Night Football? Find out when you play the halftime Trivia Game!For those players who have to get back to the action:Hit ESCAPE and it willtake you right back to the game.

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THE ABC'S MONDAY NIGHT FOOTBALL PLAYERSTHE OFFENSIVE UNITQB=QuarterbackFB=FullbackHB=HalfbackLWR=Left Wide ReceiverRWR=Right Wide ReceiverTE=Tight EndOL=Offensive LineThe offensive team is made up of 11 players. In the backfield is thequarterback(QB),the fullback(FB) and the halfback(HB). Playing up front at theline of scrimmage is the offensive line(OL),one or two tight ends(TE)and thetwo wide receivers(LWR and RWR). The offensive line is made up of the center(who snaps the ball to the quarterback),flanked by two guards,then two tackles.The right ends line up next to the tackles.

QB-The quarterback is the key to the offense. He stands behind the center andeach play begins when the center "snaps" the ball to the quarterback. Once

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thequarterback gets the ball,he can do one of several things. He can throw theball to one of his eligible receivers-this includes the fullback,the widereceivers and the tight ends. He can handoff to one of his backs and they canrun with the ball. Or he can run with the ball himself. The quarterback can runaround as much as he wants behind the line of scrimmage(the point from whichthe ball is snapped),and still pass to one of his receivers. However,once hecrosses the line of scrimmage,he can no longer pass;he must run with the ball.You can see that the ability to pass and the ability to run are two keyingredients to quarterbacking.FB-The fullback is usually the largest and strongest running back. He is notcalled upon to catch passes very often,but often runs with the football incrucial situations. If your team just needs a short distance to make a firstdown,or if you're very close to your opponent's goal line,you may want to relyon your fullback to get you the yardage or get the ball into the end zone. A

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fullback's ball handling ability should be high;after all,you don't want himfumbling the football in important situations. But he should also be able torun well,so he can blast his way through the defensive line. A fullback is mostcommonly used to run up the middle in the "I" Formation.HB-Halfbacks are good ball carriers,usually taking handoffs or pitchouts fromthe quarterback. But they can also be very good pass receivers,catching shortscreen passes or,to surprise the opponent,going for a long pass out of thebackfield. Because halfbacks are usually not as big as fullbacks,they aregenerally faster. Using their speed,they are more likely to run outside,asopposd to trying to bulldoze their way up the middle like the fullback.Halfbacks must be very good at handling the football,not only to catchpasses,but to withstand the hits put on them by the defense when they'retackled. A halfback with poor handling ability will fumble more often,and thatcan spell diaster for a team.WR-Good wide receivers are not only the fastest men on the team,they alsogenerally have "hands like glue",which means they can catch almost anythingthey touch. When your quarterback unloads that long bomb,you're going to wantyour best wide receiver on the receiving end.TE-The tight end is actually part of the offensive line,so tight ends aregenerally excellent blockers. However,he is the only member of the front linewho is eligible to catch passes. So when primary receivers are covered,it's thesmart quarterback who can quickly dump off a pass to the tight end. When a teamplays with only one tight end,the side he plays on is called the Strongside;theother side is called the Weakside.THE OFFENSIVE LINEMEN-These men on the front line include the center,who snapsthe ball to the quarterback,and the guards and tackles who flank him. None ofthese men is eligible to catch a pass,and they are often the most unappreciatedmembers of the team. But in many ways they are the most important members ofthe offensive unit. Their job is to protect the quarterback from the oncomingdefensive players. A good offensive line gives the quarterback time to pass.Without time,a quarterback will get tackled("sacked")before his receivers canget open. On running plays,the offensive linemen open holes for running backs.When a running back makes good yardage,it's often because of the high qualityof the offensive line.

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THE DEFENSIVE UNITS=SafetiesCB=CornerbacksLB=LinebackersDL=Defensive LineTHE DEFENSIVE LINEMEN-There are usually 3 or 4 defensive linemen in on anyparticular play. The defensive linemen are the nose tackle,(who lines upopposite the offensive center),two defensive tackles and two defensive ends.The job of the defensive line is to stop the offendsive's running game and getto the quarterback to disrupt his passing. They fight the offensive linemen

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allday in the trenches. When the offense tries to open a running lane up themiddle for their back,the defense tries to stuff that runner or force him torun outside instead of up the middle. When the offense is trying to protect thequarterback,the defensive linemen are trying to open a hold to get to him.Unlike the offensive linemen,defensive lineman are allowed to move(as long asthey stay behind theline of scrimmage)before the ball is snapped. With ABC'sMonday Night Football,the defensive lineman you control will be able to moveleft or right before the ball is snapped. This is called "defensive stunting".If you believe your opponent will be running a sweep to the right side,forexample,you can move your defensive lineman to the right before play begins,andhe'll be in better position to tackle the ball carrier when the play unfolds.However,you be careful not to cross the line of scrimmage and make physicalcontact before the ball is snapped. You will be called for "encroachment". (Seechapter on penalties,starting on page 44.)LB-The linebackers generally line up directly behind the defensive front line.Linebackers have to do everything. They have to defend against therun,sometimes they have to drop back to defend against passes,and sometimesthey act like linemen when they rush the quarterback in a play called theBlitz.(See page 34 for description of the Blitz.)A good linebacker has to be strong enough to stop a hugh fullback,fast enoughto blitz the quarterback,and quick enough to intercept a pass intended for aspeedy receiver.The middle linebacker(MLB)is involved in almost every play from scrimmage,andis often the defensive captain of the team.

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For this reason,he is sometimes called the "quarterback of the defense". Theoutside linebackers(OLB)often cover the quick halfbacks who run to the outside.And on blitzes,the outside linebackers run around the offensive ends to try tosack the quarterback.S AND CB-Behind the linebackers in the backfield are the safeties andcornerbacks. Their main job is to stop the offense's passing attack. But onrunning plays,they must tackle any runners that get past the front line and thelinebackers. And they must be able to tackle receivers who catch passes toprevent further damage. Occasionally they are part of a "safety blitz",wherethey,too rush the quarterback,hoping they can sack him before he can pass to anopen receiver. This is a high risk defensive play that is also discussed thesection on strategy.Safeties and Cornerbacks need good speed,good hands to intercept passes andgood tackling ability to make sure no one gets past them.

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FOOTBALL TERMS AT A GLANCEThe following football terms won't instantly make you an expert like FrankGifford,Dan Dierdorf or Al Michaels,but it will help you better understand andenjoy this great game.BACKFIELD-The areas behind the offensive and defensive lines. The backfieldalso refers to the players lines up behind the front line. On offense,that'sthe quarterback,halfback and fullback. On defense,that's the linebackers,safeties and cornerbacks.BLITZ-A defensive assault on the offense where several of the backfield players(linebackers,cornerbacks,or safeties)assault the line of scrimmage rather thanplay back at their normal positions.BLOCK-Generally an offensive maneuver to prevent a defensive player fromtackling the ball carrier. An offensive player can push and block a defensiveplayer,but he cannot hold him back with his hands.BOMB-A long pass,usually with one or more receivers streaking downfield and thequarterback throwing very deep.COMPLETION-A successful pass from the quarterback to a receiver. This is alsoknown as a reception.DEFENSE-The team that doesn't have possession of the football at any point inthe game.END ZONE-There are two end zones,one at each end of the field. It is the tenyards of field area between the goal line and the goal posts. Whenever a

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teamgets the football into the end zone,they are given a touchdown.EXTRA POINT-Also called the Point After Touchdown(PAT). The one point awardedto the offensive team for successfully kicking the ball through the goal postafter scoring a touchdown.FIELD GOAL-A field goal must be kicked through the goal post,just like an extrapoint. However,it is worth 3 points and can be kicked by the offensive teamfrom any point on the field. A field goal can be kicked on any down by theoffensive team. But a field goal cannot be kicked after a touchdown.FIRST DOWN-The first of four plays,all called downs,during which the offensiveteam tries to move the football forward at least 10 yards. Whenever a teammoves at least 10 yards in four downs,it is given another first down.

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GOAL LINE-The white chalk line signifying the boundary between the playingfield and the end zone. There is a goal line at both ends of the field. When anoffensive player carrying the football crosses the goal line,he has scored atouchdown for his team.GOAL POST-Ten yards behind the goal line,at both ends of the field,are the goalposts. These are two upright posts connected by a horizontal crossbar. A teamattempts to kick the football between the uprights to score field goals orextra points.HALF-Two quarters(or periods)of play. A game is divided into the first half andthe second half.HALFTIME-The intermission between the first and second half. On ABC's MondayNight Football,this is the time to play the Trivia Game.INTERCEPTION-Whenever a defensive player catches a pass thrown by thequarterback. Once an interception is made,the defensive player becomes anoffensive player and runs in the opposite direction toward his opponent's goalline.INCOMPLETE PASS-Whenever a pass is dropped or missed by the intendedreceiver,and nobody else catches it either.KICKOFF-The play that begins each half of the game. Also the play immediatelyfollowing a touchdown and extra point,or field goal. During kickoffs,thescoring team kicks the ball to its opponent.LINE OF SCRIMMAGE-The imaginary line that separates the offensive from thedefensive team before play begins. It runs through the football and runs thewidth of the field to each sideline.OFFENSE-The team with possession of the football at any time.OFFSIDES-A penalty called whenever a team crosses the line of scrimmage beforethe ball is snapped. The penalty is five yards. An offensive lineman will bepenalized for any movement,but if a defensive player doesn't make contact withan offensive player and returns to his side of the line of scrimmage before theball is snapped,he is not offsides. Defensive offsides is commonly called"encroachment."OUT OF BOUNDS-The area outside the playing field.PAT-Abbreviation for Point After Touchdown. Also called Extra Point.PASS-Throwing the football downfield. A pass is usually made from thequarterback to a wide receiver,a back or a tight end. However,some otheroffensive players can also throw passes.

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PASS PATTERN OR PASS ROUTE-The specific steps and changes in direction that areceiver makes to put him in a position to catch a pass from the quarterback.On ABC's Monday Night Football,the play selection screen uses arrows to showthe pass patterns different receivers run on specific plays.PUNT-A kick to the other team,usually done on fourth down and out of field goalrange when the offensive team feels it is unlikely it will get a first down. Apunt is usually made about 15 yards behind the line of scrimmage.PUNT RETURN-The play in which the defensive player catches the punted footballand advances downfield against the kicking team.SACK-Whenever a quarterback is tackled with the ball behind the line ofscrimmage,it's called a sack. When a defensive player makes a sack,it makes hisday.

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SAFETY-A play in which an offensive ball carrier is tackled in his own endzone. This results in 2 points for the other team,and the team that was scoredupon must kick the ball from their 20 yard line. Safety also refers to adefensive player who lines up in the backfield and defends against the pass andlong runs.SNAP-The center "snaps" the ball to the quarterback to begin each offensiveplay from scrimmage.TIMEOUT-When a timeout is called,play is stopped and the scoreboard clock isstopped. Many times quarterbacks will call a timeout to discuss strategy withtheir coach or because they see an unexpected defensive alignment at the lineof scrimmage and need to make offensive changes. Each team gets 3 timeouts perhalf.TOUCHDOWN-Also abbreviated TD,a touchdown happens when a team crosses itsopponent's goal line with the football. A TD is worth six points.TURNOVER-Turnovers happen two ways:When the offense fumbles the ball and thedefense recovers;or when the defense intercepts a pass. In both cases,the ballis then turned over to the defensive team.YARD LINE-The white chalk line that runs across the field. Usually,a line isdrawn across the field. Usually,a line is drawn across the field every 5yards,and short chalk lines are drawn for each yard in between.

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