COURTESY OF GILROY
PIRATE OF THE SOUTH
                                 22 FEB 1987
           ************************************************************
           GRIDIRON! VALIDATION CODE LIST

     A    B    C    D    E    F    G    H    I    J

0   E60  8E3  47A  C55  0E4  AD7  21E  8E9  AA8  F08
1   102  9BD  FAC  97F  526  2D1  3F0  E33  28A  825
2   B74  127  D2E  DB9  A38  65B  912  78D  43C  1CF
3   A36  9A1  D80  783  49A  7F5  A04  B77  C3E  6B9
4   DC8  1AB  522  95D  CCC  E1F  346  471  B10  4D3
5   AAA  BC5  C94  9C7  F4E  359  558  0FB  532  F2D
6   95C  E6F  056  341  CA0  623  4BA  395  324  C17
7   65E  429  0E8  44B  942  8FD  9EC  2BF  166  611
8   230  B73  2CA  F65  DB4  267  16E  8F9  078  B98
9   152  6CD  E7C  B0F  676  CE1  BC0  4C3  4DA  F35
10  C44  CB7  07E  1C9  408  6EB  D62  89D  70C  75F
11  F86  781  950  213  AEA  305  ED4  807  38E  E99
12  B98  63B  D72  E6D  39C  7AF  C96  681  AE0  363
13  4FA  AD5  564  D57  A9E  F69  728  98B  182  83D
14  42C  BFF  DA6  951  070  8B3  30A  6A5  FF4  3A7
15  5AE  439  6B8  0DB  992  60D  8BC  44F  2B6  021
16  A00  203  51A  675  E84  DF7  4BE  D09  A48  C2B
17  5A2  7DD  14C  09F  BC6  AF1  790  F53  B2A  A45
18  114  C47  7CE  9D9  1D8  B7B  5B2  DAD  DDC  0EF
19  8D6  9C1  920  0A3  53A  215  7A4  E97  EDE  AA9
20  D68  ECB  9C2  77D  E6C  53F  9E6  C91  EB0  5F3
21  34A  DE5  234  4E7  9EE  F79  CF8  61B  1D2  54D
22  2FC  D8F  EF6  361  840  F43  55A  DB5  0C4  F37
23  8FE  849  088  16B  DE2  71D  B8C  9DF  806  E31
24  5D0  C93  B6A  185  354  D87  C0E  519  818  0BB
25  DF2  CED  81C  A2F  516  D01  760  DE3  57A  955
26  9E4  FD7  31E  5E9  3A8  40B  202  6BD  8AC  E7F
27  626  FD1  CF0  333  38A  525  474  627  E2E  AB9
28  338  B58  A12  48D  D3C  6CF  B36  6A1  680  C83
29  59A  AF5  304  077  D3E  389  6C8  6AB  622  65D
30  5CC  31F  446  171  410  9D3  BAA  8C5  594  EC7
31  04E  059  E58  5FB  632  C2D  25C  36F  156  041
32  5A0  B23  5BA  095  C24  117  75E  129  9E8  94B
33  A42  5FD  2EC  7BF  266  311  B30  073  3CA  C65
34  6B4  767  26E  5F9  978  09B  252  3CD  77C  00F
35  776  9E1  4C0  9C3  5DA  C35  544  1B7  17E  EC9
36  D08  BEB  E62  59D  00C  C5F  086  4B1  250  713
37  BEA  005  7D4  007  48E  B99  498  B3B  E72  B6D
38  C9C  CAF  D96  381  3E0  863  5FA  7D5  E64  257
39  B9E  C69  028  E8B  282  53D  D2C  0FF  EA6  651
40  970  DB3  40A  3A5  8F4  8A7  6AE  139  FB8  5D8
41  A92  30D  1BC  94F  3B6  D21  300  703  61A  375
42  784  2F7  5BE  A09  348  12B  6A2  4DD  A4C  59F

                        -42-







            GRIDIRON! VALIDATION CODE LIST

     A    B    C    D    E    F    G    H    I    J

0   CC6  7F1  090  453  CCA  745  A14  147  3CE  6D9
1   AD8  078  6B2  AAD  6DC  5EF  9D6  6C1  220  5A3
2   63A  F15  0A4  397  FDE  7A9  668  3CB  AC2  47D
3   76C  A3F  AE6  991  7B0  AF3  44A  AE5  834  9E7
4   AEE  C79  5F8  B1B  2D2  24D  BFC  28F  FF6  061
5   140  443  65A  AB5  9C4  437  9FE  549  988  66B
6   EE2  41D  48C  EDF  906  B31  ED0  193  C6A  E85
7   C54  287  D0E  219  118  5BB  EF2  9ED  D1C  F2F
8   616  A01  060  2E3  67A  655  2E4  4D7  41E  2E9
9   CA8  90B  302  3BD  1AC  37F  726  CD1  5F0  833
10  48A  225  D74  B27  F2E  7B9  C38  05B  B12  18D
11  63C  BCF  C36  3A1  F80  183  69A  1F5  C04  577
12  E3E  089  FC8  BAB  722  35D  ECC  81F  546  E71
13  D10  ED3  CAA  5C5  E94  3C7  14E  D59  758  AFB
14  732  92D  B5C  86F  256  D41  EA0  023  6BA  D95
15  524  617  85E  E29  2E8  E4B  B42  2FD  BEC  CBF
16  366  011  430  573  4CA  965  FB4  C67  36E  2F9
17  278  59B  352  0CD  07C  50F  876  6E1  DC0  EC3
18  6DA  935  E44  6B7  27E  BC9  608  0EB  F62  09D
19  90C  15F  186  181  B50  C13  CEA  D05  0D4  507
20  58E  899  D98  03B  F72  86D  59C  1AF  E98  081
21  CE0  D63  6FA  4D5  764  757  C9E  969  928  36B
22  382  23D  62C  5FF  FA6  351  270  2B3  50A  0A5
23  1F4  DA7  7AE  E39  8B8  ADB  B92  00D  ABC  E4F
24  4B6  A21  C00  C03  71A  075  084  7F7  68E  709
25  C48  62B  7A2  1DD  34C  A9F  DC6  4F1  990  953
26  D2A  445  314  647  9CE  3D9  3D8  57B  7B2  7AD
27  FDC  AEF  AD6  3C1  B20  AA3  73A  C15  9A4  897
28  0DE  4A9  F68  8C8  BC2  17D  06C  F3F  BE6  891
29  0B0  FF3  54A  7E5  434  EE7  BEE  979  EF8  01B
30  3D2  F4D  4FC  78F  0F6  D61  A40  943  75A  7B5
31  2C4  937  AFE  249  288  B6B  FE2  11D  D8C  3DF
32  A06  831  7D0  693  D6A  B85  554  787  E0E  F19
33  A18  ABB  FF2  6ED  A1C  42F  716  701  960  7E3
34  77A  355  BE4  9D7  51E  FE9  5A8  E0B  402  0BD
35  AAC  87F  826  9D1  EF0  D33  58A  F25  674  027
36  02E  4B9  538  55B  C12  E8D  F3C  0CF  D38  0A1
37  880  683  79A  EF5  504  A77  F3E  D89  8C8  0AB
38  822  05D  7CC  D1F  646  B71  610  3D3  DAA  2C5
39  794  8C7  24E  A59  058  FFB  832  62D  45C  D6F
40  356  A41  7A0  523  7BA  A95  E24  B17  95E  B29
41  BE8  34B  C42  FFD  4EC  1BF  466  D11  D30  A73
42  5CA  665  8B4  167  46E  FF9  B78  A9B  452  DCD

                        -43-











            GRIDIRON! VALIDATION CODE LIST

     A    B    C    D    E    F    G    H    I    J

0   97C  A0F  976  3E1  6C0  3C3  7DA  635  744  BB7
1   37E  8C9  F08  5EB  062  F9D  20C  65F  286  EB1
2   450  11E  DEA  A05  9D4  A07  68E  599  698  53B
3   072  56D  E9C  6AF  F96  D81  5E0  263  7FA  1D5
4   064  C57  D9E  669  228  88B  482  F3D  F2C  AFF
5   0A6  051  B70  7B3  60A  DA5  AF4  2A7  8AE  B39
6   1B8  FDB  C02  D0D  3BC  34F  5B6  721  500  103
7   81A  D75  984  CF7  7BE  409  548  B2B  8A2  EDD
8   C4C  F9F  EC5  1F1  290  E53  E2A  145  C14  B47
9   ACE  0D9  CD8  A7B  8B2  4AD  8DC  FEF  BD6  0C1
10  420  FA3  83A  915  2A4  D97  1DE  1A9  868  DCB
11  CC2  E7D  96C  43F  CE6  391  9B0  4F3  64A  4E5
12  D34  3E7  CEE  679  7F8  51B  4D2  C4D  DFC  C8F
13  1F6  A61  340  E43  85A  4B5  BC4  E37  BFE  F49
14  B88  06B  0E2  E1D  68C  8DF  B06  531  0D0  B93
15  E6A  885  E54  C87  F0E  C19  318  FBB  0F2  3ED
16  31C  92F  816  401  260  CE3  87A  055  4E4  ED7
17  61E  CE9  EA8  30B  502  DBD  3AC  D7F  926  6D1
18  7F0  233  68A  C25  F74  527  12E  1B9  E38  A5B
19  D12  BBD  83C  5CF  E36  DA1  180  B83  89A  BF5
20  E04  F77  03E  A89  1CB  5AB  922  D5D  0CC  21F
21  746  871  F10  BD3  EAA  FC5  094  DC7  34E  759
22  958  4FB  932  32D  D5C  26F  456  741  0A0  A23
23  8BA  795  724  017  85E  829  4E8  848  D42  CFD
24  DEC  6BF  566  A11  630  F73  6CA  365  1B4  667
25  56E  CF9  478  F9B  552  ACD  27C  F0F  A76  0E1
26  FC0  8C3  8DA  335  044  0B7  47E  5C9  608  AEB
27  162  C9D  B0C  B5F  386  BB1  D50  613  EEA  705
28  2D4  F07  78E  299  F98  A3B  172  26D  79C  8AF
29  096  A81  EE0  763  8FA  ED5  964  157  E9E  369
30  B28  D8B  582  C3D  82C  FFF  1A6  D51  470  CB3
31  70A  AA5  3F4  7A7  9AE  8E9  AB8  4DB  D92  A0D
32  CBC  84F  6B6  421  E00  603  91A  A75  284  1F7
33  8BE  109  E48  02B  9A2  8DD  54C  49F  FC6  EF1
34  B90  353  F2A  E45  514  047  BCE  DD9  5D8  F78
35  9B2  1AD  1DC  4EF  CD6  DC1  D20  4A3  93A  615
36  BA4  297  2DE  EA9  168  2CB  DC2  B7D  26C  93F
37  DE6  091  2B0  9F3  74A  1E5  634  8E7  DEE  379
38  0F8  A1B  5D2  94D  6FC  18F  2F6  761  C40  343
39  95A  1B5  4C4  337  CFE  C49  488  56B  1E2  B1D
40  F8C  DDF  C06  231  9D0  093  F6A  585  754  187
41  00E  919  C18  4BB  1F2  0ED  C1C  E2F  916  101
42  B60  1E3  97A  D55  DE4  3D7  71E  9E9  7A8  80B

                        -44-











            GRIDIRON! VALIDATION CODE LIST

     A    B    C    D    E    F    G    H    I    J

0   602  ABD  CAC  27F  A26  3D1  0F0  733  78A  925
1   874  A27  22E  EB9  738  F5B  E12  88D  13C  ACF
2   F36  AA1  AB0  083  99A  8F5  704  477  13E  789
3   AC8  AAB  A22  A5D  9CC  71F  846  571  810  DD3
4   FAA  CC5  994  2C7  44E  459  258  9FB  A32  02D
5   65C  76F  556  441  9A0  F23  9BA  495  024  517
6   B5E  529  DE8  D4B  E42  9FD  6EC  BBF  666  711
7   F30  473  7CA  065  AB4  B67  86E  9F9  D78  49B
8   652  7CD  B7C  40F  B76  DE1  8C0  DC3  9DA  035
9   944  5B7  57E  2C9  108  FEB  262  99D  40C  05F
10  486  8B1  650  B13  FEA  405  BD4  407  86E  F99
11  898  F3B  272  F6D  09C  0AF  196  781  7E0  C63
12  9FA  BD5  264  657  F9E  069  428  28B  682  93D
13  12C  4FF  2A6  A51  D70  1B3  80A  7A5  CF4  CA7
14  AAE  539  3B8  9DB  E92  70D  5BC  D4F  7B6  121
15  700  B03  A1A  775  B84  6F7  9BE  E09  74B  52B
16  AA2  8DD  E4C  99F  0C6  BF1  490  853  02A  B45
17  E14  547  CCE  AD9  ED8  47B  AB2  EAD  ADC  9EF
18  DD6  AC1  620  9A3  A3A  315  4A4  797  3DE  BA9
19  A68  7CB  EC2  87D  B6C  E3F  EE6  D91  BB0  EF3
20  84A  EE5  F34  DE7  EEE  079  9F8  F1B  6D2  64D
21  FFC  68F  3F6  461  540  843  A5A  EB5  DC4  837
22  DFE  949  D88  A6B  2E2  81D  88C  3DF  D06  F31
23  2D0  593  06A  285  054  687  10E  619  518  9BB
24  2F2  DED  51C  32F  A16  E01  460  6E3  A7A  A55
25  6E4  8D7  81E  6E9  0A8  D0B  702  7BD  5AC  77F
26  B26  0D1  9F0  C33  8BA  625  174  F27  32E  BB9
27  0E8  45B  F12  58D  A3C  FCF  036  7A1  380  583
28  A9A  5F5  004  977  23E  489  3C8  FAB  B22  75D
29  2CC  C1F  946  271  110  2D3  0AA  9C5  294  7C7
30  54E  159  B58  EFB  B32  D2D  F5C  C6F  656  141
31  2A0  423  ABA  195  924  A17  C5E  229  6E8  24B
32  F42  6FD  FEC  0BF  766  411  830  973  8CA  D65
33  3B4  067  76E  6F9  678  99B  752  4CD  47C  90F
34  C76  AE1  1C0  2C3  ADA  D35  244  AB7  67E  FC9
35  A08  4EB  362  69D  D0C  55F  586  5B1  F50  013
36  0EA  105  4D4  907  98E  C99  196  438  372  C6D
37  99C  5AF  296  481  0E0  163  AFA  8D5  B64  B57
38  09E  D69  D28  78B  782  63D  A2C  9FF  3A6  751
39  670  6B3  90A  4A5  5F4  1A7  BAE  239  CB8  EDB
40  F92  40D  EBC  24F  8B6  E21  000  003  B1A  475
41  484  BF7  ABE  B09  048  A2B  BA2  5DD  74C  E9F
42  1C6  8F1  D90  D53  12A  845  714  A47  DCE  7D9

                        -45-











            GRIDIRON! VALIDATION CODE LIST

     A    B    C    D    E    F    G    H    I    J

0   7D8  97B  BB2  BAD  3DC  EEF  ED6  7C1  F20  EA3
1   B3A  014  DA4  C97  4DE  8A9  368  CCB  FC2  57D
2   46C  33F  FE6  A91  4B0  3F3  94A  BE5  834  2E7
3   FEE  D79  2F8  418  7D2  34D  8FC  B8F  4F6  161
4   E40  D43  B5A  BB5  6C4  D37  EFE  649  688  F6B
5   3E2  51D  18C  7DF  E06  C31  BD0  A93  16A  F85
6   954  B87  20E  319  E18  EBB  3F2  8ED  E1C  82F
7   B16  B01  D60  BE3  B7A  755  FE4  DD7  91E  3E9
8   9A8  20B  802  4BD  EAC  C7F  C26  DD1  2F0  133
9   98A  325  A74  427  42E  8B9  938  958  012  28D
10  33C  4CF  136  4A1  C80  A83  B9A  2F5  904  E77
11  33E  189  CC8  4AB  C22  45D  BCC  11F  A46  F71
12  A10  7D3  1AA  6C5  B94  CC7  64E  E59  458  3F8
13  C32  A2D  85C  16F  756  E41  BA0  923  BBA  E95
14  224  F17  D5E  F29  FE8  74B  042  3FD  8EC  5BF
15  868  111  130  E73  9CA  A65  CB4  567  86E  3F9
16  F78  E98  852  1CD  D7C  E0F  D76  7E1  AC0  7C3
17  BDA  A35  B44  FB7  77E  CC9  308  9EB  462  39D
18  60C  A5F  686  2B1  850  513  1EA  E05  DD4  E07
19  A8E  999  A98  93B  472  96D  29C  AAF  396  181
20  9E0  663  BFA  5D5  484  057  19E  A69  628  C8B
21  882  33D  32C  EFF  4A6  451  F70  BB3  A0A  1A5
22  EF4  6A7  CAE  F39  5B8  3DB  092  10D  7BC  74F
23  9B6  B21  900  503  C1A  175  D84  0F7  BBE  809
24  948  F2B  CA2  2DD  04C  39F  2C6  5F1  690  253
25  22A  545  014  F47  ECE  4D9  0D8  E7B  CB2  BAD
26  CDC  3EF  FD6  4C1  820  3A3  C3A  D15  6A4  197
27  5DE  5A9  C68  1CB  0C2  27D  D6C  83F  0E6  791
28  DB0  8F3  A4A  8E5  134  7E7  0EE  A79  BF8  91B
29  8D2  04D  1FC  08F  5F6  E61  740  243  C5A  8B5
30  FC4  237  FFE  349  F88  46B  4E2  21D  A8C  CDF
31  F06  931  4D0  F93  26A  C85  254  087  30E  019
32  718  3BB  4F2  7ED  71C  D2F  C16  801  660  0E3
33  C7A  455  8E4  2D7  A1E  0E9  2A8  70B  902  1BD
34  7AC  17F  D26  AD1  BF0  633  A8A  025  374  927
35  52E  5B9  238  E5B  112  F8D  C3C  9CF  236  1A1
36  580  F83  C9A  FF5  204  377  43E  E89  5C8  9AB
37  D22  15D  4CC  61F  B46  C71  310  CD3  2AA  3C5
38  494  1C7  74E  B59  D58  8FB  D32  72D  15C  66F
39  856  B41  4A0  E23  CBA  B95  B24  417  E5E  C29
40  8E8  C4B  142  0FD  1EC  ABF  966  E11  A30  373
41  ACA  765  5B4  A67  96E  0F9  878  39B  952  ECD
42  67C  30F  E76  4E1  3C0  CC3  CDA  735  444  4B7

                        -46-











            GRIDIRON! VALIDATION CODE LIST

     A    B    C    D    E    F    G    H    I    J

0   87E  9C9  C08  EEB  562  09D  F0C  F5F  786  FB1
1   150  A13  2EA  B05  6D4  307  B8E  699  398  E3B
2   572  66D  B9C  FAF  496  EB1  2E0  B63  CFA  2D5
3   D64  557  29E  769  F28  18B  982  03D  C2C  3FF
4   5A6  151  870  0B3  B0A  E85  7F4  BA7  DAE  C39
5   EB8  8DB  192  E0D  0BC  C4F  AB6  821  200  A03
6   D1A  E75  684  5F7  CBE  509  248  42B  DA2  FDD
7   94C  89F  3C6  2F1  F90  753  32A  245  914  447
8   FCE  1D9  9D8  37B  DB2  5AD  5DC  8EF  0D6  1C1
9   120  8A3  D3A  A15  FA4  697  6DE  2A9  568  6CB
10  1C2  F7D  66C  D3F  1E6  491  6B0  DF3  B4A  5E5
11  A34  CE7  1EE  779  4F8  E1B  9D2  D4D  AFC  58F
12  6F6  B61  040  743  D5A  5B5  8C4  737  0FE  049
13  888  96B  5E2  F1D  38C  1DF  006  631  DD0  493
14  36A  985  B54  587  40E  D19  018  8BB  5F2  4ED
15  01C  22F  D16  501  F60  5E3  D7A  155  1E4  7D7
16  B1E  DE9  BA8  C0B  A02  EBD  0AC  67F  E26  7D1
17  4F0  B33  B8A  D25  C74  E27  62E  2B9  B38  35B
18  212  C8D  53C  ECF  336  EA1  E80  483  D9A  CF5
19  B04  877  53E  B89  EC8  EAB  E22  E5D  DCC  B1F
20  C46  971  C10  1D3  3AA  0C5  D94  6C7  84E  859
21  658  DFB  E32  42D  A5C  B6F  956  841  DA0  323
22  DBA  895  424  917  F5E  929  1E8  14B  242  DFD
23  AEC  FBF  A66  B11  330  873  BCA  465  EB4  F67
24  A6E  DF9  178  89B  A52  BCD  F7C  80F  F76  1E1
25  CC0  1C3  DDA  435  D44  9B7  97E  6C9  508  3EB
26  662  D9D  80C  45F  886  CB1  850  F13  3EA  805
27  FD4  807  CBE  399  C98  33B  672  36D  49C  4AF
28  596  B81  BE0  063  DFA  FD5  664  A57  39E  469
29  828  68B  A82  D3D  52C  8FF  6A6  E51  170  5B3
30  C0A  BA5  0F4  0A7  EAE  939  7B8  DDB  292  B0D
31  9BC  14F  BB6  521  B00  F03  E1A  B75  F84  AF7
32  DBE  209  B4B  92B  EA2  CDD  24C  D9F  4C6  FF1
33  890  C53  42A  F45  214  947  0CE  ED9  2D8  87B
34  EB2  2AD  EDC  DEF  1D6  EC1  A20  DA3  E3A  715
35  8A4  B97  7DE  FA9  E68  BCB  2C2  C7D  F6C  23F
36  2E6  191  FB0  2F3  C4A  2E5  334  1E7  2EE  279
37  DF8  31B  AD2  A4D  3FC  A8F  7F6  861  940  C43
38  E5A  2B5  1C4  C37  1FE  D49  188  E6B  6E2  C1D
39  C8C  6DF  106  331  6D0  993  46A  685  454  A87
40  50E  A19  918  DBB  6F2  1ED  91C  72F  E16  201
41  860  AE3  E7A  E55  AE4  CD7  C1E  AE9  4A8  10B
42  B02  BBD  9AC  B7F  F26  4D1  DF0  033  C8A  A25

                        -47-


I can't believe I typed the whole thing..  I think I will pass out now.
This list is guaranteed 95% accurate. Have Fun!
                                             GILROY!
========================================================================
                           GRIDIRON!
                     The Football Simulator

We have created this manual with the knowledge that many of you
will want to play first and read later.  While we can understand
your desire to "dive right in", this manual is an integral part
of your GRIDIRON! simulator and we urge you to give it a thorough
reading.  This is the only way that you will be able to capture
the full excitement and potential of GRIDIRON!.  For those of you
diehards who never read instructions, however, skim through
sections I and II before starting a game and save the rest for
when you want to get into the more complex aspects of GRIDIRON!.


Overview:

GRIDIRON! is the most comprehensive football game available for a
personal computer.  We think the more you understand GRIDIRON!,
the better you will enjoy it.  Yet for all its power, GRIDIRON!
was designed to be as simple as possible to use.  The keyboard is
required only to enter names (for teams, playbooks, and plays)
and complete the Validation Sequence.  All other interaction is
effected by means of the mouse.  In GRIDIRON!, the mouse controls
a cross hatch pointer ["+"] that is used in selecting options and
players.  All Screen Menus have selection boxes.  Simply point
and click inside the appropriate box to invoke the desired
option.

GRIDIRON! has been made as realistic as possible to give you the
feeling that you are playing an actual football game:

     o Each of the 22 players moves independently.

     o Each play is executed in real-time with the program
residing entirely in RAM.  At the advanced and Pro levels, the
action will tax even the most proficient of players.

     o You can set individual Player characteristics [Speed,
Strength] for each of the Players on both teams; offense and
defense.  You control the action as it is taking place.

     o On offense you control the ball carrier; on defense you
control any Player you choose.  With a DataDisc of NFL teams, you
can even run game simulations of various teams against on
another!

     o Player movements emulate the realities of the playing
field.  Players muse accelerate to achieve full speed.  A Player
cannot change direction instantly since he has momentum.  When
Players collide, they react according to their angle(s) of
collision.

GRIDIRON! is a game of TACKLE football.  If the ball carrier is
stronger than the defender who is tackling him, he is not
necessarily going to go down.  The runner's strength will be
reduced, and his momentum and direction affected by the
collision, but he will keep running.  A runner may be able to
break a tackle that is just a glancing blow, while a solid hit
will usually bring him down.  The ball carrier may even pick up
an extra yard as he falls.  You can fake a defender to make him
miss a tackle, or try to run him down to pick up the extra yard.
The decision is yours.



Background Notes:

We have tried to make GRIDIRON! as realistic as possible by
recreating the actual "feel" of playing a football game.  We have
achieved this by invoking a small number of purposeful
conventions.

In order to best view all the action taking place, the
perspective is directly above the playing field.  After careful
study, we decided not to "scroll" the screen when the action
moves out of the immediate (screen) area.  Instead, the action
"freezes" for a period of one second while a new playfield is
drawn.  In this way, you are given the time to adjust to your
previous position on the playing field and continue the play, yet
you are provided with a more complete picture of the overall
playing area.  Although this make take some getting used to, we
believe you will find it much less obtrusive than continually
scrolling a small section of the screen into view.  We have kept
the graphics simple for the same reason.  Playability is
paramount.


                     I.  HOW TO GET STARTED

After you have entered the validation code, your validation
screen will be replaced by the Setup Menu.  A single red cross
hatch pointer will appear on the screen.  If you choose a one
player game, the pointer will stay red.  If you select a two
users game, the pointer colors will be red and blue (one pointer
color for each player).  Remember your pointer color!  Only your
pointer color will control your team.  Pointers are used to
select options on the screen as well as direct game play.

In all menus, there will be boxes already "filled".  These are
the default values.  If you are satisfied with the default
values, simply select the "Continue" box to go on to the next
screen.  If you want to change a default setting, place your
pointer over the box and click once on the mouse to select it.
The chosen box will now "fill" to demonstrate that the computer
has set the value as indicated.

There is a special window that occasionally appears in the center
of the screen called the "Message Window".  This window displays
pertinent information to the user during the game such as: "First
Down", "Safety", "Touchback", "Touchdown", etc.  Sometimes the
Message Window will request you to input information as well.  If
the window asks for something to be "entered", the keyboard must
be used.  To select an option in the Message Window, use the
mouse by clicking on the appropriate text.  If a valid selection
has been made, the Message Window will disappear.

Menu selections are made by one mouse at a time.  The computer
will only allow one cursor on the screen while a menu is present.
That cursor's mouse must be used to make the selection. [When
necessary, messages on the screen will indicate which user should
make the selection.]


1. SETTING THE NUMBER OF USERS/LENGTH OF GAME

SINGLE USER MODE:

The opening screen has a default setting for single user play.
Set the time of the quarters as desired.  The default value is
for 15 minute quarters.  You will have control over the Gold Team
and your pointer will be red in color.  The computer will
automatically assume control of the Black Team.

DUAL USER MODE:

In dual user mode, select "2 Player" after the opening screen.
The default value is for 15 minute quarters.  When the play field
comes up, each player will have either a red or blue pointer.
The Gold Team is controlled by the red pointer, the Black team is
controlled by the blue pointer.

You will need an additional mouse or eight position joystick to
play in dual user mode.  A mouse is the ideal second controller
since an eight position joystick does not provide you with as
much control over the players.  A joystick interface has been
included for your convenience, but for those who use a joystick,
however, there are important differences in game play:

     1. Menus - Limited menu options are available to the player
using a joystick.  Cursor color reveals which user should select
menu options.

     2. Swapping Controllers - Due to the limited control offered
by an eight position joystick, only the defensive teams are
controlled by the joystick.  Users are instructed to swap the
mouse and joystick after a change of possession.


NOTES ON GAME LENGTH:

A game that is 5 minutes per quarter can usually be played in
less than 45 minutes.  A game this short, however, will not allow
as many possessions per team.  This creates a somewhat
unrealistic game as scoring on each possession becomes much more
important that with longer quarters.

Games of 10 or 15 minutes per quarter are more realistic in terms
of long term strategy.  Even playing with 15 minute quarters, the
longest games rarely last more than 2 hours.


                 2. SETTING THE DIFFICULTY LEVEL

    The main differences in levels of difficulty involve speed,
strength and intelligence of play.

* Practice Level

The Practice level operates in single user mode only.  It has
been designed to allow you to practice the coordinated movements
necessary to play at more advanced levels.

The user is always on offense while the computer plays defense.
The reason for this is that controlling the defense is much
simpler than controlling the offense, and it is important that
you be able to practice the Quarterback plays and handoffs
without worrying about your QB being sacked.

The defense will not move until the ball has passed, or the ball
carrier has crossed the line of scrimmage.  This will give you
the time to learn how to handoff, lateral, and pass, as well as
to discover the variety of plays in the playbook, without the
distraction of worrying about the position of the defenders.

The Practice Level runs at the slowest playing speed.

* Beginner

Unlike the built in "protection" of the Practice level, at the
Beginner level the opposing team begins to move as soon as the
ball is snapped.  Your Quarterback will have to execute his play
before getting sacked by the opposition.

The beginner level can be played with one or two users and
follows the normal structure of a football game.

On single user mode, the computer chooses from a few easy
defenses in order to allow you to develop the necessary
proficiency to move up to higher levels of game play.

Beginner level runs at the slowest playing speed.

* Intermediate

In single user mode, at the Intermediate Level, the computer
Quarterback begins to make intelligent choices of defenses to use
against you.  You will face a stronger opposing team as well.

The Intermediate Level runs at medium speed.

* Advanced

At the Advanced level, you face the semi-pro team.  These Players
are tougher and faster than those you have faced before.

At the speed of the Advanced level, you need to have nerves of
steel.  You will be forced to make split second decisions to stay
one step ahead of the lightning fast opposition.

* Pro

If you decide to play at this level, we suggest you have a number
of games under your belt at the lower levels or else you are
going to get "creamed".  If you decide you want to try anyway, go
ahead but don't say you weren't warned...

In single user mode, the Pro Level delivers the greatest
challenge of any level.  Players move at the high speed of the
Advanced Level, but the computer's players have the advantage in
strength and speed.  Only superior strategy and extraordinary
skill will lend your team to victory.

In dual user mode, the defenders on both teams are enhanced,
making scoring at the Pro level more difficult than the lower
levels.


                 3. SELECTING PLAYBOOKS & TEAMS
The default playbooks and teams are loaded with the program and
data during the initial disk bootup.  To play the game with the
standard playbook and standard team, select the "Continue" box.

Before loading a custom playbook or team, insert a disk
containing the playbook/team into the internal drive.

Note: If you attempt to load a Playbook from a disk that does not
contain a playbook, you will be returned to the "Playbook and
Team Selection" screen.

* Loading a Custom Playbook

If the "Load Custom Playbook" option is selected with a valid
data disk in the internal drive, a two column menu will appear on
the screen listing the names of all the Playbooks on that disk.
You can store up to a maximum of 28 Playbooks per disk.

Selecting a Playbook will cause it to load automatically.  In
order to return to the main menu sequence, a Playbook must be
selected.

* Draft New Team - See GRIDIRON! Player Draft, Chapter IV

* Loading a Custom Team

Same procedure as above in "Loading a Custom Playbook".


                   4. Randomizing Play Numbers

In Dual User Mode, after a user has selected his playbook and
team, the following will appear:

          Setting Up Play Numbers

           o Use Standard Order
           o Random Play Order

Selecting the first option keeps the playbook numbered in order
from 0 to 19.  The second option will bring up the following
choices:

           o Copy Off Screen
           o Print New Play Numbers

The first option lists the forty play names (twenty per screen)
and their new numbers on the screen for the user to copy.

The second option prints out a hardcopy version of the play names
and their new numbers.  The output is generic and will work with
any kind of printer.

Note: In a Playbook, offensive and defensive plays share common
numbers.  [Example: "Screen Left" (Offense) and "34 Defense"
share the number, "12"]

                         II. HOW TO PLAY


1. KICKOFFS

When the kickoff is to take place, the teams will automatically
line up in kickoff formation.  The Message Window will appear
with the message "Press button to kick".  The user controlling
the kicking team must decide whether to kickoff normally or to
try an onside kick.

If the kicking team's cursor is on its own side of the 50 yard
line when the mouse button is pressed to kick the ball, the
ensuing kick will be an onside kick.  If the cursor is anywhere
on the receiving team's side of the 50 yard line a normal kickoff
will take place.

Note: In Single User Mode, User 1 must press his mouse button to
kickoff.  When the computer kicks off, the cursor has no effect
on what kind of kickoff will take place.

2. PLAY SELECTION BOXES:

The Play Selection boxes in the upper left (and upper right)
corner(s) are used to select plays.  The play number is
represented by the two digits in the boxes.  Above and below the
digits are boxes containing arrows.  To increase the value of a
digit, move the pointer into the box above the digit ("up"
arrow), and click the mouse button.  To decrease the value of the
digit, click on the "down" arrow box.  Each click of the mouse
increase  (or decreases) the digit by one.  The digits "wrap
around," in that increasing the value of the right digit from "9"
will result in a "0".

Once you have set the play numbers to the desired play, you must
select the play using the Select Box (marked "SEL").

Important: The play will NOT be selected if you do not point and
click inside the Select Box.

OFFENSE:

On offense, you must wait 10 seconds before selecting a play.
[This delay allows the defense time to set up.]  Until the
"Thirty Second Clock" reaches 19 seconds or below, the "SELect"
box will be inactive.  Once the clock has reached 19 seconds,
however, you can then SELect your choice of play.

Once you have selected your offensive play, the scoreboard will
disappear, and the offensive and defensive players will appear in
proper formation.

The Offensive Play Selection Boxes have a "HIKe" box on the far
right.  When this box is clicked, both the offensive and
defensive selection boxes disappear, as does the 30-second clock.
There is a 2 second delay before the ball is hiked.  During this
time, the pointer may be moved into position for the upcoming
action.

In Dual User mode only: The ball should not be hiked until at
least one second after the last offensive play has been selected,
otherwise an "Illegal Procedure" penalty will be called.  This
has been incorporated in GRIDIRON! to allow the defense time to
respond to changes in offensive plays.


DEFENSE:

Unlike offense, a defensive play can be chose as soon as the Play
Selection Boxes appear.  Although your team formation may not
appear for a number of seconds, your choice is nevertheless
registered by the computer and will be reflected as soon as the
offensive play has been selected by your opponent.

Offensive and defensive plays can be changed until the ball is
hiked, by using the SELect Box ("Calling an Audible"). [See
Section 5, Selecting Defender Control]

Notes: When using a joystick as a second controller, the
defensive cursor will only appear in 7 places (boxes) on the
screen: the Official Timeout Box, the Team Timeout Box, the four
arrow boxes, and the SELect Box.  This will allow the defender to
call his plays and timeout with the joystick.  Move the joystick
back and forth and/or up and down to position the cursor in the
desired box.

When a play has been completed, the field is redrawn, the
scoreboard reappears in the upper middle of the screen, and the
Play Selection Boxes reappear in the upper corner(s) of the
screen.

In single player mode, the computer's Play Selection Boxes do not
appear.

In Dual User mode only: The ball should not be hiked until at
least one second after the last offensive play has been selected,
otherwise an "Illegal Procedure" penalty will be called.  This
has been incorporated in GRIDIRON! to allow the defense time to
respond to changes in offensive plays.

Two Minute Warnings:  There are two occurrences of the Two Minute
Warning; when there are two minutes remaining in the second and
fourth quarters respectively.

Team Timeouts:  To call a Timeout, the user should place his
pointer in his team's Timeout Box and click the mouse button.
The Timeout Boxes are located in the Scoreboard window.  Each
team is allowed three Team Timeouts per half.

Official Timeouts:  Official Timeouts may be called by either
user.  They should be used as a game pause function for those
times when the user needs to: answer the telephone, run to the
fridge, or generally deal with reality.  Official Timeouts should
NOT be used as an excuse to give you more time to consider your
strategy.  To call and Official Timeout, either user may move his
pointer into the Thirty Second Clock (located in the bottom
center of the screen) and click the mouse button.

Upon entering a timeout, the following screen will appear:

           o Play Creation Utility - User 1
           o Play Creation Utility - User 2
           o View Team Stats
           o Return to Game

Note: In Single User Mode, the Play Creation Utility option for
User 2 will not appear.

At this point, the user who called the Timeout must choose which
option to exercise:

Play Creation Utility - see Chapter V

View Team Stats - Choosing this option, allows a user(s) to
compare current statistics for each team.  These statistics also
appear at the end of each quarter.  Two notes on the Team Stats
screen:

     a.  The QB Stats line has three numbers (separated by
hyphens) for each team's quarterback.  The first number is the
number of pass completions, the second number is pass attempts,
and the third number is interceptions.

     b.  The Punt line has two numbers (separated by a slash) for
each team's punter.  The first number is the number of times that
team has punted the ball and the second number is the average
yards per punt.


4. OFFENSE

The mouse controls one player per team.  When the ball is in
play, the player being controlled chases his respective pointer,
allowing the user to make the player go in any direction.

On offense, the mouse controls the ball carrier.  If the ball is
transferred to another player by means (hand-off, pitch, or
pass), the mouse will take control of that player as soon as he
has possession of the ball.

All eligible receivers are indicated by a "stripe" on their
uniform.  This feature has been provided to make receivers more
visible during pass plays.

As long as the ball has not crossed the line of scrimmage or been
passed forward, all computer controlled players continue to
execute their pre-programmed commands ["Backfield Mode"].

IMPORTANT: When in Backfield Mode, the ball carrier will stop all
movement as long as the left mouse button is pushed down.  This
feature is important to the execution of hand-offs, passes,
punts, and kicks.

An additional mode of importance is: "Open Field Mode".  There
are times in most plays when each player's pre-programmed
commands are no longer useful.  Open Field Mode has been designed
to handle many of these situations.  In Open Field Mode, the
computer commands all teammates of the ball carrier to block and
all opponents to pursue the ball.  Open Field Mode occurs in the
following situations:
     1) When a punt, kick or forward pass has been caught.
     2) After an interception.
     3) When the ball carrier crosses the line of scrimmage.

RUNNING PLAYS

Plays 0-9 in the Playbook are programmed as running plays.  These
plays normally involve either a handoff or a pitch to another
player.  Remember, however, that you control the action.  If you
want to avoid handing-off, pitching, or passing, just have the
Quarterback run with the ball on any of the offensive plays.

Hand-Offs

Hand-Offs are one of the more difficult aspects of playing
GRIDIRON!.  The technique takes practice to master but is worth
the effort.  Handing-off to the running backs will improve your
chances of gaining yardage as running backs are usually faster
that your Quarterback and will not be tackled as easily by
defenders.

To execute a hand-off, the ball carrier is moved close to the
player who has been designated to receive the hand-off and
depress the left mouse button to transfer the ball.  If the
players are within range while the mouse button is pressed, the
ball will be transferred; if not, the ball carrier will hang on
to the ball, and remain stationary until the left mouse button is
released.  [See Tips, below]

Remember that as soon as the ball has been handed off, the mouse
button should be raised and the pointer placed so that the new
ball carrier will run in the proper direction.

IMPORTANT:  A hand-off can only be give to the player programmed
to receive it.  Any attempt to hand-off to other players will be
ignored by the computer.

TIPS:

1) DO NOT run the quarterback into the player receiving the
hand-off!  Even the slightest delay cause by the collision can
reduce yardage gained by the play.  With practice, you will be
able to determine just how close the two players must be in order
to hand-off successfully.

2) Estimate the path of the running back, position the ball
carrier near the path and press the mouse button.  While waiting
for the running back to come within range, move the pointer in
the direction you want the running back to move when he assumes
possession of the ball.

3) Immediately after the running back comes into hand-off range,
(and the ball is transferred), lift up on the mouse button.
Remember that the ball carrier will be stopped for as long as the
mouse button is held!  If you have positioned the pointer to
where you want the running back to go, he will move in that
direction without hesitation.

Use Practice level to develop your hand-off technique.

PASSING PLAYS

Passing has always been one of the most exciting aspects of
football, and GRIDIRON! allows you to experience a very realistic
passing game.  Successful execution of a pass requires that you
observe the following steps:

1) The quarterback should drop back 5-10 yards.

2) The quarterback should set up for the pass, or roll out to
avoid the rush, depending on the play and the defense.  To set up
for a pass, hold down on the mouse button to stop the Quarterback
and allow free movement of the pointer.

3) The time that it should take your Quarterback to get into a
position to pass should be enough time for you to see how the
well defense is covering your receivers.  Estimate how much time
your quarterback has before being sacked by the rush and the scan
for the most open receiver.

4) Move your pointer to a spot on the field that will allow your
receiver to catch the ball without any defenders having time to
get to the ball and break up the pass.  Once the pointer is in
position, lift up on the mouse button.  The ball will immediately
be thrown toward that spot.  The computer calculates which
receiver has the best change of catching the pass, and
automatically adjust the path of that receiver to be at the
correct place at the correct time.

Experience and a good sense of timing will help you develop the
judgement necessary to throw a successful pass.

TIPS:

When choosing where to throw the ball, take into account that
your receivers have momentum and a maximum speed.  Just as in
real football, when you pass don't forget to "lead" your
receiver.

If a rusher is in the process of sacking the Quarterback as the
ball is thrown and the quarterback is not yet down, the pass will
be thrown wild in the same general direction as the pointer.  Be
careful!  This is an open invitation for an interception!

Whenever a player catches the ball (defender or receiver), mouse
control is transferred immediately to that player.

When the ball arrives to where it has been thrown, the computer
checks to see which players are close enough to catch the pass.
At this point, there are three possible outcomes:

1) A Completed Pass:  Occurs when only a receiver is close enough
to catch the ball.  All players will enter Open Field Mode.

2) An Interception: Occurs when only a defender is close enough
to catch the ball.  All players will enter Open Field Mode.

3) An Incomplete Pass: Occurs when both the receiver and defender
are close to the ball, or if no player is close enough to catch
the ball.

NOTE: If a player is in a position to catch the ball, a member of
the opposite team does not always have to be close enough to
catch the ball himself to stop the completion.  The ball could
still be knocked down if he is on the side of the receiver from
where the pass was thrown and in close proximity to the ball.


PUNTING:

In GRIDIRON!, the technique of punting is similar to passing.
When the punter receives the ball, he acts as a normal runner
until the mouse button is pushed.  While the mouse button is held
down the user can direct the pointer to where the ball is to be
kicked.  When the mouse button is released, the punter will punt
the ball toward that point.  It should be noted that punts are
far less precise than passes.

When the ball has been punted the following occurs:

1) The computer determines which defender is closest to the
punt's destination and will move that defender into position to
catch the ball.  If the chosen defender is being controlled by
the mouse, the computer will override the mouse and move him into
position.  Once the ball is caught, mouse control is resumed.

2) The 10 defenders who are not going to return the punt will
drop back to block.

3) The offensive players will begin to run downfield to pursue
the ball.


Additional Points:

If the ball lands on the ground, all 22 players will run toward
it.

If a player from the punting team recovers it, the ball is downed
there.

If a player from the receiving time recovers the ball, all
players enter Open Field Mode.


5. DEFENSE

Playing defense is much easier than playing offense.  The only
thing that defensive user has to do is move his mouse-controlled
player to those areas on the field that will best strengthen his
defense.  In other words, you are the back-up man who is in a
position to act quickly upon any potential weakness in your
defense or your opponent's offense.

Selecting Defender Control

After the offensive play has been selected, the offensive and
defensive formations appear on the screen.  At this time the
defensive user should decide which player he wishes to control,
and place his pointer over that player.  During the two seconds
before the ball is snapped, (during the time the quarterback can
be heard calling the count), the defensive user can select who he
wants control by pressing the mouse button while his pointer is
over the chosen player.  A white diamond will appear on that
player as soon as the button is pressed indicating that control
has been transferred to that player.  If no player is chosen
within this time period, the computer will choose one for you.

Note:  When using a joystick as a second controller, the defender
must use the joystick button to select which player he will
control.  Each time the joystick button is pressed during the
allotted two second time period, the white diamond will appear on
a new player.  When play execution starts, the player with the
white diamond on him will be controlled by the joystick.

                          III. STRATEGY


1. OFFENSE

The strategy of GRIDIRON! is very much like real football.  When
calling offensive plays, try to call plays that suit the
situation (i.e. don't call a Quarterback Sneak on 2nd and 10 to
go).  At the same time, try not to be too predictable.  Look for
defensive patterns and try to find weaknesses.

The passing game can seem more exciting than the running game
and, if successful, can gain large chunks of yardage in a very
short time.  The team that will succeed against difficult
opponents, however, is the team that balances running with
passing.  By selecting a mix of running and passing plays, you
will have a better chance of fooling the defense and gaining more
yardage.

Practice and experience make the difference on offense.
Perfecting handoffs and pitches will add an enormous punch to
your running game.  Use the Practice level to practice execution
of all the plays.

Notes on each of the offensive plays in the Standard Playbook
follow:

* Quarterback Sneak - This play will gain you very little ground,
but can be effective in short yardage situations.

* Fullback Blast - This probably won't get more than a couple of
yards, but is effective because the fullback reaches the line of
scrimmage so quickly.

* 42 Run - The time it takes the halfback to get the ball usually
allows the user to spot a hole.  This play is not effective
against a 6 man defensive line.  If the halfback can get through
the defensive lineman, this play can be a big gainer.

* Fullback Trap - This is a tricky play.  The trap blocking
usually opens a hole for the fullback, but the delay in the
development of the action can be disastrous if the defense is
blitzing.

* Sweep Left - This is an easy play to run.  The fullback is
normally not very fast, so this play is more effective if the
fullback does not swing out too wide before heading upfield.

* Sweep Right - If the halfback has good speed and gets some
running room, this play can gain you good yardage.

* Pitch Left - Without a doubt, this is the most dangerous
running play of all.  If the defense isn't ready for it, this
play will make big yardage, but if the defense is ready for it,
this play can result in a fumbled lateral.

* Pitch Right - Again, there is the danger of a fumbled lateral,
but the fullback is hard to bring down if he gets outside.

* Reverse - This is a very tricky play to execute well.  Do not
try this one too often; wait until the defense can be fooled.
This play can result in large gains, or large losses.

* Fullback Draw - This is another tricky play.  Generally, a
Fullback Draw will only work against pass defenses.

* 31 Pass - This play can take a long time to develop, but be
patient.  If the Fullback makes it through the defensive line, he
should be wide open over the middle.

* Halfback Option - This is a useful play which requires very
quick decision-making.  Look for the Quarterback to be wide open
or lots of running room on the outside.

* Screen Left - Don't wait too long to throw the pass or your
blockers will cross the line of scrimmage.  This play may not
gain a lot of yardage but is usually good for at least a few
yards.

* Screen Right - Similar to Screen Left.

* Flood Pass - You have five receivers going out on this one but
you also have less blockers.  There should be someone open, so
pass quickly or you're going to get sacked.

* Halfback Fly -  The success of this pass will vary greatly
depending upon your defensive coverage.  If your halfback is
open, however, you can make very big yardage on this play.

* Cutback Pass - This play is not designed to gain more than five
or six yards but has a better chance of completion.  Throwing to
a receiver after he has cut back toward the Quarterback makes a
successful pass easier to throw.

* Hail Mary - This is a desperation pass when you need long
yardage in a hurry.  Chances of a completion are slim but cross
your fingers, throw the ball and maybe you'll get lucky...

* Punt - Careful placement can sometimes place your opponent in
bad situations.  Kick it out of bounds or try to get the
opposition to catch the ball deep in their own territory!

* Field Goals - If the ball is outside your opponent's 35,
kicking a field goal is difficult.  This depends, of course, upon
your team's kick rating.


2. DEFENSE


Defensive Plays 0-9 are primarily run defenses, 13-18 are pass
defenses, and 10-12 are a balance of the two.

In general, it is far safer to rely upon pass defenses as you are
going to give up far less yardage to a run on a pass defense than
you would to a pass on a run defense.  Just one good pass by your
opponent can lose you the game. Nevertheless, throwing a few odd
defenses to keep your opponent guessing wouldn't hurt.

In situations where you are not sure what the offense will do,
it's good to control one of the safety men to limit his yardage.
If you think you know what play he is going to call, however,
control the defensive position you think will cause the most
damage to his play.

* Goal Line Defense - Very good in short yardage situations but
if the opposition gets much past the line of scrimmage, you will
have a tough time stopping them from going all the way.

* 61 Defense - This play is also good in short yardage
situations, but is less likely to allow big gains.

* Spread 61 Defense - Use this defense in situations when you
think the offense will run but you are not sure when.

* 61 Stunt Defense - This defense give the impression you are
going to protect against a run up the middle when you are really
protecting against a run to the outside.

* Shift Left - This play is very effective against runs or short
passes to your left side.  If the offense runs to your right,
however, you could be in trouble.

* Shift Right - Similar to Shift Left, opposite side.

* Left LB Blitz - Blitzing the extra man can really break up an
offensive play.  But don't use this play too often as you can get
nailed badly if he calls a good pass against you.

* Right LB Blitz - Similar to a Left LB Blitz, other side.

* Double LB Blitz - Twice the blitz and twice the risk.

* Full Blitz - This is a very dangerous defense.  Great against
runs up the middle and sweeps, but can be disastrous against
pitches and passes.  Also a good way to shake up an inexperienced
Quarterback.

* 43 Defense - A non-committal, balanced defense.  Use when you
don't know what to expect from the offense.

* Spread 43 Defense - This defense is particularly effective
against short passes, pitches and sweeps.  This is the best
defense to use against a pitch play.

* 34 Defense - This is good when you think the offense is going
to to run the outside or pass.

* 61 Pass Defense - This defense may lead the offense to believe
you are defending against a run while you are actually set up in
a pass defense.  This is not the most effective pass defense,
however.

* Short Zone - Probably the best overall pass coverage against a
short to medium length pass.

* 5 Man Coverage - Primarily a man-to-man coverage situation.
Effective against passes to the flanker and the two ends, it
still allows six men to cover against a running play.  The
weakness of this play is that it will not work well against
receivers coming out of the backfield.

* 7 Man Zone - This is a good defense against a deep pass but the
formation does not give away your strategy.  This play is very
poor against the run.

* 8 Man Zone - Use this play when you are sure the offense will
attempt a deep pass.

* Prevent Defense - Designed to prevent the offense from gaining
large amounts of yardage in short periods of time.  Because it is
not difficult to get first down yardage against this defense, use
it only when the offense has little more time left in the half,
or they have to get fifteen yards or more in the play.

* Punt Return - Do not use this play unless the offense is in
punt formation.

                    IV. GRIDIRON PLAYER DRAFT

As in real football, each user may want to match the talent of
his players in his game strategy.  [In other words, if you prefer
a passing game, you will want talented receivers, etc...]  In
GRIDIRON! you do this using "PAPs" [Player Ability Points].
Changing PAPs allows you to modify the characteristics of each
player.  Before modifying a team, opponents must agree to a total
number of PAPs they are allow to use in constructing their teams.
The total PAPs will correspond directly to the overall capability
of their respective team.

Upon selecting the "Player Draft" option, a new screen will
appear listing the offensive positions and individual
characteristics for each player [speed & strength].  Each
player's speed and strength are rated on a scale from 0 to 20,
where 20 is the best.  A rating of 0 means the player has minimal
ability.  These characteristics reflect the team presently in
memory, whether the team is the standard team, or one previously
loaded off disk.

Selecting the "Goto Defense" box will replace the offensive
positions with the defensive positions and their characteristics.
[The "Goto Defense" box then becomes the "Goto Offense" box.]
Note that the Kicker Rating remains on the screen independent of
whether the offense or defense is being displayed.

Note: Total PAPs remain in the lower left side of the screen and
automatically update as player characteristics are changed.

m1. MODIFYING PLAYER CHARACTERISTICS
Use the pointer to change player characteristics in the following
way:

To increase a PAP number, place the pointer over the top half of
the number and press the mouse button.

To decrease a PAP number, place the pointer over the bottom half
of the number and press the mouse button.

While keeping track of Total PAPs, the computer adds up all the
points on both screens for speed and strength.  Because key
offensive players have more impact on the game, their speed and
strength are multiplied by the following factors before being
added to the total:

-Left End           X 3       -Right End          X 3
-Quarterback        X 4       -Fullback           X 4
-Halfback           X 4       -Flanker            X 3

-Kick Rating        X 5 [includes punter and place kicker]

2. EFFECTS OF SPEED AND STRENGTH


When adjusting the characteristics of one's players, it is
important to know how those changes may affect game play.

SPEED:

Although actual speed is dependent upon play level, relative
speed is dependent upon Player Ability Points [PAPs].  A player
with more PAPs in the speed category will always be faster than
another player with less PAPs, regardless of level.

STRENGTH:

Strength of a player is important in tackling and blocking:

A strong ball carrier will be brought down much less quickly (if
a all) by a week defender than will a weak ball carrier by a
strong defender.

A weak defender will be able to get past a strong blocker much
less quickly than will a strong defender against a weak blocker.

In collisions, both speed and strength play an important factor.
The faster and stronger the player, the more dramatically he will
affect the path and speed of the person with whom he collides.

Note: The Gridiron Player Draft is a very good way of
handicapping between users of different experience.


3. SAVING TEAM CHARACTERISTICS

           o Save Team on Data Disc
           o Initialize a Data Disc

           o Continue

When all the modifications have been made, select the "Exit
Player Draft" box.  The computer will ask if the team should be
saved on disk.  If the team is to be saved, insert a data disk
into the internal drive.  The computer will ask for a team name
and a suffix to be entered via the keyboard.  The team name will
be used on the scoreboard whenever that team is loaded from disk.
The suffix is used to differentiate between different teams with
the same name (i.e. 'REDSKINS.84' AND 'REDSKINS.85').

                    V. PLAY CREATION UTILITY
                              (PCU)

One of the most unique and powerful features of GRIDIRON! is the
ability to modify plays during a game and save those
modifications on disk.  Although it is not very difficult to
modify plays using the PCU, a good working knowledge of how the
players interpret the commands is recommended highly.  The
difference between a successful play and a disaster can be as
little as one player's programming, so be prepared to spend
enough time to "fine tune" plays after making substantial
modifications.

1. ENTERING THE PCU

The only way to enter the PCU is by calling a timeout during the
game.  This allows the user to test his plays immediately and
"fine tune" his programming..  If you want to create plays that
are particularly effective against certain defenses, initialize
the game for two users.  This will allow you to test your play
against whichever defense or offense you choose.  [In Single User
Mode, the computer decides the opposing play.]

2. PCU OPTIONS MENU

           o Modify Offensive Play
           o Modify Defensive Play

           o Save Playbook on Data Disc
           o Initialize a Data Disc

           o Exit PCU

The PCU Options Menu is the first and last screen you will see
when entering and exiting the PCU.

* Modifying Plays - (Offensive/Defensive)
When a user enters the PCU, he must choose which type of play to
modify [offensive or defensive].  The screen will then list a
menu of the 20 plays of that type.  To select an individual play,
click the box to the left of its name.

* Save Playbook - This function allows the user to save his
entire playbook to disk.

* Initialize a Data Disc - In order to save your programmed
plays, you must use an initialized disk.  Place the intended disk
in the internal drive and invoke this option to initialize a
disk.

* Exit PCU - Returns you to the Timeout menu.


3. PCU MAIN MENU

Upon selecting a play, a graphic display of the play's formation
will appear on the screen along with the PCU Main Menu.  The
following menu options will appear:


* Change Name - The user can pick any name up to 14 characters
long.

* Set Formation - Select a player by using the pointer.  The
player will turn white.  Clicking on the mouse again will place
the player on the filed, whereupon his original color will
return.

The computer will not allow the user to place a player in a
position breaking any of the following rules:

          1) Players cannot touch

          2) Players cannot be positioned offsides.

          3) Players must be positioned within the field area
             provided by the PCU.

* Edit Player - This function allows the user to change a
player's commands.  The player is selected using the pointer.

* Save Play - Will enter the modifications that have been made to
a play into the current playbook in memory.  This function will
NOT put the play onto disk.  If this function is not used, any
modifications made during the session will be lost.

* New Play - Selecting this box will exit the user from the PCU
Main Menu.  At this point the user can select a new play or exit
the PCU.


4. MODIFYING PLAYER COMMANDS

When editing a player:

     1) The player will turn white.

     2) The Command Display Window will appear in the upper right
        corner of the screen.

     3) One of the two editing menus will replace the PCU Main
        Menu on the left side of the screen.

          A. mEdit Offensive Player [EOP] Menu

The EOP Menu is used whenever an offensive player's commands are
edited.

Save Play function has not been used, exiting the PCU Main Menu will erase all modifications to a play!  In addition, you must invoke the "Save Playbook" option prior to exiting the PCU if you want to save your session to disc.


* Run Block - When selected, a Message Window will appear to ask
the user if the player should block left or right.

* Pass Block - This command differs from Run Blocking in that the
player will not move forward to block, only backwards and
laterally.  This guarantees that pass blockers will not cross the
line of scrimmage during a pass play.

* Delay - Once selected, the Message Window will appear to allow
selection of the number of counts the player will delay. [One
count equals approximately one second].

* Run To - When selected, the user mush place the pointer on the
field area and press the mouse button.  A line will be drawn to
that point, marking the path that the player will attempt to
follow.

* Hand Off - Once selected, the Message Window will appear asking
to whom the ball should be handed off.  In play, the ball can
only be handed to the player who has been selected.

* Pass - A pass can be thrown to any eligible receiver as long as
the ball carrier is: (1) behind the line of scrimmage and (2)
there have been no forwarded passes made previously during that
play.

* Punt - The chosen player will punt the ball when commanded via
the mouse.

* Kick - The player will kick a place kick when commanded via the
mouse.

* Erase Commands - All commands for that player will be erased.

* Exit Menu - Return to the PCU Main Menu.  All changes will be
retained.

          B. Edit Defensive Player [EDP] Menu

The EDP Menu is used whenever a defensive player's commands are
edited.

* Pursue - The defender will pursue and attempt to tackle the
ball carrier.

* Lateral Pursuit - The defender will follow the ball back and
forth across the field, but will not run up and down the field.
Once the ball is away from the clutter of lineman in the center,
the player will pursue the ball carrier normally.  This command
is effective against offensive plays to the outside.
Save Play function has not been used, exiting the PCU Main Menu will
 
erase all modifications to a play!  In addition, you must invoke the
"Save Playbook" option prior to exiting the PCU if you want to save your
session to disc.


* Delay - Same as EOP Menu.

* Run To - Same as EOP Menu.

* Cover Receiver - Once Selected, the Message Window will request
which coverage to use.  The choices are man-to-man on any
receiver or zone coverage.  If zone coverage is selected, the
Message Window will list the five zones a defender can cover.
One of the five zones must then be selected.

* Erase Commands - same as EOP Menu.

* Exit Menu - same as EOP Menu.

5. SELECTING COMMAND SEQUENCES

There are programmable commands which the player can complete,
and commands which go on indefinitely.

     Completable              Non-Completable
     Commands                    Commands

     * Delay                  * Run Block
     * Run To                 * Pass Block
     * Hand Off               * Pursue
     * Pass                   * Lateral Pursuit
     * [Punt]                 * Cover Receiver
     * Kick

All non-completable commands continue until the end of the play,
or until they are replaced automatically by the computer.  If the
computer reprograms the players, the original commands will not
be used for the remainder of the play.

When creating a command sequence, (there is a three command
limit.), for a player to execute, it must be remembered that the
player will automatically move to the next command upon the
completion of the former command.  For this reason, exercise care
in the sequencing of commands.  For example, a Pass Block
followed by a Run To command does not make sense - the player
would not recognize the end of his Pass Block assignment and
therefore would never execute the Run To command.  The reverse
order would work, however.  The player would Run To the
programmed location and then begin his Pass Blocking assignment.

Note on Punts: As the computer reprograms all players when a Punt
has taken place, no user-programmed command can be executed after
a punt.  For this reason, the punt cannot be considered a truly
completable command.

Automatic Command Modes:

Save Play function has not been used, exiting the PCU Main Menu will erase
all modifications to a play!  In addition, you must invoke the "Save 
Playbook" option prior to exiting the PCU if you want to save your session
to disc.



The commands that you program in a given play are only executed
during Backfield Mode.  These commands determine the initial
development of the play.  At key points during play execution, it
is no longer beneficial for the players to continue executing
their original commands.  At these times, GRIDIRON! enters
different modes of play that override the Backfield Mode.  This
occurs in the following situations.

1) Pass Mode: When a pass is thrown, defenders are programmed to
break off their coverage and Run To [Ref. Chapter V, Sec. 4A]
where the ball is being passed.

2) Open Field Mode:  All offensive players (except the ball
carrier) are programmed to block.  All defenders are programmed
to pursue the ball. [Ref. Chapter II, Sec. 4]

3) Punt Mode:  This mode occurs while a kick-off or punt is in
the air.  Kicking team players run downfield and receiving team
members drop back and block. [Ref. Chapter II, Sec. 4]

4) Loose Ball Mode: Whenever the ball is on the ground and no
player has possession, all players who are not programmed for
lateral pursuit or pass coverage will run toward the ball.


                               ***

REVIEWING A GAME USING A VCR:

If you want to analyze a particular game of GRIDIRON!, you can
hook up to a VCR (Videocassette Recorder) to the VIDEO output of
your computer and into the VIDEO INput of the VCR.  If you want
audio as well, attach the AUDIO OUT channels to the AUDIO IN of
your VCR.  Using this method you will be able to record any
portion of the game.  If you have a sophisticated unit with speed
control, you can even simulate a slo-mo (slow motion) effect, to
carefully analyze plays.



                               ***
                        Typed By The Cure
                               ***