			  HEADCOACH part 1

Typed in by ???, Edited by PARASITE.


Section 1

Introduction
Welcome  to  Head  Coach.  You will have hours of fun as you enjoy coaching
simulated  professional football teams.  Head Coach provides exciting games
without  requiring  you to be a football expert.  You can be playing a game
within  minutes  of  opening  the  package,  using  simplified play-calling
capabilities.   However,  if you are a serious football fan, Head Coach can
be   played   at  a  level  that  requires  the  utmost  in  concentration,
preparation, and skill.

History of Head Coach
Head  Coach  began as an experiment in calculating random numbers and using
remote  computer  terminals.   That  was  1965.   The computer was a large,
main-frame computer system.

For  over  20  years,  Head  Coach  has been consistently acclaimed for its
realism,  ease  of  use,  and level of sophistication.  Head Coach has been
installed  on  two large main-frame computers, three minicomputers, and now
two microcomputers.

It  doesn't  take  long to get your first game started.  Read this section,
then  read Section 2, Getting Started, and then Section 3, Your First Game,
will have you calling plays in minutes.

Section  4,  The Playbook, describes the two playbooks provided -- beginner
and standard.  You can have lots of fun playing with the beginner playbook.
However,  most  Head  Coach  players  quickly  progress  to  using the full
standard  playbook.   Section  4  also describes how to modify the standard
playbook and make your own playbooks.

Section  5,  Calling  the  Offense,  and  Section  6,  Calling the Defense,
describe   how   to   call  offensive  and  defensive  plays  the  way  the
professionals  do.   Head Coach gives you the option of continuing to enjoy
games using the standard playbooks, or learning the offensive and defensive
systems for very sophisticated play-calling.

You are greatly encouraged to read Section 7, Dot Commands.  Head Coach has
many features that provide a variety of game playing options.

Section  8,  Computer Teams, Section 9, The Game Plan, and Section 10, Team
Files,  describe  how to play the computer, construct game plans, and build
your own teams, real or imaginary.

Section  11 League Play, describes the exciting world of league play.  Head
Coach  provides  all  you  need  to organize, play, and keep statistics for
multiple leagues.

Section  12 Modem Play, describes how to play computer football in its most
exciting  form -- over a modem.  Head Coach allows you and your opponent to
be playing from different Amiga computers.  The computers may be across the
room  connected  with  a  "null"  modem  and  cable,  or across the country
connected by modems and telephone lines.

Apppendixes are included that summarize the manual.

Hardware Requirements
Head  Coach  requires  at  a minimun an Amiga system with 512k memory and a
monitor.  However, if you have at least 1 megabyte of memory on your Amiga,
many  additional  features are available.  A second floppy disk may also be
used to advantage.

Technical Support

Technical  Support questions and comments for future editions of Head Coach
should  be  directed to the MicroSearch Head Coach Technical Support Group.
Phone calls will be accepted Monday-Friday between 9:00 AM and 6:00 PM CST.
Or write:

MicroSearch Inc.
9896 Southwest Freeway
Houston, TX., 77074 USA
(713) 988-2818

Section 2

Getting Started
It  is  very  important  to make duplicate copies of your Head Coach master
disks prior to their use.  The copies can be used for all functions of Head
Coach.  The master disks should be kept in a safe place.

Duplicating Head Coach using one drive
1.   Turn  on  your  Amiga.  When the Kickstart prompt appears, insert your
copy of Kickstart.

Note:   While  Kickstart  is loading you should check the Head Coach Master
Disks  to  make  sure  they are write-protected.  If you are looking at the
front  of  a  disk there should be a square opening in the upper right-hand
corner.    If  you  cannot  see  through  the  opening,  the  disk  is  not
write-protected and could be accidently erased.  Slide the write-protection
tab  to the open position.  It should click into place and stay.  Your disk
is now protected.

2.   When  the Workbench prompt appears, insert your Head Coach master disk
#1 into the internal disk drive (df0:).  Your Head Coach master disk #1 may
be used whenever the Workbench prompt appears.

3.  When the Head Coach master menu appears, type:

diskcopy df0: to  df0:

The  diskcopy utility instructs you to insert the disk to be copied in df0:
and  press  the  RETURN key.  Because the disk you want to copy (Head Coach
master  disk  #1)  is  in df0:, press RETURN.  The disk copy utility begins
reading your Head Coach master disk #1.

After  a portion of the disk has been read, the disk copy utility instructs
you to insert the disk that will contain the copy and press RETURN.  Remove
the  Head  Coach  master  disk #1 from df0:, insert the disk to receive the
Head  Coach  copy,  and press RETURN.  The disk does not have to formatted.
The  disk  copy  utility writes the data from the Head Coach master disk to
the copy disk.

The  disk  copy  utility  instructs  you to alternate disks in the internal
drive df0:  until the copy operation is complete.

When  the disk copy operation completes, the copy of your Head Coach master
disk  #1  is in drive df0:.  Place your Head Coach master disk #1 in a safe
place.   Reset  your  Amiga system by simultaneously pressing the "Ctrl"key
and  the two "A" keys that are on either side of the space bar.  Repeat the
diskcopy procedure (diskcopy df0:  to df0:) for your Head Coach master disk
#2.

When  both master disks have been copied, insert the copy of the Head Coach
master  disk  #1  into  df0:.   Reset  your  Amiga system by simultaneously
pressing the "Ctrl" key and the two "A" keys that are on either side of the
space bar.

Duplicating  Head  Coach  using  two drives
1.   Turn  on  your  Amiga.  When the Kickstart prompt appears, insert your
copy of Kickstart.

Note:   While  Kickstart  is loading you should check the Head Coach Master
Disks  to  make sure they write-protected.  If you are looking at the front
of  a disk there should be a square opening in the upper right-hand corner.
If  you cannot see through the opening, the disk is not write-protected and
could  be  accidently  erased.   Slide the write-protection tab to the open
position.   It  should  click  into  place  and  stay.   Your  disk  is now
protected.

2.   When  the Workbench prompt appears, insert your Head Coach master disk
#1 into the internal disk drive (df0:).  Your Head Coach master disk #1 may
be used whenever the Workbench prompt appears.

3. When the Head Coach master menu appears, type:

diskcopy df0: to  df1:

The diskcopy utility instructs you to insert the disk to be copied in df0:,
insert  the  disk  to  receive  the copy in df1:, and press the RETURN key.
Insert  the disk to receive the Head Coach copy in df1:.  The disk does not
have  to  formatted.   Because the disk you want to copy (Head Coach master
disk  #1)  is  in  df0:,  press  RETURN.   The disk copy utility copies the
contents of your Head Coach master disk #1 to the disk in drive df1:.

When  the disk copy operation completes, the copy of your Head Coach master
disk  #1 is in drive df1:.  Remove your Head Coach master disk #1 from df0:
and  store in a safe place.  Remove the Head Coach master disk #1 copy from
df1:   and  insert  into  df0:.   Reset your Amiga system by simultaneously
pressing the "Ctrl" key and the two "A" keys that are on either side of the
space  bar.   Repeat  the  copy procedure (diskcopy df0:  to df1:) for your
Head Coach master disk #2.

Contents of the Head Coach Master Disks

Head Coach comes on two disks.  The disks are named Head Coach Master #1
(headcoach1) and Head Coach Master #2 (headcoach2), and contain:

        Head Coach Master #1

                1 Megabyte version of Head Coach
                15 Teams
                1 Template team to help you make your own teams
                4 Playbooks
                2 Gameplans
                All data files required to play a game
                DOC utility for viewing Head Coach documentation
                MAKE utility for creating your own Head Coach disks
                STATS utility for using a telephone to exchange 
                      statistics between two Head Coach systems.

        Head Coach Master #2

                512K version of Head Coach
                Documentation files
                LO utility for processing league statistics
                VIEW utility for seeing what files are on a disk
                Printer drivers

Head  Coach  Master  #1 is configured so that you can reset your Amiga with
Head  Coach Master #1 in df0:  and play a game.  Reset means simultaneously
pressing the "Ctrl" key and the two "A" keys that are on either side of the
space  bar.  If you have a 512K memory Amiga, you can reset your Amiga with
Head Coach Master #2 in df0:  and play a game.  However, before you start a
game  you must make a backup copy of your master disks -- it's for your own
good!

Head Coach Master Menu
When  your Amiga is initialized by inserting your Head Coach master disk #1
at  the  workbench  prompt, the screen displays the Head Coach commands you
may enter.  This display is the master menu.  Head Coach commands allow you
to:
          View the names of files on the disk
          Copy disks and disk files
          Create your own Head Coach disk
          Transfer statistics files to or from another Amiga
          Browse through the Head Coach documentation
          Edit disk files
          Redisplay the master menu
          Start a game

At the end of the master menu display, the following prompt is displayed:

     Enter 'help' for instructions, or a HeadCoach command:

This  is the master menu prompt.  When the master menu prompt is displayed,
you  can  enter  commands to play games and maintain your Head Coach disks.
When an operation completes, the master menu prompt is displayed.

Following copying the Head Coach master disks, you can play games using the
Head  Coach  master  disk #1 copy as your game disk.  However, there is not
enough  room  to save games, form leagues, and keep statistics.  Therefore,
Head Coach 2.0 provides a utility program, "make", which will automatically
build Head Coach disks containing only those files you need.

The Make Utility
The  make  program  will create your own Head Coach disks complete with the
teams  you  want, optional printer drivers, league files, statistics files,
etc.  In order to run the make program enter the following:

make

Make displays a brief introduction and instructs you to push the left mouse
button  to  continue.   Make then asks you to enter the number of disks you
have  on  your  system.   If you have at least two floppy disks, be sure to
tell  make.   The disk building procedure is much faster if two disk drives
are  available.  Make then asks if you would like to format a new disk.  By
formatting  a new disk, you create a new Head Coach disk that contains only
those files that are required to enjoy the game.

After  formatting  a  new  disk, make then asks a series of questions about
what to copy to the new disk.  What files to put on what disks depends upon
how  you  will  be using Head Coach.  If you are not going to be supporting
league play with its' required files, you can put all the files you need on
one  disk.   However, if you intend to support league play, it is suggested
that you build a two disk set.

Head Coach allows the following three types of files to be on separate
disks:

        * Programs
        * Game files
        * Documentation files

When  building disks, make asks if you would like to copy the various types
of files to the disk being built.  For a two disk set, you will need to use
make  twice.   On  the  first  disk,  format  the disk and include only the
program and if desired the printer support.  On the second disk, format the
disk  and  include only the game files.  Most Head Coach players simply use
their copy of the Head Coach Master #2 disk for the documentation files.

If  you  tell  make  you  would  like  to  support  a  printer, you will be
instructed to insert the disk containing the printer drivers, normally Head
Coach Master #2, into a disk drive.  The Head Coach Master #2 disk contains
a  set  of  printer  drivers.  The drivers are stored in the same format as
they  are  stored on the Commodore Amiga Extras Disk.  If you like, you can
insert  the  Extras disk.  If you have your own drivers, you must have your
drivers stored in the same directory structure as does Commodore.  That is,
the drivers must be in the "devs/printers" directory.

Simply  follow  the  instructions  and  you  will  have  Head  Coach  disks
customized for your use.

The Stats Utility
For  league  play,  Head  Coach  maintains a statistics file for each team.
When  starting a game, current statistics for both teams must be on a disk.
If  you  are  playing  an  opponent  using  a modem and telephone line (see
Section  12,  Modem Play), you may need to get the statistics file for your
opponent  from  your  opponent.   You  and your opponent must use the stats
utility by typing:

        stats

Pre-arrange  which  computer  will place the call.  Follow the instructions
and the stats utility will transfer statistics files as required.  See also
Section 11, League Play, and Section 12, Modem Play.

The rest of this section provides information you need to get the most from
your  Head  Coach system.  However, if this is the first time you have used
Head Coach, you may be eager to start your first game.  If so, you may type
"hc",  press  RETURN  and  turn  to  the  paragraph  in this section titled
"Playing  a  Game"  for final instructions on getting the game started.  If
you have a 512K Amiga, reset your Amiga with Head Coach Master #2 in df0:

At  some  time  however, take the time to read the rest of this section and
the  rest  of  the manual.  The information will enable you to get the most
from your Head Coach investment.

Data Files
Information  required  to  simulate  games  is  stored  in disk data files.
Because  the data files are text files that can be processed using any text
editor, you have the ability to customize your Head Coach system.

There  are  four  types of files you may edit:  team files, playbook files,
league  files,  and  game  plan files.  The team files describe teams.  The
playbook  files give easy to learn names to professional plays.  The league
files  describe  the  makeup  of  a  league.   The  game plan files specify
playbook  plays that are to be used in specific game situations.  The files
are stored on your Head Coach disks.

Data File Names
On Head Coach disks the files are named as follows:

          name.type

"Name"  is  the  name  of  the  file  (team  name  for example), and "type"
specifies the type of file as follows:

          team      Team file
          pb        Playbook file
          gp        Game plan file
          lf        League file
          sa        Saved game file
                    (saved game files
                     cannot be edited)
          stat      Statistics file
                    (statistics files
                     cannot be edited)

For example, the standard game plan file is named:

          standard.gp

The team file for the Bulldogs team is:

          bulldogs.team

Editing Data Files
To  edit  the files you must use a text editor ("Ed", for example).  Use of
the  Amiga  text editor "Ed" is described in the Amiga DOS Users Manual.  A
brief  description of some of the "Ed" commands is presented in Appendix A,
Using Ed.

To  edit  a file, your Head Coach system must be displaying the master menu
prompt.   Type  "Ed  "  followed  by  the  file  name,  perform the editing
functions,  exit from the editor, and the master menu prompt returns to the
screen.

A  convient  way  to  create  a new file of a particular type is to copy an
existing  file of the same type to a file named as you want the new file to
be  named.   Edit  the  new file as required.  For example, to create a new
game plan file named "special.gp":

          1. Get the Head Coach master menu on the screen.
          2. Type:

                    copy standard.gp special.gp
          3. Type:

                    ed special.gp
          4. Make the appropriate changes in "ed."
          5. Exit the "ed" editor.

Your  Head Coach disk now contains a game plan file named "special.gp" that
is a modified "standard.gp" file.

Team File Template
To  simplifiy  creating  a  new  team file, Head Coach provides a team file
template  "template.team." The template contains all the required lines for
a  team  file,  with places for data values that you provide.  The template
also contains comments that explain the values that are required.

The  values  that  must  be  provided  are  either  numbers  or  alphabetic
characters.   Numbers  that  must be provided are indicated in the template
file  by "xx".  To indicate alphabetic characters that must be provided for
names,  the  template  uses "nn".  For example, the following is a template
file line for a player description:

          xx nn nn xx

As  described  in  Section  10,  Team  Files,  the data values are:  jersey
number,  name,  position,  and ability.  Properly edited, the required line
might be:

          25 "JONES, B" WR 3.6

This  indicates  player  number 25 is a wide receiver (WR) named "JONES, B"
with  an  overall player ability of 3.6.  See Section 10, Team Files, for a
complete description of the format of team files.

To   use   the  team  file  template  to  create  a  new  team  file  named
"pintos.team", perform the following steps:

          1. Get the Head Coach master menu on the screen.
          2. Type:
                    copy template.team pintos.team
          3. Type:
                    ed pintos.team
          4. Make the changes required.
          5. Exit the Ed editor

Your Head Coach disk now contains a new team file, "pintos.team."

The format of the files are described in the following sections:

          Team files are described in Section 10,
                 Team Files.

          Playbook files are described in Section 4, 
                 The Playbook.

          Game plan files are described in Section 9,
                 Game Plan Files.

          League files are described in Section 11,
                 League Files.

Playing a Game
To start a game you must have the Head Coach master menu on the screen.  If
your  Amiga  is  not  powered  on,  turn on your Amiga.  When the Kickstart
prompt appears, insert your copy of Kickstart.

If  your  Amiga  is on, but the Head Coach system is not active, remove any
disk  that  is  in  the internal drive df0:  and reset your Amiga system by
simultaneously  pressing  the  "Ctrl"  key and the two "A" keys that are on
either  side  of  the  space bar.  How the start a game depends upon if you
have a 512K memory Amiga or at least one megabyte of memory.

Starting your first game on an Amiga with at least one megabyte of memory.

When  the  Workbench  prompt appears, insert your Head Coach Master #1 copy
into the internal disk drive (df0:).

When  the  Head  Coach  master  menu  appears, you may enter any Head Coach
command.  To start a game, type:

        hc

After pressing RETURN, Head Coach asks:

     Are you starting up a remote Amiga game?

To  initiate  a  game  played  on two Amigas connected by modems, click the
"Yes" box and refer to Section 12, Modem Play, for instructions on starting
a  remote  Amiga  game.   To  play a game on one Amiga, click the "No" box.
Next you will see:

        Are your documentation files stored on a separate disk?

Because the documentaion files are stored on the Head Coach Master #2 disk,
click the "Yes" box.  Nex you will see:

        Enter the name of the disk,
        or the name of the driver (i.e., df0):

Enter "headcoach2" and press RETURN.

Head Coach next asks:

        Are your files (teams, playbooks, etc.) stored on a separate disk?

If  you  are  using  the  Head Coach Master #1, click "No" because the game
files  are  on Head Coach Master #1.  However, by using the "make" utility,
you  can  create  a disk containing only the Head Coach program and printer
drivers,  and  another  disk containing all files.  If you are using a disk
created  by  the  "make"  utility, and if you have your files on a separate
disk, click the "Yes" box, otherwise click the "No" box.

If you click the "Yes" box, Head Coach then displays:

        Enter the name of the disk,
        or the name of the drive (e.e., df0):

You  may enter either the name you gave to the data disk when you formatted
the disk, or the drive in which the disk is placed.

The remainder of the procedure to start your first game is the same as that
for  a  512K  memory  Amiga.   Skip to the section entitled "Completing the
start of your fisrt game".

Starting your first game on an Amiga with 512K of memory

When  the  Workbench  prompt appears, insert your Head Coach Master #2 copy
into the internal disk drive (df0:).

When  the  Head  Coach  master  menu  appears, you may enter any Head Coach
command.  To start a game, type:

        hc

After pressing RETURN, Head Coach asks:

     Are you starting up a remote Amiga game?

To  initiate  a  game  played  on two Amigas connected by modems, click the
"Yes" box and refer to Section 12, Modem Play, for instructions on starting
a  remote  Amiga  game.   To  play a game on one Amiga, click the "No" box.
Next you will see:

        Are your documentation files stored on a separate disk?

Because the documentaion files are stored on the Head Coach Master #2 disk,
click the "NO" box.

Head Coach next asks:

        Are your files (teams, playbooks, etc.) stored on a separate disk?

If  you  are  using  the Head Coach Master #2, click "Yes" because the game
files  are on Head Coach Master #1.  If you are using a disk created by the
"make"  utility,  and  if you have your files on a separate disk, click the
"Yes" box, otherwise click the "No" box.

If you click the "Yes" box, Head Coach then displays:

        Enter the name of the disk,
        or the name of the drive (e.e., df0):

You  may enter either the name you gave to the data disk when you formatted
the disk, or the drive in which the disk is placed.

Completing the start of your first game.

Next you see:

     Do you want to restore a saved game?:

If you want to start a new game, click the "No" box.

If  you  have previously saved a game (see Section 7, Dot Commands, the .SA
command)  and  want  to  restart the game, click the "Yes" box.  Head Coach
asks  if you would like to see a list of the currently saved games, and for
the name of the file that was used to save the game.

Head Coach then asks:

          Do you wish to process league statistics?

If  you  want to either create new statistics files for the teams that will
play,  or update existing statistics when the game is over, click the "Yes"
box.  If you do not wish to process any statistical data, click "No".

Head Coach then asks:

  Do you want to automatically start a two computer team game?

Head  Coach  provides  a  special starting procedure if you want to start a
game  that  will  be  played between two computer controlled teams.  If you
click  the  "Yes"  box, Head Coach will ask a few more questions then begin
the  game.   When starting a game in the automatic mode, Head Coach assumes
that both teams will use the standard playbooks and game plans.

Clicking  the  "No"  box  starts up a game with neither team being computer
controlled.

Head Coach then asks:

        How do you want to select team files?

To  type  in  your  team  file  selections  using  the  keyboard, click the
"Keyboard"  box.   To  use  the  mouse  to select the team files, click the
"Mouse"  box.   After  the  team files have been selected, the playbook and
game plan files will be selected by typing on the keyboard.

If  you have at least 1 megabyte of memory in your Amiga, and you have used
the  mouse  mode  to  select  team files, the game will be played using the
mouse  for  all  play calling and decisions.  Once the game begins, you can
use  the  ".km" dot command to switch to the keyboard mode.  See Section 7,
Dot Commands, the .km command.

The  above  dialog  enables  prepares Head Coach to start a game.  To start
your first game turn to Section 3, Your First Game, and have fun!
Section 3

Your First Game
This  section  describes how to start your first game, using the ability of
Head Coach to allow simplified calling of plays.

A few introductory comments:
Throughout this manual boldface words, such as this, are defined in the
attached glossary.

If  you  have  an Amiga with 512k of memory, all of your selections will be
made  by  typing  on  the  keyboard.   If  you have at least 1 meagabyte of
memory, you may choose to use the mouse to make choices.

When  keyboard  examples  are  shown in this manual, your typed response is
underlined.   All  keyboard  responses  require typing a few characters and
then pressing the RETURN key.  The RETURN key must always be used.  For all
keyboard responses, you may type uppercase or lowercase letters.

Head Coach can be played:

          * between two players (player-controlled teams)
          * between a player and the computer
               (computer-controlled teams)
          * both teams can be computer controlled and
            you can sit back and enjoy the game!

To  play a game, the participants enter play calls and commands.  First the
offensive  team  calls  the  offense,  then  the  defensive  team calls the
defense.   The  probable  play results are predicted, the play is executed,
and, if desired, the play execution is displayed on the screen.

When using one computer to play a game, always have the offensive player at
the  computer.   When two players are playing each other (neither team is a
computer-controlled  team),  experience has shown that the player who is on
offense should sit at the computer, and the defensive player call aloud the
defensive  choices.   That  is, the offensive player at the computer enters
both the offensive and defensive choices and commands.  Whenever possession
of the ball changes, the two players exchange places.

If,  however,  you are using audibles (see Section 7, Dot Commands, the .AU
comand),  the  defense  must  enter  the defensive call without the offense
knowing the call.

Whenever  the  ball  is being advanced toward the opponent's goal, the ball
movement is from bottom to top on your screen.

Starting the Game
After  following  the  instructions  in  the preceding sections, Head Coach
displays  a  series  of questions.  Your responses direct Head Coach how to
start  the  game.   This  section  presents the responses you must enter to
start a two-player game (no computer-controlled teams).

If you are playing alone, you must make both offensive and defensive calls.

To  quickly  start  your  first game, proper responses are shown with brief
explanations.  Detailed descriptions are found in the appropriate sections.

If  you  are  using  the mouse for team selections, Head Coach displays the
team  files  available on your disk.  Use the mouse to click first the home
team, and then the visiting team, as instructed.

If you are using the keyboard to make team selections, Head Coach begins by
asking  if  you  would  like to see a display of all the teams on your game
disk.   Because  there  is  no need to see the display for your first game,
respond by typing an "n" as follows:

        Would you like to see the current team files
           displayed (y or n)?: n

Head  Coach  then instructs you to type in the name of the team that is the
visiting  team for the upcoming game.  If your are in the mouse mode, click
BULLDOGS.   If  using  the  keyboard, type the team name BULLDOGS and press
RETURN as follows:

        Enter the name of the VISITING team data file: BULLDOGS

When  the  team  file  is  read from the disk, you will be given a scouting
report summary of each team.

If  in  the  mouse mode, you will be instructed to select both the visiting
and  home  teams.   Then  you  will be asked for the playbook and game plan
choices.   Playbook  and  game  plan  information is gathered first for the
visiting team and then for the home team, using the keyboard.

The  playbook is a disk file that contains the plays that can be called, by
name,  for the given team.  Head Coach comes with two standard playbooks --
standard  and  beginner.   For  this first game, tell Head Coach to use the
beginner playbook:

     The standard playbook for the BULLDOGS is "standard43"

     Enter 'S' for the standard playbook,
           'B' for the beginner playbook,
       or  'E' to enter the playbook name:b

Press RETURN.

Next, Head Coach asks which game plan you would like to use.

A  game  plan is a computer file that defines the plays that will be called
in  specific  situations.  Head Coach provides standard game plans that you
can use to get started.  Head Coach next displays:

     The normal game plan for this playbook is "standard"

     Enter 'N' for the normal game plan,
        or 'E' to enter the game plan name:n

Press RETURN.

So  far your responses have provided the information Head Coach needs about
the  visiting  team.   The same questions are also required to get the home
team established:

     Getting ready for the HOME team...

     Would you like to see a display of the teams(y or n)?: n

     Enter the name of the HOME team: LONGHORNS

     The standard playbook for the LONGHORNS is "standard43"

     Enter 'S' for the standard playbook,
           'B' for the beginner playbook,
       or  'E' to enter the playbook name:b

Press RETURN.

     The normal game plan for this playbook is "beginner"

     Enter 'N' for the normal game plan,
        or 'E' to enter the game plan name:n

Press RETURN.

You  have  now  instructed  Head Coach to start a game between the visiting
BULLDOGS team and the home team LONGHORNS.  The team file for the LONGHORNS
indicates  that  the LONGHORNS home field is an indoor stadium.  Head Coach
next  asks  you  if  the  home field is the location of the game.  For this
first game it is, so respond as follows:

Is the game being played in the LONGHORN STADIUM (y or n)?: Y

Because  the  game  is  being  played  in  an  indoor  facility, no weather
information is requested.

Next  Head Coach asks you to enter a number between 1 and 9999.  Enter 1 as
follows:

     Enter a number between 1 and 9999:1

It's  almost game time now.  The winner of the coin toss is displayed.  The
team  winning  the  coin  toss  is told the current weather information and
given a choice of receiving, kicking off, or defending a particular goal.

Because  weather  is  not  a  factor in the indoor stadium of the LONGHORNS
team,  the  team  with  the  choice (for example, LONGHORNS) will choose to
receive as follows:

     BULLDOGS you have a choice to receive, kick off, or
          defend a goal

     Enter 'R' to receive the kick off
           'K' to kick off
      or   'D' to defend a goal: R

The LONGHORNS chose to receive the kickoff, so the other team (for example,
BULLDOGS) are given the choice of which goal to defend:

     Enter 'N' to defend the north goal
      or   'S' to defend the south goal: N

From  now  on,  the way to select plays and enter commands depends upon the
current  selection  mode.   Earlier you were told that if you have at least
one  megabyte  of  memory of your Amiga, you may choose to enter play calls
and  commands  with the mouse.  If you have 512K of memory you must use the
keyboard.  If you have at least one megabyte you may also choose to use the
keyboard.   When  making  choices  you  will be choosing either an offense,
defense, or a dot command.

A  "dot  command"  is a special kind of input command, beginning with a dot
("."),  that  specifies  some action to be taken.  Head Coach provides many
game  playing  options in the form of dot commands.  A few are described in
this  section.   Dot  commands  are  described  in detail in Section 7, Dot
Commands.

Next  you are instructed to enter a dot command, either ".KO" or ".RPn." If
you are in mouse mode, you see a selection box with:

          Run    Pass    Play Action    Miscellaneous

This  is the offensive play selection menu.  To enter a dot command (.KO in
this  case), click the "Miscellaneous".  You will then see a screen display
of all the dot commands.  To make a dot command selection, double click the
desired command "KO".  You must click the KO selection twice.

Later  when  you  are  ready  to make a play selection, click either "Run",
"Pass",  "Play  Action",  or  "Miscellaneous" as appropriate.  For the run,
pass,  or play action, the screen will show all the playbook plays for that
type  of  offensive  play.   Following the playbook choices of that type of
play is a list of the dot commands.

If  you  are  on  defense  in  the  mouse  mode, you are presented with the
following selection box:

          Man    Zone    Blitz    Miscellaneous

By providing the miscellaneous box, you can always enter a dot command.  If
you  would  like to switch between keyboard and mouse mode, use the .KM dot
command, described in Chapter 7, Dot Commands.

If  you  are in mouse mode, click "Miscellaneous" and then double-click KO.
If  you  are  using  the  keyboard, respond with the kickoff dot command as
follows:

     Enter either .KO or .RPn (playbook mode): .KO

You  have decided to kick off.  There are two types of kickoffs:  normal or
onside.   If  you  are  in  mouse  mode,  click the appropriate box that is
presented to you.  If in keyboard mode, make your choice with the following
response:

   Press RETURN  for a normal kickoff or 
      press 'O' and RETURN for an onside kick:

Press RETURN.

When  you  press  RETURN,  you see the kickoff and the kickoff return.  The
game is under way!

Calling Plays
After  the  runback  of  the opening kickoff, you are ready to send in your
first  play.   Take a few seconds to study the scoreboard that is displayed
at  the  bottom  of  your  screen.   You  have time to study the scoreboard
because  the  45-second  delay of game clock is not running.  The following
are  displayed:  current score, ball possession, ball position, down, yards
to go for a first, and time-outs remaining.

The  beginning playbook that you requested contains a set of basic football
plays  to  call.   Section  4,  Playbook Files, describes the two playbooks
(beginner and standard) provided in Head Coach.  For now, here is a partial
list:

          SWEEPR - Running play wide to the right
          SWEEPL - Running play wide to the left
          DIVER  - Running play inside to the right
          DIVEL  - Running play inside to the left
          DRAW   - Looks like a pass, but it is a run
          BOMB   - The "BOMB" -- long pass
          FLOODS - "Flood" type pass to the strong side
                        (right for this formation)
          FLOODW - "Flood" type pass to the weak side
                         (left for this formation)
          SCREEN - Looks like a long pass, but is a
                   short pass
          HBPASS - Looks like a SWEEPR, but the halfback
                   throws a pass

Head  Coach  requests that you enter your offense.  If the game is in mouse
mode,  use  the  procedure previously described.  If in keyboard mode, call
the play by typing the name of the play and pressing RETURN.

To begin the game, call a SWEEPR:

     BULLDOGS enter offense (playbook mode):SWEEPR

The  "(playbook  mode)"  indicates that you may call the offensive plays by
using  the  playbook  name  (SWEEPR)  directly.   This is described in more
detail in Section 4, The Playbook.

Now you must make a defensive call.  Here are a few defensive calls to try:

          REGL  -  Normal, "safe"  defense with no particular
                   gamble
          RUSH  -  Extra good against the rush, but weaker
                   against the long pass
          ZONE3 -  Good pass defense with 3 players protecting
                   deep
          ZONE4 -  Good pass defense with 4 players protecting
                   deep
          RDWS  -  "Red Dog" (rush) the weakside and strongside
                   linebackers
          DBLW  -  Double cover wide receivers -- good pass
                   defense against wide receivers
          GOAL  -  Strong running defense normally used when
                   the offense is about to score, or when very
                   short yards are needed for a first

You  now  see the request for a defense.  For your first call, start with a
REGL defense as follows:

     LONGHORNS enter defense (playbook mode):REGL

With  the  offensive  and defensive plays called, the play will be executed
(complete  with  quarterback  calls) and displayed on the screen.  When the
play has been executed, the result of the play is displayed.

The cycle of calling offensive and defensive plays continues.

Dot Commands
Before  you begin to call plays on your own, a few of the dot commands need
to be explained for you.  All commands are preceded by a dot "." -- so they
are called "dot commands." All of your responses to offensive and defensive
plays will be either a play call, which does not begin with a dot, or a dot
command.  Some of the more common dot commands are:

          .CT - Enable or disable a team to
                be computer controlled
          .FG - Field goal attempt
          .PA - Point after touchdown attempt
          .FK - Free kick following a safety
          .KO - Kick off
          .RP - Instant replay
          .TO - Call time out

Refer  to  Section  7, Dot Commands, for a detailed description of each dot
command.

Penalties
A  penalty  will  probably be called in your first game.  When a penalty is
called,  and the play is over, Head Coach displays the penalty and the team
that  committed  the  foul.   The  team  with the choice must then indicate
whether the penalty will be accepted or declined.  The team with the choice
must  enter  either  "A" to accept the penalty or "D" to decline, and press
RETURN as follows:

   LONGHORNS: Enter "A" to accept or "D" to decline: A

If you are is mouse mode, penalty choices are made by using simple boxes.

In this example, the LONGHORNS team has decided to accept the penalty.  The
penalty  yards  are  marked  off  against  the  opposing team, and the down
remains  the same.  If the LONGHORNS had decided to decline the penalty and
have the play results marked off, you would have entered "D".

You  have called one offense and defense and seen the play result.  You are
now on your own.  Call some offenses and defenses -- have fun!

Section 4

Playbook Files
A  playbook  is  a  computer file that assigns playbook names to a detailed
calls (detailed calls are explained in Sections 5, Calling the Offense, and
6,  Calling  the  Defense).  By using the playbook, commonly used plays are
given  simple  names,  thereby  making  them  easy to remember and to call.
Further,  if you use detailed calls and discover a detailed call that works
well, you can add it to your playbook (while you are playing the game) with
the  dot command .PM.  Adding to your playbook is covered in Section 7, Dot
Commands, .PM command.

Head  Coach  provides two playbooks for your use, the beginner playbook and
the  more  sophisticated  standard  playbook.   Each  playbook comes in two
versions.  Both versions use the same offensive calls.  Only the defense is
different.    Currently,   professional  football  teams  use  a  defensive
alignment   that  is  normally  either  a  "43"  (four  linemen  and  three
linebackers) or a "34" (three linemen and four linebackers).  Both playbook
versions  provide  the  same  offense,  but one uses a "43" defense and the
other uses a "34".  The names of the playbooks and their versions are:

          beginner34.pb
          beginner43.pb
          standard34.pb
          standard43.pb

Note:  the ending ".pb" is a file type.  You do not have to enter the ".pb"
when you start a game.

The  type  of  defense that the team normally uses is stored with each team
file,  described in section 10, Team Files.  Storing the normal defense for
the  team enables Head Coach to suggest which standard playbook to use when
starting a game.

Play Calling Modes
When Head Coach begins, both teams are in the playbook mode.  In this mode,
you  call  plays  by  entering  the playbook name of the plays.  To call an
offense  or  a defense, enter the name of the play, as described in Section
3,  Your  First Game.  As you gain more playing experience, either team may
enter  the  detailed  mode,  which allows complete professional-styled play
calling.

While in the playbook mode, each playbook call is converted into a detailed
call.   If  you would like to see the detailed call that is programmed, use
the .DP command.  See section 7, Dot Commands, for a description of the .DP
command.

The Beginner Playbook
The  beginner  playbook  contains  basic  plays for offensive and defensive
calls.  The beginning offenses are:

          SWEEPR - Running play wide to the right
          SWEEPL - Running play wide to the left
          DIVER  - Running play inside to the right
          DIVEL  - Running play inside to the left
          DRAW   - Looks like a pass, but it is a run
          BOMB   - The "BOMB" -- long pass
          FLOODR - "Flood" type pass to the right
          FLOODL - "Flood" type pass to the left
          POP    - Quick pass which attempts to open
                   a back "popping" out of the backfield
          SCREEN - Looks like a long pass, but is a
                   short pass
          HBPASS - Looks like a SWEEPR, but the halfback
                   throws a pass
          SNEAK  - Quarterback carries ball over the
                   offensive center
          OBPASS - Quarterback throws a pass out of
                   bounds, to stop the game clock
          KNEE   - Quarterback drops to a knee, to keep
                   the clock running
          ROLLR  - Roll-out pass to the right
          ROLLL  - Roll-out pass to the left
          REVL   - Reverse run to the left
          REVR   - Reverse run to the right

The beginning defenses are:
          ZONE   - Zone passing defense
          B1     - Blitz one linebacker
          B2     - Blitz two linebackers
          B3     - Blitz three linebackers
          REGL   - Regular (normal) defense
          DOUBLE - Double cover wide receivers
          GOAL   - Goal line defense
          RUSH   - Rushing defense
          PREVENT- Prevent the long pass

The Standard Playbook

Standard Offense
The  standard offense provides a complete offense with which you may attack
any weakness in the defense.  The offense provides a variety of formations,
runs,  passes,  reverses,  and  even provides plays with a player in motion
before  the  snap.   When  you  have  called  an offense, the formation has
already  been  chosen when the playbook was designed.  For a description of
the  Head  Coach offensive formations available, see Section 5, Calling the
Offense.

Runs
Running  plays are plays whose name begins with an "R".  When you specify a
run, at least two things must be provided:
          1: Who is carrying the ball
          2: Where to carry the ball

The ball is carried by one of the following backs:
          HB - HalfBack
          FB - FullBack

The  place where the ball will be carried is called the point of attack, or
hole.   As  shown  in  Figure  4-1,  the  holes are in the gaps between the
offensive  linemen.  The holes are numbered with the even-numbered holes to
the  right  of  the  offense,  and  odd-numbered  holes  to the left of the
offense.   Therefore,  the holes to the right are the 2, 4, 6, and 8 holes.
The  holes  to the left are the 1, 3, 5, and 7 holes.  The zero (0) hole is
directly over the offensive center.

When  you  advance to detailed play-calling, you can specify the hole to be
directly  at  an  offensive  lineman, or even outside the 7 or 8 holes; see
section 5, Calling the Offense.

The names for the standard playbook running offenses begins with an "R" for
run, followed by the ball carrier of either "HB" or "FB", and specifies the
hole by a digit from 0 to 8.  For example:

          RHB8 - Run, HalfBack, 8 hole
          RFB3 - Run, FullBack, 3 hole
          RFB0 - Run, FullBack, 0 hole

This  provides  18 running plays:  two backs, nine holes each.  For each of
the  ball  carrier-hole  combinations, the standard playbook has selected a
formation and type of blocking to use.

In  addition to the basic 18 running plays, you can place an "M" at the end
of the name and the play will include a player in motion before the snap of
the ball.  For example:

     RHB8M - Run, Halfback, 8 hole, a player in motion
     RFB6M - Run, Fullback, 6 hole, a player in motion

So  far  36  basic  running plays have been described.  All of the 36 basic
running  plays  use formations that have the quarterback immediately behind
the  center.  For a running play executed from the "shotgun" formation, the
play  name  begins  with  "GR"  (gun  run).  Following the "GR" is the ball
carrier  --  either QB or FB.  Following QB or FB is the hole, 0 through 8.
For example:

          GRQB4 - Gun run, quarterback, 4 hole
          GRFB8 - Gun run, fullback, 8 hole
          GRFB7 - Gun run, fullback 7 hole

There  are  no  shotgun  running  plays with a player in motion.  Therefore
there are 18 shotgun running plays:  two backs, nine holes each.

The  final  type  of running plays provided in the standard playbook is the
reverse  run.   In  a  reverse, the QB hands the ball to a running back who
then hands the ball to a second running back who "reverses" the flow of the
play.   The  reverse run play names begin with "RR".  Following the "RR" is
the  final  ball  carrier -- either "FL", "SE", or "HB".  Last specified is
the  hole  which  is  either a "7" or an "8".  This provides a total of six
reverse runs:

     RRFL7 - Reverse run, flanker, 7 hole
     RRFL8 - Reverse run, flanker, 8 hole
     RRSE7 - Reverse run, split end, 7 hole
     RRSE8 - Reverse run, split end, 8 hole
     RRHB7 - Reverse run, halfback, 7 hole
     RRHB8 - Reverse run, halfback, 8 hole

One  final  run:   "RQB0".  The ball carrier on this run is the QB, carring
the  ball over the offensive center -- the famous "quarterback sneak".  The
above  describes the running plays in the standard playbook.  Note that the
standard  playbook  includes  60  runs:   36 basic runs, 18 shotgun runs, 6
reverses, and the QB sneak.

Passes
Passing  plays  are plays whose name begins with an "P".  Following the "P"
is  a basic pass type.  Four of the basic pass types are designed to attack
either  the  strong  ("S")  or  weak ("W") side of the offensive formation.
These four are:
          R - Rollout - Quarterback "rolls" out
          F - Flood   - A number of receivers "flood" a side
          S - Screen  - A pass compelted in the backfield, with
                        a blocking "screen" in front
          U - Under   - A number of receivers clear out an
                        area, and another receiver attempts
                        to become open "under".

To  specify one of these passes, the "P" is followed by either an "R", "F",
"S",  or  "U".   Next  must be specified if the attack is toward the strong
side  ("S")  or  the  weak ("W") side.  Next is the side of the field, left
("L") or right ("R").  For example:

          PFWR - Pass, flood, weak, right
          PRSL - Pass, rollout, strong, left
          PUWL - Pass, under, weak, left
          PSSR - Pass, screen, strong, right

This gives 16 basic passes.  For passing deep, two pass types are provided.
One  places four receivers deep ("4D") and the other places three receivers
deep  ("3D").  Also, these passes can be thrown with a man in motion before
the snap.  The playbook names for the "3D" and "4D" passes are:

          P3D  - Pass, 3 receivers deep
          P3DM - Pass, 3 receivers deep, man in motion
          P4D  - Pass, 4 receivers deep
          P4DM - Pass, 4 receivers deep, man in motion

The  last pass type is executed from formations which place three offensive
receivers  on  the  same  side of the formation.  This type of formation is
call a "triple" formation.  The "triple" passes are specified either to the
right ("R") or left ("L"), and with or without motion, as follows:

          PTR  - Pass, triple, right
          PTRM - Pass, triple, right, man in motion
          PTL  - Pass, triple, left
          PTLM - Pass, triple, left, man in motion

The  passes described so far (24 passes) are all run out of formations with
the  quarterback  under  the  offensive center.  The standard playbook also
provides a set of passes from the shotgun formation.  The passes run from a
shotgun formation are called "gun passes".  The gun pass names are the same
as  the  previously described 24 passes except they begin with "GP" instead
of simply "P".  For example:

          GPFWR - Gun pass, flood, weak, right
          GPRSL - Gun pass, rollout, strong, left
          GPUWL - Gun pass, under, weak, left
          GPSSR - Gun pass, screen, strong, right
          GPTR  - Gun pass, triple, right
          GPTRM - Gun pass, triple, right, man in motion
          GPTL  - Gun pass, triple, left
          GPTLM - Gun pass, triple, left, man in motion

This provides the same number of gun passes as there are non-shotgun passes
- 24.  There are also two halfback passes.  PHBR and PHBL have the halfback
running  either  right  (R)  or  left  (L)  and then throwing a pass.  This
completes  the  description of the standard playbook passing offense.  With
the  basic  passes  (16 passes), the deep passes (4 passes), and the triple
passes (4 passes), and the same number of shotgun passes, plus two halfback
passes, the standard playbook provides 50 passes.

Controlling the Clock
The  standard  playbook  also  includes two plays that allow the offense to
manipulate  the  clock.   To  stop the clock, at the expense of a down, the
OBPASS play throws an incomplete pass.  To keep the clock running, the KNEE
play  is  used.   In  the  KNEE play, the QB takes the snap from the CR and
drops to a knee.  This stops the play, but keeps the clock running.

This  completes  the  description  of  the  standard playbook offense.  The
standard  playbook  offense  provides  61  runs,  50  passes,  and  2 clock
manipulation plays for a total of 113 offensive calls.

Standard Defense
The  defenses  provided in the standard playbook provide defensive calls to
meet  any situation.  Before describing these defensive calls specifically,
pass coverage, run coverage, and blitzing are described.

Pass Coverage
There are two ways to protect against a pass:

          Man  coverages
          Zone coverages

In  man  (also  called  man-to-man)  coverages,  defenders  are assigned an
offensive  receiver.   The defender follows the receiver, regardless of the
path  the receiver takes.  Man coverages always have each receiver covered,
except in cases of mistakes, but they are vulnerable wherever a defender is
assigned  to  cover  a  receiver of better ability.  These "mismatches" are
particularly vulnerable deep (long pass).

Zone  defenses  assign  each  defender a zone (area) to cover rather than a
receiver.  The defender covers any receiver that comes into the area.  Zone
defenses  protect against the deep pass better than man coverages, but they
become  vulnerable when more than one receiver approaches an area.  Placing
multiple receivers in an area is known as flooding a zone.

When  a defender is assigned a zone, there are actually four types of zones
that may be assigned:

          Pick Zone    -- Area to cover is a circle around
                          the defender.
          Side Zone    -- Area to cover is a circle extended
                          to the sideline.
          Deep Zone    -- Area to cover is a circle extended
                          down the field.
          Corner Zone  -- Area to cover is the outside corner
                          of the field.

Often  pass  defenses are combination defenses, including both man and zone
converages.

Pass  defenses  are  also  improved  when  the defensive linemen ignore the
possibility  of  a  run  and rush the passer.  This pressure applied to the
passer can do as much to stop a pass as superior pass defenders.

Run Coverage
Protecting  against  the  run  involves  line  play  that ensures defensive
presence at each hole and assigns defenders to each potential ball carrier.
Added  strength  against the run is accomplished by assigning more than one
defender to potential ball carriers.

Blitzing
"Blitzing"  occurs  when  defenders  that  do  not  normally  penetrate the
offensive  line  or  backfield attempt to do so.  The defenders assigned to
blitz  will  attempt  to  put  additional  pressure  on the ball carrier or
passer,  at  the  expense  of  fewer  defenders  to protect against a pass.
Blitzing  is  almost  always done in a man pass coverage to ensure that all
receivers are covered.

The Defenses
The  defenses  in  the standard playbook begin with a letter that describes
the basic nature of the defense, as follows:

          Z - Zone coverage defense
          M - Man coverage defense
          D - Double coverage defense
          R - Run defense
          B - Blitzing defense
          G - Goal line defense

Zone Defenses
The zone defenses begin with a "Z".  Next is specified the number of "deep"
zones  that  the defense uses.  The number of deep zones is either 2, 3, 4,
or 5.  Therefore the basic zone defenses are:

          Z2 - Zone with 2 deep zones
          Z3 - Zone with 3 deep zones
          Z4 - Zone with 4 deep zones
          Z5 - Zone with 5 deep zones

This  provides four zone coverages.  Additionally, you may follow the basic
zone defense with one of the following:

          D - Defenders play deeper than normal
          S - Defenders pplay shorter than normal

This  allows a strengthening of the zone defense either deep ("D") or short
("S").  For example:

          Z3S - Zone, 3 deep zones, short
          Z5D - Zone, 5 deep zones, deep
          Z4S - Zone, 4 deep zones, short

This makes a total of 12 zone defenses.

Man Coverage Defenses
The  man coverage defenses assign man pass coverages.  These coverages work
well  if  the  defensive player abilities match up well with the defenders.
Also,  the  man  coverages  work  better  against  runs  than  do  the zone
coverages.

The man coverages begin with an "M".  The next thing that must be specified
is what defenders are going to cover the interior receivers (receivers that
are  not  wide  receivers).   To  have  the  linebackers cover the interior
receivers,  use  an  "L".   To  have  defensive  backs  cover  the interior
receivers, us a "B".  For example:

          MB - Man cover, defensive back interior
          ML - Man cover, linebacker interior

Man  coverage  allows you to provide some additional calls for alignment of
defensive  linemen.   To  make  the  additional  call, append an additional
letter as follows:

          G - Defensive linemen play in gaps, rather
              than directly over the offensive linemen.
          O - Defensive linemen shift to the offensive
              strong side -- this is called an "Overshift".
          U - Defensive linemen shif the the offensive
              weak side -- this is called an "Undershift".

For example:
          MBG - Man cover, defensive back interior, 
                linemen gapped
          MLU - Man cover, linebacker interior,
                linemen undershifted
          MBO - Man cover, defensive back interior,
                linemen overshifted

Man  coverage  also allows the use of the deep ("D") and short ("S") letter
as was described for the zone coverage.  The "D" and "S" move the defensive
backs  and linebacker alignment for more effective coverage deep and short,
respectively.   If  you  would like to specify both linemen assignments and
deep  or  short  assignment,  use  both letters with the linemen assignment
first.  For example:

          MLD  - Man cover, linebacker interior,
                 linebackers and backs deep
          MBUD - Man cover, defensive back interior,
                 linemen undershifted, linebackers and
                 backs deep
          MBS  - Man cover, defensive back interior,
                 linebackers and backs short
          MLGD - Man cover, linebacker interior,
                 linemen gapped, linebackers and
                 backs deep

The  above  man coverage play calling results in a total of 24 man coverage
defenses.

Double Coverage Defenses
When the defense is confronted with an offensive receiver of better ability
than  the  defender covering the receiver, double coverage may be required.
Double  coverage  means  that more than one defender is assigned to cover a
particular receiver.

Double coverage play names begin with a "D".  Following the "D" must be the
type  of defender that will be used to provide the extra defender.  The "D"
is followed by either:

          B - Double cover with a defensive back
                        or
          L - Double cover with a linebacker

Finally  the  play  name  must  specify the offensive receiver that will be
double covered, as follows:

          F - Flanker
          S - Split end
          T - Tight end
          H - Halfback

For example:

          DLT - Double cover with linebacker, tight end
          DBF - Double cover with defensive back, flanker

In  order to double cover more than one receiver, one of the following must
be used:

          FS -Flaner and split end
          TS - Tight end and split end
          TF - PTight end and flanker
          TFS- Tight end, flanker, and split end

For example:

          DLFS - Double cover with linebacker, flanker
                 and split end
          DBTF - Double cover with defensive back, tight
                 end and flanker

The standard playbook provides 16 double coverage defenses.

Rush Defenses
The  following  defenses  are designed to be particularly effective against
the  rush,  or  run.   All  use  man defenses with extra defenders covering
potential ball carriers.  The basic rush defenses are:

          R1
          R2
          R3

Each  level  provides additional keying to stop the run.  The R3 defense is
much stronger against the run the R1.  As you would expect, however, as the
defenses get stronger against the run from R1 to R2 to R3, the defenses get
increasingly weaker against the pass.

The rush defenses also support making special assignments for the defensive
linemen,  linebackers, and defensive backs.  The use of "G", "O", "U", "D",
and  "S"  have the same meaning as described above for the man defenses.  A
few examples:

     R1G  - Rush 1, gapped linemen
     R2OS - Rush 2, linemen overshifted, linebackers
            and backs short
     R1UD - Rush 1, linemen undershifted, linebackers
            and backs deep
     R2U  - Rush 2, linemen undershifted
     R3GS - Rush 3, gapped linemen, linebackers and
            backs short
     R1D  - Rush 1, linebackers and backs deep

This provides a total of 36 rushing defenses.

Blitz Defenses
As  previously  explained,  blitzing is an attempt to put extra pressure on
the  offense  by "blitzing", or rushing, players who do not normally do so.
The standard playbook provides four blitzes:

          B1 - Blitz one linebacker
          B2 - Blitz two linebackers
          B3 - Blitz three linebackers
          BB - Blitz at least one linebacker and
               one defensive back

Goal Line Defenses
Goal  line  defenses  begin  with  a "G".  Following the "G" is an optional
specifier for defensive linemen alignment as follows:

          G  - Goal line, no defensive alignment adjustment
          GG - Goal line, linemen gapped
          GO - Goal line, linemen overshifted
          GU - Goal line, linemen undershifted

The  above four are the basic goal line defenses.  You may choose to append
an optional specifier for double coverage, as follows:

          DT  - Goal line, double cover tight end
          DW  - Goal line, double cover both wide receivers

For example:

          GDT  - Goal line, double cover tight ent
          GDW  - Goal line, double cover both wide receivers
          GGDW - Goal line, linemen gapped, double cover
                 both wide receivers
          GODT - Goal line, linemen overshifted, double
                 cover tight end

The standard defense provides a total of 12 goal line defenses.

This  completes  the  description  of  the standard playbook defenses.  The
standard playbook provides:

          12 Zones
          24 Man coverages
          16 Double coverages
          36 Rushing defenses
           4 Blitzes
          12 Goal lEine defenses

This a total of 104 standard playbook defenses.

Making Your Own Playbook
There  are  several  reasons  why  you  might  want  to  alter the standard
playbook:

          You have started making your own detailed
               calls  and  want  to  include  some
               favorite  calls  in  your  playbook.

          You have started making your own detailed
               calls and  wish  to  use  formations
               other than the ones in the standard
               playbook.

          You may wish to give another  name to an
               existing playbook play.

          Having scouted an upcoming opponent, you
               may want  to add  special plays you
               feel will be effective against that
               opponent.

The playbook is a text file that can be processed like any other
text file within your Amiga system.  You may:

          Copy
          Rename
          Delete (be careful!)
          Type
          Print
          Edit
          etc.

Playbook File Names
The  playbook  files  provided  with  Head Coach are named "beginner34.pb",
"beginner43.pb",  "standard43.pb",  and "standard34.pb".  As you learned in
section  3, Your First Game, Head Coach makes it easy to use these playbook
names.   However, you may use any file name you like when building your own
playbook  files.   The  ".pb" at the end of the name is used to specify the
file  type  ("pb"  means  playbook),  but  it is optional.  To use your own
playbook  file  of  any  name, respond to the Head Coach playbook file name
request as follows:

     The standard playbook for the (team name) is "standardxx"

     Enter 'S' for the standard playbook,
           'B' for the beginner playbook,
       or  'E' to enter the playbook name:e

Enter and "e" (or "E") and press RETURN.  Head Coach then requests:

     Enter the name of the playbook file: file

This  instructs  Head  Coach  to  retrieve a playbook file named "file.pb".
Head  Coach  assumes that playbook file names will end in ".pb".  If you do
not  type  a period in the file name, Head Coach assumes that ".pb" is part
of  the  name.   However,  if you would like to use a period with something
other than "pb", Head Coach will not assume the end ".pb".  For example:

     Enter the name of the playbook file: whatever.something

This  example  will  cause  Head  Coach  to  retrieve a playbook file named
"whatever.something".   Because you provided a period and a file type, Head
Coach does not assume an ending ".pb".

Any  time you are entering the name of a file, you may preceed the filename
with the disk drive containing the file, as:

        df1:whatever.something

Modifying Playbook Files
There  are  two ways to alter your playbook.  During a game, you may add or
delete  plays,  and  write the playbook back to the disk.  When you are not
playing a game, you may use any text editor (ED, for example) to modify the
playbook.   See  the PM command description in Section 7, Dot Commands, for
instructions for modifying your playbook during a game.

To  use  a  text editor, you must first understand the format of a playbook
file.   The playbook file consists of a series of one-line entries, each of
which  defines  a  play.  The play definition consists of two parts -- play
name and play contents.  Here is an entry from the standard playbook:

     "SWEEPR"OR.HB8PF.FBL

The  name  of  the  play, SWEEPR, is enclosed in quotes (").  Following the
play  name  are the play contents, which can be either a detailed play call
(as  above)  or  another  play name.  In the SWEEPR example above, the name
(SWEEPR)  has  been  followed by a detailed play call (OR.HB8PF.FBL), which
defines the SWEEPR play.

You  might  like  to  add  the ability to call a play by another name.  For
example,  some  Head  Coach  players  prefer  to use numbers for play calls
rather  than  letters.   To assign another name to an existing play, follow
this example:

          "1"'SWEEPR'

This  playbook  entry  defines  a  play  named  "1".   Enclosing  SWEEPR in
apostrophes tells Head Coach that SWEEPR is the name of another play in the
playbook.   SWEEPR  will  be  used  to define the play named "1".  During a
game,  the  contents  of  the  play will be acquired from the playbook play
"SWEEPR" whenever the player enters "1" as a play call.  In this manner you
may  assign  multiple  names to existing plays.  DO NOT REMOVE the existing
play from the file.  It is used to provide the detailed call.

To  remove  a  play from your playbook using a text editor, delete the line
that defines the play.

Building your own playbook is easily accomplished by using a text editor to
add new play calls, delete old ones, or add new names to existing calls.

Enter each playbook entry (play) on a separate line.

Section 5

Calling the Offense
In  Section  3,  Your  First  Game,  you were guided through getting a game
started.   You  called defenses and offenses using the playbook mode, which
allows  simplified names to be attached to detailed professional style play
calling.   To  make your own detailed calls, switch to the detailed mode by
entering the following dot command:

          .PB

Head  Coach  places your team in the detailed mode.  Entering another ".PB"
returns  your  team  to  the playbook mode.  The mode of calling is set for
each  team individually.  One team could be in playbook mode, and the other
in detailed mode.

If  your  team is in playbook mode, you have used the .DP command to enable
the  displaying  of playbook contents, you are using the standard playbook,
and  you  enter  a  SWEEPR  offensive  call,  the  following characters are
displayed:

          OR.HB8PF.FBL

These  characters  are  the  actual  detailed  call  for the SWEEPR play as
recorded  in  the  playbook.   The  detailed  call  consists of a series of
letters  and numbers, separated by dots ".".  When entering characters, you
may  use  either  uppercase  or  lowercase,  and blanks are ignored.  Enter
blanks wherever you like to make the calls easier to read.

Each character means something specific, is easy to learn, and provides the
flexibility  of  real professional play calling.  A complete offensive play
call  consists  of the following parts, some of which are required and some
of which are optional:

          Formation           Required
          Basic Play          Required
          Pass Patterns       Optional
          Play Action         Optional

Formations
In  order  to  describe  the formations to be used, the following names are
used:

          Linemen: Left  Tackle (LT)
                   Right Tackle (RT)
                   Center       (CR)
                   Right Guard  (RG)
                   Left  Guard  (LG)

          Basic 3 Receivers:
                   Tight End    (TE)
                   Split End    (SE)
                   Flanker      (FL)

          Backs:   Halfback     (HB)
                   Fullback     (FB)
                   Quarterback  (QB)

The linemen (LT, RT, CR, RG, LG) are always aligned as shown in Figure 5-1;
no variations are possible.

The  Basic  3  Receivers  are  positioned by specifying the strength of the
formation.   The  strength,  which  is either Right (R) or Left (L), is the
side  that  contains  the  Tight End (TE) and the Flanker (FL).  Figure 5-2
shows  a  strong  right  formation,  and  Figure  5-3  shows  a strong left
formation  (without  the  backs).   Once  the  formation  strength has been
specified, the strong side of a formation is the side toward the TE and FL,
and  the  weak Side of a formation is the side away from the TE and FL (the
side toward the SE).

The  Backs are positioned by specifying one of the following back alignment
types  (note  that  in some cases, one or more of the basic 3 receivers are
reassigned):

          O  -- "Open"       -- QB behind CR,
                                FB behind strong side tackle,
                                HB behind  weak  side tackle.

          I  --   "I"        -- QB behind CR,
                                FB behind QB,
                                HB behind FB.

          N  --  "NEAR"      -- QB behind CR,
                                FB behind QB,
                                HB behind strong side
                                   (near) tackle.

          F --   "FAR"       -- QB behind CR,
                                FB behind QB,
                                HB behind weak side 
                                    (far) tackle.

          1 -- "One Back"    -- QB behind CR,
                                FB behind QB,
                                HB outside weak side tackle.

          G -- "ShotGun"     -- QB away from CR,
                                HB between weak side tackle and
                                   SE,
                                FB beside QB,
                                TE split (set wide) to the
                                   strong side,
                                FL between strong side tackle
                                   and TE ("in the slot").

          4 -- "4 Receivers" -- QB behind CR,
                                FB behind QB,
                                TE split (set wide) to the
                                   strong side,
                                FL between strong side tackle
                                   and TE ("in the slot"),
                                HB between weak side tackle
                                   and SE ("in the slot").

          5 -- "5 Receivers" -- QB behind CR,
                                TE split (set wide) to the
                                   strong side,
                                FB outside strong side tackle,
                                FL between strong side tackle
                                   and TE ("in the slot"),
                                HB between weak side tackle
                                   and SE ("in the slot").

          W -- "Wishbone"    -- QB behind CR,
                                FB behind QB, nearer than
                                   other formations
                                HB behind weakside tackle.
                                FL behind strongside tackle.

          D -- "Double TE"   -- QB behind CR,
                                FB behind QB,
                                FL alongside weakside tackle
                                       ("tight weak")
                                HB outside weak side tackle
                                       ("wing weak").

Figures  5-4  through 5-23 show all formations possible with the specifiers
defined so far.

With  the specifiers you know so far, twenty formations are possible -- ten
back  alignments  with  two strengths for each.  These twenty offer quite a
few  choices, but not enough to simulate a professional team.  More options
are needed to position your offensive players (not linemen, however) in the
most advantageous spots.

All  offensive  formations  begin  with  the  back  alignment and strength.
Following  the back alignment and strength, you may optionally specify that
you would like either the HB and FB or the SE and FL to exchange positions.
To exchange the HB and FB you use an "X".  To exchange the FL and SE, use a
"Y".   You  can use one or both in any order.  Place the exchange character
or  characters  immediately  following  the  back alignment and strength as
follows:

          IRX -- specifies an I Right, with the
                 HB behind QB and the FB behind
                 the HB.  The HB and FB have exchanged
                 their normal positions for an I
                 formation.

          OLY -- specifies an O Right, with the
                 FL playing as a SE on the weak
                 side (right), and the SE playing
                 as a FL on the strong side (left).

          1RXY-- specifies a 1 back offense Right,
                 with the HB and FB exchanged and
                 the SE and FL exchanged.

If  you  have  used  a  "Y"  exchange  the names of the FL and SE have been
exchanged  for the duration of that play.  For exampale, you have called an
ORY  formation.  The FL is now playing SE on the offensive left side of the
formation,  and  SE  is now playing FL on the offensive right side.  If you
want  to  assign a pass pattern (described later) to the FL playing as a SE
on this play, you have to refer to that player as SE.

Figures  5-24  through  5-26  show these example formations that specify an
exchange.

Now  you  can  specify  80 formations, but still more are needed to provide
full  professional simulation.  Following the back alignment, strength, and
optional  exchange,  you may place specific players in specific spots.
For  each  formation  there  are  fourteen "spots" designated, seven to the
strong side and seven to the weak (shown in Figure 5-24).  The seven on the
strong  side  and  the seven on the weak side consist of three spots on the
line  of  scrimmage  and  four  in the backfield.  The spots on the line of
scrimmage are:

          T  -- "Tight" --  2 yards outside the tackle
          L  -- "Loose" --  4 yards outside the tackle
          O  --  "Out"  -- 14 yards outside the tackle

The spots in the backfield are:

          W  -- "Wing"          --  1 yard  outside the tackle
          S  -- "Slot"          --  6 yards outside the tackle
          F  -- "Flank"         -- 14 yards outside the tackle
          R  -- "Running back " -- Behind the offensive tackle

When calling these position modifiers, specify the player and the spot that
is  to  be  occupied.   The  player  is  specified  by either the offensive
position  being  played  (TE, FL, etc.) or by the player jersey number (81,
26, etc.).  The formation spot for the player is indicated by the spot name
(T,  W,  etc.)  and  the  side.   Specify  the  side by entering one of the
following:

          R  -- "Right"
          L  -- "Left"
          W  -- "Weak"
          S  -- "Strong"

For example:

          ORFLWL   -- Open Right, FLanker Wing Left
          ILXSETW  -- I Left, Exchange, SE Tight Weak
          1RFBWS   -- 1 back Right, FullBack Wing Strong

Figures 5-28 through 5-30 show formations that include position modifiers.

The  formation  portion of the play call ends with a period.  Therefore, in
the  SWEEPR  playbook  example  that began this section (OR.HB8PF.FBL), the
formation is an Open back strong Right (OR).  The period after the OR tells
Head Coach that the formation call is complete.

Strategy of Formation Selection

Head  Coach  offers  many  formation  possibilities so that you can gain an
advantage  for  a  particular  play  call  by  knowing your offense and the
defense you are attacking.  The alignment for the linebackers, corners, and
deep  backs  depends  upon  the  offensive  formation.   For  example,  the
cornerbacks  (RC  and  LC)  always  align,  and  usually  cover, the widest
receiver to their side.  In a straight OR formation for example, the widest
receiver  to  the  offense's  left  (defense's  right)  is  the SE.  If the
following formation is called:

          ORSETWFLFW

The  SE  has  been  moved tight weak (left) and the FL has been moved flank
(wide, in the backfield) weak (left).  This makes FL the widest receiver to
the  defense's right, and the RC that against the OR formation aligns on SE
is now aligned on FL.  This has forced coverage RC to FL, which may be more
favorable to the offense.

Use of the "Y" exchange allows you to have either your SE or FL always play
on  the  same side of the field, regardless of the offensive strength.  For
example,  if the defensive LC, who normally plays on the widest receiver to
the  offensive  right  side,  is  rather weak compared to the offensive FL,
using  a  strong  left  formation  would place the FL on the offensive left
side.   By  using  a  strong  left formation with a "Y" exchange, the FL is
still on the offensive right side, playing against the weaker defensive LC.

The  ".MU"  dot  command  (Section 7, Dot Commands) establishes the matchup
mode  and  provides the ability to call plays against your opponent and see
the  matchups  that result.  The matchup mode is very useful for evaluating
the effect of various formations against your opponent.

Basic Play
After you call the formation (as indicated by the period), you must specify
whether  the  play is a run or a pass.  If the two characters following the
period  specify  a pass type, the play is a pass.  If the two characters do
not  specify  a pass type, they must specify a ball carrier.  The play is a
run.

The pass types are:
          PK - Pocket pass
          RR - Roll right
          RL - Roll left
          RS - Roll strong
          RW - Roll weak
          SR - Screen right
          SL - Screen left
          SS - Screen strong
          SW - Screen weak

For  example,  in  the SWEEPR playbook call (OR.HB8PF.FBL) the formation is
Open backs strong Right, with the HalfBack (HB) carrying the ball.  Since a
ball  carrier followed the formation specification, the play is a run.  The
PWEAKR  playbook  call  (IL.PK  SED  HBP  FBW  TEA FLA) specifies an I Left
formation,  followed  by  a  PK  pass  type.  The two letters following the
formation specify a pass type (PK), so the play is a pass.

Passing Plays
If  a  pass  has  been called, the pass type specified the blocking for the
interior  linemen  and  the  movement  of  the QB, as shown in Figure 5-31.
Figure  5-31 shows movement, with "R" or "L" as the direction.  For the RW,
RS,  SS,  and  SW  pass  types, the "W" means to the weak side, and the "S"
means to the strong side.  For example:

          RW -- If in a strong Right formation,
                RW means Roll Left.
          SS -- If in a strong Left formation,
                SS means Screen Left.

What  you  must enter following the pass type specifier depends upon if you
have  called a screen pass or not.  The screen pass input is different from
the others.

Screen Passes
Unlike the other pass types, the screen pass has only one receiver.  If you
have  called  a  screen pass, the screen pass specifier must be followed by
the receiver that will be thrown the ball.

Following  the  screen  pass  receiver  you  may press RETURN or type a dot
(".").   If  you do not enter a dot, the remaining backs and receivers will
not  move.   If  you  do type a dot, the dot is followed by additional pass
receivers  and pass routes they will run (assigning receivers and routes is
discussed  in the following paragraphs).  The passer (QB) will not throw to
these  secondary  receivers,  but  they  influence  the  movement  of  pass
defenders.  For example:

          OR.SWHB.SEP TEO FLH

This  example  calls for an Open Right formation, with a screen pass to the
weak  side  (SW).   Because the offense is in a strong right formation, the
weak  side  is  to the left of the offense.  The pass will be thrown to the
HB, with the SE running a Post route, the TE an Out, and the FL a Hook.

Non-Screen Passes
If  you  are not calling a screen pass, follow the pass type with a list of
receivers and the pass routes that the receivers will run.  A pass route is
defined by two items:

          * Where the player will end up relative to
             his formation position ( the end point)

          * The path taken to arrive at the end point

The end point is defined by two items:

          * The yards downfield from the formation position

          * The lateral movement in yards from
             the formation position

The lateral direction of the lateral movement yards is either:

          Minus yards     - Move toward the center
                              of the field.
          Positive yards  - Move toward the sideline.

The  path names are diagrammed in Figure 5-32.  The path names indicate the
shape of the route.  A "T" route, for example, means that the receiver will
travel  the  full  distance downfield and then make a 90-degree turn either
inside  or  outside.   The  "I" path means that the receiver moves straight
toward the end point with no turns.

Specifying a Pass Route by Name
You  may  specify a pass route by its name.  Head Coach defines a series of
route  names  and  their  definitions  (path,  downfield  distance, lateral
movement).    Table  5-1,  Pass  Route  Table,  presents  the  pass  routes
available.   For  example,  Table  5-1 lists a Post (P) pass as being a "Y"
shape  path, 30 yards deep, and 10 yards to the inside.  A receiver running
an  Out  (O)  route  will  travel  12  yards  downfield,9  yards toward the
sideline, using a "T" path.

A  commonly  used  presentation  of  pass  routes available is the "passing
tree".   Figure  5-33  shows  the named pass routes displayed on a receiver
aligned  to the right of the offensive CR.  If the receiver were aligned to
the  left of the CR, lateral movements would be reversed.  For example, the
"In" pass route (I) always moves toward the center of the field.

Using the pass route names, the PWEAKR playbook call:

          IL.PK SED HBP FBW TEA FLA

specifies the following pass receivers and routes:

          SE - Deep hook   - (SED)
          HB - Post        - (HBP)
          FB - Wide cross  - (FBW)
          TE - Angle       - (TEA)
          FL - Angle       - (FBA)

Specifying a Detailed Pass Route
You  may  also  specify  a  pass  route  by making a detail pass route call
beginning  with  the  slash  character "/", followed by the path shape, the
downfield  yards,  the  lateral  movement,  and  ending  with a final slash
character.  All fields are separated by commas:

          /Y,28,-15/

This  example  specifies a "Y" shape route that takes the receiver 28 yards
downfield  and 15 yards toward the inside (middle) of the field.  To send a
receiver  on  a  "U"  path  9  yards downfield and 10 yards to the outside,
specify:

          /U,9,10/

The PMIDR playbook call is:

           OL.PK SEF FLA FBA TEA HB/U,12,15/

This calls an Open Left formation, PK pass with the following pass routes:

          SEF - SE Fly
          FLA - FL Angle
          FBA - FB Angle
          TEA - TE Angle
          HB  - HB "U" path, 12 yards downfield,
                    15 yards to the outside

Running Plays
If a run has been called, you must specify the spot where the ball carrier
will  carry  the  ball.  The place where the ball will be carried is called
the  point  of  attack, or hole.  As shown in Figure 5-34, the holes are in
the  spaces between the offensive linemen.  The holes are numbered with the
even-numbered  holes  to the offense's right, and odd-numbered holes to the
offense's left.  The zero (0) hole is directly over the offensive center.

Therefore,  in the SWEEPR playbook example (OR.HB8PF.FBL), the ball carrier
is the HB (HalfBack), and the point of attack is the 8 hole.

If  you  follow the hole specifier with a plus sign ("+") the hole is moved
one-half  a  hole  position  to the outside of the specified hole.  Using a
minus  ("-")  moves  the  point  of  attack one-half a hole position to the
inside of the specified hole.  For example:

          1R.FB4-

Normally the FB would run to the 4 hole, between the offensive right tackle
and  right  guard.   Specifying  the  "4-"  hole places the point of attack
directly over the offensive right guard.

If  you  use  either  a  "-"  or a "+", you may follow the character with a
number  of  yards  you  would like the hole moved either inside or outside,
respectively.  For example:

          OR.HB8+12P

This  calls an open right formation, with the HB carrying the ball 12 yards
outside  the  8  hole.  The "+" or "-" MUST be placed immediately after the
hole.   If  you also specify yards, the yards must be immediately after the
"+" or "-"

So far you have specified the formation, ball carrier, and point of attack.
Two  more  items  can still be specified:  blocking and assignments for the
remaining backs and pass receivers.

If  a  blocking  assignment is not called, all linemen (LT, LG, CR, RG, RT)
will  block  defenders  in their area.  This is called zone blocking.  If a
special  type of blocking is desired, a series of single character blocking
assignments  can  be  included  in the play call after the point of attack.
Table 5-2 lists the blocking assignments that can be called.

In  the SWEEPR example (OR.HB8PF.FBL), the first blocking type specified is
the  "P",  or  power  block.   Table  5-2  describes power blocking as both
offensive  guards  pulling to the point of attack and blocking.  The "F" or
far  block  indicates  that  the offside offensive tackle also pulls to the
point of attack.

Table  5-2  defines the blocking assignments you may make; two need special
explanation.   The "G" or go block is used to make the defense think that
the offense is running to a hole that is wide (7 or 8 hole).  The guard who
is  on  the  side of the point of attack (onside guard) pulls to the widest
hole  on  that  side.   When  the "G" block is used, the actual hole is the
place  the  guard  just vacated.  The "G" block is used to defeat the guard
keying  that  the  defense  may  use  (described  in Section 6, Calling the
Defense).   In  guard  keying,  the defensive tackles key the guards and go
where  the  guards go.  With "G" blocking, the defensive tackle follows the
guard  away  from  the  hole.   However,  if  you call "G" blocking and the
defense is not guard keying, you have no blocker at the point of attack.

The  letter "Q", which means quick toss, does not actually specify a block.
With  a  "Q"  call,  the  quarterback  quickly  toses  the ball to the ball
carrier.

You  now know how to set your formation, call the ball carrier and the hole
for  a  run, and specify the blocking.  These calls make assignments to all
offensive  players  except  the backs who are not carrying the ball and the
two ends.

If  you do not specify an assignment for the backs who are not carrying the
ball,  the  backs  will stay in their formation spot and will serve as zone
blockers to any defender that comes into the area.

If the tight end (TE) or split end (SE) is in a tight position (not "loose"
or  "out"),  and  the  hole  is  to their formation side, the end will zone
block.   If  the  hole is to the opposite side of the formation spot, or if
the  end  is  in  either a "loose" or "out" spot, the end will run a corner
pass route.

Table 5-1 lists an additional assignment that can be made for the off backs
and   ends,  the  "L"  assignment.   This  assignment,  like  the  blocking
assignments,  is a single-letter assignment character that follows the name
of  the  player  being  assigned.  For example, in the SWEEPR playbook call
(OR.HB8PF.FBL),  the  FullBack  (FB)  has been given an "L" assignment.  As
shown  in  Table  5-1,  that  means the FB "leads" the ball carrrier at the
point of attack.  If you had called:

          OR.HB8PF.FBLFLL

You  would  have told both the FB and the Flanker (FL) to lead at the point
of attack.

Following  the  ball  carrier,  hole,  and  blocking, you may place another
period  and specify pass route assignments, or a lead, or you may specify a
back  to go to a particular hole.  These assignments are made by specifying
the  player  position  or  jersey  number  and  the  single character route
specified in Table 5-1.

Figure 5-35 shows a final running play example:

          IR X SELW.FB5TQ.SEL HB8 FLO TEC

This  calls  for  an  I Right formation with HB,FB exchange; SE Loose Weak.
The FB carries the ball through the 5 hole, with trap blocking (RG pulls to
the  5  hole),  and  the QB makes a quick toss to the FB.  The SE leads the
play  (block at the 5 hole), the HB decoys by running to the 8 hole, the FL
runs an Out route, and the TE runs a Corner route.

Play Action Plays
Another class of offensive plays that will add excitement to your games are
the  play  action  plays.  A play action tries to make the defense expect a
certain  play,  which suddenly turns into something else.  For example, the
standard  playbook includes a run called the "DRAW".  A draw is a play that
starts  out  by  trying  to  make  the  defense  think a pass play is being
executed.   The  ball  is then handed to a ball carrier, and the play turns
into a run.

Head  Coach  provides  a simple method of calling one play and then turning
the  play into something else.  Start by calling the play that you want the
defense to think you are running.  For example, assume you want the defense
to  think  you  are  running  the HB through the 8 hole with trap blocking.
Begin by making your detailed call as follows (do not press RETURN yet):

          OR.HB8T.FBO SEP TEC FLO

So  far,  the  play  call is normal:  Open Right formation, HB ball carrier
through the 8 hole with Trap blocking.  In anticipation of actually running
a pass play, the example above includes pass routes for the FB, SE, TE, and
FL.  Enter a semi-colon (";") and a pass type as follows:

          OR.HB8T.FBO SEP TEC FLO;RR

The  ending  ";RR"  indicates  that all players are to do whatever has been
assigned, but the ball is NOT handed off on a run.  The QB rolls out to the
right and throws a pass.  This example is shown in Figure 5-36.

There are three types of play action plays:

          * Runs that turn into passes
          * Passes that turn into runs
          * Runs that the ball carrier
            hands the ball to a second
            ball  carrier  --  this is
            called a "reverse"

When  calling  a run that turns into a pass, the following pass types  are
valid:

          PK - Pocket pass position
          RR - Roll right
          RL - Roll left
          RS - Roll strong
          RW - Roll weak
          BC - Ball carrier will throw the ball

The  BC pass type means that the QB hands the ball to the ball carrier, who
runs  a  few  steps  and  then  throws  the ball.  In a BC pass, the QB may
actually go out as a receiver.

When  calling  a pass that turns into a run, call the pass as normal, enter
";",  and  then  specify  a  ball carrier and a hole.  Head Coach moves the
players so that a reasonable handoff can take place.

To  call  a  reverse,  simply  make  the  call  for  the original hand-off.
Following  the run, place a ";" followed by the second ball carrier and the
new point of attack.  For example:

                    IRFLSW.HB7Q.FB7;FL8

This  calls  an  I  Right  formation with the FL slotted weak.  The HB will
carry  the  ball  to  the 7 hole, with the quarterback making a quick toss.
The  FB leads at the 7 hole.  The ";FL8" means that the FB who received the
ball from the quarterback hands the ball to the FL running toward the eight
hole.   Head  Coach  will  examine the path taken by both ball carriers and
will  make  the  handoff  at  the  closest  point.  Important:  if the ball
carriers  do  not  get within two yards of each other, a fumble will result
(after the tackle)!  So calling reverses does take practice.

Combining Playbook and Detailed Calls
Playbooks are very handy.  Many times while in detailed mode you would like
to  call  a  play just like it is in the playbook.  To call a playbook play
while in detailed mode, use the playbook name enclosed in apostrophes:

          'SWEEPR'

Any  time  an  apostrophe  (')  appears, while in detailed mode, Head Coach
assumes  you  are  specifying  a  playbook  name.  Head Coach searches your
playbook  looking  for the specified playbook name.  When the playbook name
is located, the contents of the playbook entry are substituted for the name
enclosed  by  the apostrophes.  In the SWEEPR example, entering 'SWEEPR' is
treated just as if you had typed:

          OR.HB8PF.FBL

Head  Coach  has  replaced  the  apostrophes and the playbook name with the
playbook  contents.   If  you  have  modified  the playbook contents of the
SWEEPR entry, your modified SWEEPR play will be used.

This  substitution  can  be  used  to quickly call a play action play.  For
example:

          'SWEEPR';RR

Because  Head  Coach will replace the apostrophes and everything in between
with  the  playbook contents for the play SWEEPR, the line above is treated
as if you had typed:

          OR.HB8PF.FBL;RR

This  is  a play action pass off of a SWEEPR play.  Anything you type after
the second apostrophe (";RR" in the example) is still present in your line,
after the contents of the playbook name have been substituted.

Using  this  substitution,  you  can  create special formations as playbook
names.   If,  for  example,  you  have  a  formation  that  gives favorable
matchups,  you  can  place the formation into your playbook (see Section 4,
The  Playbook,  Making Your Own Playbook) and give it a name.  For example,
if you have created a playbook entry as follows:

          "SPFORM"ORSETWFLSW

Entering the following:

          'SPFORM'.FB4W.HB7

Produces:

          ORSETWFLSW.FB4W.HB7

If you want to use a playbook play while in detailed mode, you can omit the
ending apostrophe (') as follows:

          'SWEEPR

This is treated just like:

          'SWEEPR'

In this manner, the playbook can be used to hold substitution calls as well.
Any command that is entered on one line can be placed into the playbook,
given a name, and called up at any time.

Section 6

Calling the Defense
  described in Section 5, Calling the Offense, placing
your  team in detailed mode allows you to make offensive and defensive play
calls  in a manner consistent with professional football.  A defensive call
consists of these parts:

          Formation           Required
          Formation Shifts    Optional
          Coverage            Optional
          Stunts              Optional
          Special Assignments Optional
          Blitzes             Optional
          Individual Man      Optional
            Coverages

Only  the  defensive  formation  is  required.  However, if nothing else is
called,  the players won't do anything.  To make a defensive call, you must
enter  a  formation.   You may also enter a series of blocks, each of which
specifies some aspect of the defense to be used.

The following paragraphs describe each of the defensive blocks.

Formation
The  defensive  formation  consists  of  two digits followed by an optional
shift  character.   The  first  digit  specifies  the  number  of defensive
linemen,  and  the  second  digit specifies the number of linebackers.  The
number  of  defensive  linemen  must  be  either  3  or  4.   The number of
linebackers  must  be  either  2,  3,  or 4.  These are the legal defensive
formations:

          32          33          34
          42          43          44

Because there are eleven players on a team,the defensive formations specify
from three to six players  other than linemen or  linebackers.  The players
that are not either linemen or linebackers are divided between:

          Corner Backs
          Safeties
          Backs

There  are  always  two  corner  backs.   The  number of safeties and backs
depends upon the formation.  The defensive positions are named as follows:

          Linemen:     Right End      --  RE
                       Left  End      --  LE
                       Right Tackle   --  RT
                       Left  Tackle   --  LT
                       Nose  Tackle   --  NT

         Linebackers:  Weak Outside   --  WO
                       Strong Outside --  SO
                       Weak Inside    --  WI
                       Strong Inside  --  SI
                       Middle Inside  --  MI

          Cornerbacks: Right Corner   --  RC
                       Left  Corner   --  LC

          Deep Backs:  Strong Safety  --  SS
                       Weak   Safety  --  WS
                       Strong Back    --  SB
                       Weak   Back    --  WB
                       Middle Back    --  MB

Right  and left refer to the defense's right and left.  Figures 6-1 through
6-6 show the alignment of the six basic defensive formations.

The normal defensive alignment of linemen and linebackers generally follows
that  shown  in Figures 6-1 through 6-6.  The alignment of the corner backs
is  on  the  widest  offensive receiver to each side.  The alignment of the
remaining deep backs (safeties and backs) is evenly distributed between the
corner backs.

The  normal  defensive  alignment for the linebackers and deep backs can be
affected  by  the  type  of  coverage  that is called.  If zone coverage is
called,  the  alignment is not changed from the normal defensive alignment.
However,  if  man coverage is called, the defenders may shift to align with
the  receivers  they  are  assigned  to  cover.   If  the  normal defensive
alignment  positions  the  defender  close enough to cover the receiver, no
shift  is  performed.  However, if the distance to the man to be covered is
excessive, the alignment of the defender is shifted closer to the receiver.

Before  describing  the  optional  shift  character,  the definition of the
offensive  strength must be reexamined.  As described in Section 5, Calling
the  Offense, the offensive play call includes a strength -- right or left.
However,  the  offensive  play  call may specify receivers shifted from the
normal offensive strength position.

As  far  as  the  defense  is concerned, the offensive strength is the side
which  contains  the  most receivers.  This is not necessarily the strength
that  was  specified  when  the  formation  was called.  When the defensive
alignment is being determined, Head Coach evaluates the number of receivers
to  the  right  and  left  of the offensive formation and sets the strength
accordingly.

After  specifying  the  basic  alignment  (34, 43, etc.) you may specify an
optional  shift  character.   The  shift character specifies a shift of the
defensive linemen in one direction, with a corresponding compensating shift
of the linebackers in the opposite direction.  The shift characters are:

          O -- Over,   toward offensive strong side
          S -- Strong, toward offensive strong side
          U -- Under,  toward offensive  weak  side
          W -- Weak,   toward offensive  weak  side
          L -- Left,   toward defensive  left  side
          R -- Right,  toward defensive right  side

For  example, a "43O" (43 with "O" or Over shift) means a 43 alignment with
the  linemen  shifted  to  the  offensive  strong  side,  and the linebacks
compensating to the weak side.  Figure 6-7 shows a "43O" applied to an "OL"
offensive formation.

Figure  6-8  illustrates  the  offensive  formation  of ORHBWL (Open Right,
HalfBack  Wing  Left),  defensive  formation of 34R.  The "R" instructs the
linemen  to  shift to the defense's Right and the linebackers to compensate
by a shift Left.

The O, U, L, or R can be applied to any defensive formation.

Following  the  basic  alignment and the optional shift, you may specify a
"G"  to have the defensive linemen play in the "gaps" between the offensive
linemen.   The linemen will choose a gap, either further inside or outside.
You cannot control which gaps will be played.  For example:

          34G  -- 34 alignment with linemen in gaps
          43SG -- 43 alignment, shifted to strong
                  side, with linemen in gaps

Pass Coverage
After  you  specify  the defensive formation, there is a series of optional
assignments called blocks, each preceded by a period.  The first block that
you  must  call  is  the  pass  coverage block.  This ensures that you have
specified an assignment for all defensive players.

As  explained  in  Section  4,  The  Playbook, there are two basic types of
coverage:   man  (or  man-for-man)  and  zone.   The  block  specifying man
coverage  begins  with  ".M", and the block specifying zone coverage begins
with  ".Z".   Many coverages are combination defenses that include both man
and zone coverages.

When  a  defender  has  been assigned a zone, the zone is usually a circle,
with  possible extensions, either deep or toward the sideline.  The size of
the  circle  and the width of the extensions depend upon the ability of the
defender.   The  better  the  defender,  the  bigger  the  area that can be
covered.  With extensions, the defender is responsible for receivers within
the circle, as well as a rectangle that extends to the sideline or down the
field deep.

The  zone  is centered about a point known as the zone drop.  When the ball
is snapped, the defender moves to the zone drop to establish the zone.

Head Coach provides four types of zones:

          Pick Zone    -- Area to cover is a circle around
                          the defender.
          Side Zone    -- Area to cover is a circle extended
                          to the sideline.
          Deep Zone    -- Area to cover is a circle extended
                          down the field.
          Corner Zone  -- Area to cover is the outside corner
                          of the field.

These zone types are shown in Figure 6-9.

Man Coverages
A  man  coverage  specifies  one  defender  for  each  offensive  receiver.
Normally  the  cornerbacks  (CB) cover the receivers that are the widest to
each  side,  leaving  three  receivers.   You  may  choose how to cover the
remaining   three   receivers.    These  choices  allow  for  desirable  or
undesirable matchups, or present different coverages to the offense.

Head Coach provides four man coverages that can be used for each of the six
basic   defensive  alignments.   The  basic  difference  between  the  four
coverages  is which defenders cover the interior receivers.  The four types
of man coverages are:

          O -- Outside LB cover interior two receivers.
          I -- Inside defenders cover interior two receivers.
          L -- All receivers are covered by linebackers.
          B -- All receivers are covered by backs.

All  defenses  have more than five pass defenders.  With the five offensive
receivers  covered,  some defenders still need an assignment.  The standard
O,  I,  L, and B coverages assign zones to those pass defenders that do not
have a receiver to cover man-for-man.  Because some defenders do not have a
specific  receiver  to  cover,  special  assignments  can  be made to those
defenders,  removing  the  zone.  For example, a defender in a man coverage
defense  that is assigned a zone may be reassigned to blitz without leaving
a  receiver  uncovered.   A  zone  man  within  a  man coverage also may be
instructed  to  double cover a receiver ( be assigned to a receiver covered
by another player).

To  determine  which  defenders  will  be covering which receivers with the
multiple  offensive  formations  possible,  Appendix  C,  Defense, presents
charts for all combinations of defense and pass coverage.  For each defense
and  pass  coverage,  the  pass  defenders  are  shown assigned to the pass
receivers  as  the  receivers  line up in an offensive "OR" formation.  The
assignments  are made to provide effective coverage, regardless of the type
of offensive formation used.

Figure  6-10  shows  two of the man coverages from Appendix C.  As shown in
Figure  6-10, the coverages are really specified by assigning a defender to
a receiver based upon the receiver's relative position on the field.  "#1L"
means to cover the receiver that is the first receiver in from the sideline
on the defense's Left.  "#3S" means to cover the third receiver in from the
sideline  on  the Strong side.  "#2W" means to cover the second receiver in
from the sideline on the Weak side.

For example, you have called the following defense:

          43.MO

This   calls   a  "43"  basic  defensive  alignment  (four  linemen,  three
linebackers)  with Man Outside coverage (".MO").  If the offense has called
a  "1L"  formation,  the  resulting  coverage is shown in Figure 6-11.  The
coverages are determined as follows:

   Player  Figure 6-10                 Figure 6-11
     RC       #1R       FL (1st receiver in on defense's right)
     WS    Deep Zone    Deep Zone
     SS       #2S       TE (2nd receiver in on strong side)
     LC       #1L       SE (1st receiver in on defense's left)
     WO       #2W       HB (2nd receiver in on weak side)
     MI    Pick Zone    Pick Zone
     SO       #3S       FB (3rd receiver in on strong side)

You  can  now  specify  24  different  combinations  of  formations and man
coverages, each with specific assignments of receiver coverages.

Zone Coverages
There  are  four  zone  coverages that may be specified for each of the six
basic  defensive  alignments.   Each  of the four is identified by how many
deep  and  corner zones are used.  A "5 deep" zone, for example, means five
defenders  are playing deep (deep zones or corner zones), and the remaining
pass  defenders are playing short zones.  Head Coach provides the following
four zone coverage blocks:

          .Z5 -- 5 deep zones
          .Z4 -- 4 deep zones
          .Z3 -- 3 deep zones
          .Z2 -- 2 deep zones

The number of short zones used depends on the number of defenders available
for  pass  coverage, which depends on the basic defensive alignment called.
In  a  43 defense, there are three linebackers and four deep backs for pass
coverage,  a  total  of seven pass defenders.  In a "43.Z5" defensive call,
the 5 means five deep zones, leaving two short zones.  A "32.Z3" uses three
deep zones and five short zones, because there are 8 pass defenders.

In  a  zone  coverage  block,  all  pass  defenders  have  a zone to cover.
Reassigning  a  pass  defender  to  something  else with a subsequent block
results in an undefended zone.

Appendix  C,  Defense,  diagrams  all  zone coverages.  There are four zone
coverages  for  each of the six basic defensive alignments, resulting in 24
zone coverages.

Shift Block
The  shift  block  allows  you  to  specify shifts of formation position of
defensive  players.   In  a  long yardage situation, for example, you might
want  to shift all pass defenders back 5 yards.  This would shift all zones
5  yards deeper and thus make man coverages more effective against the deep
pass.  The shift block begins:

          .S

The  ".S"  indicates  a  shift  block.   Next,  you must call the player or
players to be shifted.  One of these must follow the ".S":

          LB              -- Shift linebackers.
          CB              -- Shift cornerbacks.
          DB              -- Shift deep backs.
          AL              -- Shift all: linebackers,
                             cornerbacks, and deep
                             backs.
          player position -- Shift the player specified
                                (ex: RE or  MI).
          jersey number   -- Shift the player whose
                             jersey number is specified.

Following  the  ".S"  and  the  specification  of  player  or players to be
shifted, you must specify the shift itself.  The shift may be either:

          L -- Left
          R -- Right
          S -- Strong (toward offensive strong side)
          W -- Weak (toward offensive weak side)
          U -- Up   (toward line of scrimmage)
          B -- Back (away from line of scrimmage)
          Yards from the line of scrimmage

If  a direction (L, R, S, W, U, or B) is specified, the amount of the shift
in  yards  must be specified.  To place the defender or defenders a certain
distance from the line of scrimmage, specify the distance in yards.

For example:

          43.Z5.SALB5

This  calls a basic defensive alignment of "43", 5 deep zone pass coverage,
with all pass defenders shifted Back 5 yards.  This causes the pass defense
zones to be 5 yards deeper than normal, providing extra pass defense deep.

Next:

          34.MO.SCB0

This  specifies  a "34" defense, Man Outside coverage, with the cornerbacks
shifting up to the line of scrimmage.

You can use more than one shift block in a defensive call:

          34.MI.SWOU1.SSOW1

This  takes a basic 34 with Man Inside coverage and moves WO Up 1 yard, and
moves SO one yard to the Weak side.

A final example:

          43.MB.S2410

This  calls  a  "43", Man Back coverage, with player number 24 10 yards off
the  line of scrimmage.  If a player to be shifted has a jersey number less
than ten (a single digit), the digit must be preceded by a "0" as follows:

          33.Z5.S06B5

This calls a 33 defense,  Zone 5 coverage,  with defender number 6 shifting
Back 5 yards.

Assign Block
With  the  assign  block,  you  can  make  special assignments to defensive
linemen and linebackers.  The assign block begins with:

          .A

The  ".A" is followed by one or more one-letter assignment specifiers.  The
assignment specifiers are:

          I -- Linemen stunt inside
          O -- Linemen stunt outside
          P -- Linemen pass rush
          G -- Guard keying
          F -- Linebacker force

Linemen stunt inside
The  "I"  assignment  instructs  the linemen to charge to the inside of the
formation  when  the  ball  is  snapped.   This  is called when the defense
anticipates  a  run  inside,  typically  the  0,  1,  2, 3, or 4 hole.  For
example:

          43.MO.AI

This  calls  a "43" defense, Man Outside pass coverage, assigning an inside
charge to the linemen.  See Figure 6-12.

Linemen stunt outside
The  "O"  assignment  instructs the linemen to charge to the outside of the
formation  when  the  ball  is  snapped.   This  is called when the defense
anticipates a run outside, typically the 5, 6, 7, or 8 hole.  For example:

          34.MB.AO

This  calls  a  "34"  defense, Man Back pass coverage, assigning an outside
charge to the linemen.  See Figure 6-13.

Linemen pass rush
The  "P"  assignment  is used when the defense expects the offense to pass.
In  the  lineman pass rush assignment, the defensive linemen charge the QB.
The "P" assignment is very effective in reducing the chance of completing a
pass, but if the offense has called a run, the effectiveness of the defense
against the run is greatly reduced.  Figure 6-14 shows the following call:

          33.Z5.AP

Guard keying
To  improve  the  offense's  rushing performance, the offense can choose to
have  linemen  that  are  not  at the point of attack pull and block at the
point  of  attack.   The  blocking assignments used by the offense for this
type  of  trap  blocking  are:   T, P, N, F, and O blocking (see Section 5,
Calling  the  Offense).  If an offense traps a lot, the defense may specify
the  "G"  or  guard  keying  assignments.   The  guard  keying  assigns two
defensive  linemen  to key the two offensive guards.  When a guard pulls to
block  at the point of attack, a defensive linemen will follow the guard to
the hole.

This  "G" assignment is an effective defense for an offense that does a lot
of  trapping  in  their  running  offense.   The  offense  has  a  blocking
assignment  specifically  designed to combat the defense that does a lot of
guard keying -- the "G" block (see Section 5, Calling the Offense).

For example:

          43.MI.AG

This  calls  for  a  "43"  defense,  with  Man Inside pass coverage and the
defensive tackles keying on the offensive guards.  See Figure 6-15.

Linebacker force
The  final  assignment  is  the "F" or linebacker force.  In the linebacker
force, the linebackers ignore the pass and step up to the line of scrimmage
at the snap of the ball.  This helps stop an offensive run.  For example:

          44.MB.AF

This  calls  for a "44" defense, with Man Back coverage and all linebackers
force.   Beware  -- this leaves the offensive HB and FB unassigned as shown
in Figure 6-16, but it puts eight players on the line of scrimmage.

Blitz

A  blitz  occurs when defenders that do not usually penetrate the offensive
line or backfield attempt to do so.  The defenders assigned to blitz try to
put  additional  pressure  on the ball carrier or passer, at the expense of
fewer  defenders  to protect against a pass.  Blitzing is usually done in a
man pass coverage to ensure all receivers are covered.

Blitzes  are  very  effective  in passing situations to put pressure on the
passer.   Against  runs,  luck is involved.  If the blitzing players are on
the  side  of  the  point  of attack, the run is very effectively defended.
However, if the offense runs away from a blitz, the offense usually has the
advantage.

To specify defenders to blitz, enter the blitz block as follows:

          .B

The ".B" is followed by one or more players that will blitz.  For example:

          34.MB.B WO WI 55

This calls for a "34" basic defensive alignment with Man Back pass coverage
and that WO, WI, and player number 55 blitz the QB.  See Figure 6-17.

In designing a blitz, you must first decide which basic defensive alignment
to  use.   As  previously  stated,  blitzing  is  normally  called from man
coverage.   In Figure 6-17, a "34.MB" covers all receivers and assigns zone
coverages  for  WO, WI, and SO.  Therefore, WO, WI, and SO could be blitzed
and still have all receivers covered.

Blitzes  can be called from zone coverages as well.  Because zone coverages
do not overlap zones to a great extent, the blitzing player leaves a "hole"
in the zone where no coverage is assigned.  For example:

          34.Z3.BSI

This  calls a "34" basic defensive alignment, with three-deep Zone coverage
and SI blitzing.  The "34.Z3" SI assignment is a pick zone in the middle of
the  field.  However, because of the blitz a "hole" in the zone coverage is
created in the middle of the field.  See Figure 6-18.

To  call  a  "safety  blitz",  which  is a blitz involving a deep back, the
recommended  approach is to call a man coverage that has the deep backs not
assigned to particular receivers:

          43.ML.BWS SS

This  calls  a  "43"  basic  defensive  alignment, with Man Linebacker pass
coverage,  and  a  blitz by SS and WS.  In this "43", SS and WS do not have
specific  receivers  to cover, only corner zones.  Therefore, SS and WS can
be blitzed and still have pass coverage on all receivers.  See Figure 6-19.

Special Man Covers
Sometimes  the  defensive  coach  needs  to  assign  a  defender to cover a
particular  receiver  man-for-man  that a standard defense and man coverage
does  not  provide.  The most common need to specifically assign a defender
to  a  receiver  occurs  when  double coverage is desired.  Double coverage
means having two defenders cover a receiver man-for-man.

To use double coverages, call a basic defensive alignment and pass coverage
that  leaves  some  pass  defenders  free for additional assignments.  Then
specify the Cover block:

          .C

The  ".C"  is  followed  by  one  or more cover assignments consisting of a
defender and the receiver to cover.  For example:

          33.MO.CWS SE

This  calls a "33" basic defensive alignment with Man Outside coverage, and
WS  covers  SE man-for-man.  This call has placed two defenders, RC and WS,
on the SE, thereby double covering SE.  See Figure 6-20.

Another example:

          33.MI.CSOFL MBTE WOSE

This calls a "33", Man Inside coverage, with double coverages on FL (LC and
SO), TE (SS and MB), and SE (RC and WO).  See Figure 6-21.

Combining blocks
More  than  one  block  can be specified for the defensive calls.  Consider
this final example:

          43U.MO.SWS3.AG.CMITE.BWS

This  specifies  "43U"  ("43" with Under shift, or shift to weak side), Man
Outside  coverage,  WS to shift to 3 yards off the line of scrimmage, guard
keying,  MI to cover TE man-for-man (creating double coverage on TE), and a
WS blitz.  See Figure 6-22.

NOW LOAD PART 2.......