RealSports Football © 1982 Atari, Incorporated.
The basic rules of football apply, with some modification.
Like regular football, the object of ATARI RealSports FOOTBALL is to score more points than your opponent by getting touchdowns, field goals, and safeties. You advance the ball toward the goal by running and passing according to the plays you select with your joystick controller.
Each team has five players, one of which can be controlled by the joystick. You can play against the computer in a 1-person game; or you can compete against another person in a 2-player game.
The clock runs continuously during plays. It stops after incomplete passes, scores, turnovers, dead balls, and when offense calls its play. It resumes at the hike.
The clock will run down for no more than 30 seconds after the last completed play. If offense has not called its play by this time, the clock will freeze until it resumes at the hike.
There are no time outs, no fumbles, no penalties, and no running out-of-bounds. Each game consists of one 15-minute quarter.
|Crossing the defensive team's goal line by running or passing the ball successfully into their end zone is a TOUCHDOWN. It counts for seven (7) points, and the ball will automatically be brought out to the 20-yard line to begin the next series of plays.|
|Kicking the ball through the "goal posts" is a FIELD GOAL and counts for three (3) points, with the ball brought out to the 20. Kicking field goals is random and depends on your proximity to the goal line. If you kick from within the 20-yard line, your chances are excellent; if you're beyond the 40-yard line, better try something else.|
|Tackling the ball carrier in his own end zone is a SAFETY and scores two (2) points for the defensive team. They also gain possession of the ball on their own 20-yard line.|
* When you call plays like the short pass left and the long pass left, it is sometimes tricky to move your joystick perfectly along the diagonal line that programs those plays. Try moving your joystick straight up (or down) first, and then shift it toward the diagonal that programs your selected play.
* After you throw a pass and the quarterback has exited from the TV screen, joystick control is automatically transferred to the intended receiver. Use the joystick to adjust his position while the ball is in mid-flight, and you may improve your chances of completing a pass.
* 'Rolling out' toward the side where your receiver runs his pattern is often a good tactic in completing a pass. Ultimately, though, successful passing is a matter of good timing.
* Blocked passes and interceptions can occur if a defensive player is in the direct line of flight of the pass. You cannot throw a pass over a player's head.
* It is not easy to run against the computer in the 1-player game. Your best bet is to use your blockers and tangle up that fleet-footed linebacker at the line while you scurry for yardage.
* The defensive control-player is a hair faster than the ball carrier, so he can make the tackle over the short run. But if you can manage to get a decent enough head start, you've got yourself a long gainer and maybe a touchdown.
Programmer: Robert Zdybel
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