

JOHN MADDEN FOOTBALL II

The greatest football game on the PC just got better!  All the features 
that made John Madden Football the "Best Computer Sports Game of the Year" 
according to OMNI Magazine, are here: player rating, matchups, field 
conditions, injuries, penalties and more.  Call plays from Madden's own 
playbook or design your own.  And now there's new 3D field perspective, 
play-by-play analysis, icon menu, instant replay - even help from Madden 
himself!  You played the rest, now play the best - John Madden Football II.  
"John Madden Football wins the Super Bowl of football simulation games.
" - PCM Magazine #4248 (5.25")  #(3.5")




JOHN MADDEN FOOTBALL II DEMO

The instructions below are divided into 8 sections:

    I.   HOW TO VIEW THESE INSTRUCTIONS

    II.  LOADING THE GAME

    III. USING A JOYSTICK, MOUSE OR KEYBOARD

    IV.  PLAYING THE GAME

    V.   CONTROLLING THE PLAYERS

    VI.   SELECTION SCREEN ICONS

    VII.  KEYBOARD COMMANDS

    VIII. MADDEN'S TIPS TO OFFENSIVE SUCCESS




I. HOW TO VIEW THESE INSTRUCTIONS:

    You will find instructions in a text file called README.TXT.
    You will be able to load the text file into your word processing
    program and read or print the file from there. 




II. LOADING THE GAME


JOHN MADDEN II automatically detects and selects the best graphics mode 
for your computer. There might be times, however, when you'll want to 
change the graphics mode to give the game a different look.



To change the graphics mode of JOHN MADDEN II, you need to type an 
argument after the loading command, MFB2D.  Available arguments are:



	V	Run the game in VGA mode

	e	Run the game in EGA mode 




If you are running in VGA mode, you can also change some of the detail on 
the field.  The game detects your computer's speed and selects detail level 
for your system.  The more detail, the slower the game will play.



	S	Shows shading on the field

	s	Doesn't show shading

	G	Shows grass strips on the field

	g	Doesn't show the grass strips

Once you choose a detail parameter MADDEN saves your settings to a 
configuration file, so the next time you load MADDEN II DEMO, you don't 
have to choose a parameter until you want to change it.

	N	Loads the game with the sound off.
	J	Loads the game with the joystick overriding the mouse.
		If you have both the mouse and joystick plugged in and
		you don't use this command, the mouse will work, but
		not the joystick.


	
Add a space between the loading command and any argument.

	


If you do not wish to enter any special instructions, simply type MFB2D and 
press Enter.


MADDEN II DEMO does not support the following graphic modes:

	Hercules/Monochrome
	CGA
	Tandy 16 color
	MCGA 256 color (which include the IBM PS/2 Model 25 and 30*)

	*Original IBM PS/2 Model 30's were MCGA graphics only.

MADDEN II DEMO does not support additional sound cards.  The 
complete version will support AdLib (and 100% compatibles).




III. USING A JOYSTICK, MOUSE OR KEYBOARD

    NOTE: If you're using a joystick or mouse, plug it in before you turn
          on your computer. Mouse users must install their mouse driver 
          (not supplied by Electronic Arts).  Consult your mouse manual for 
          more details.  Run without a mouse if you have insufficient 
          memory.


    JOYSTICK USERS

    If your joystick isn't responding, it might be because a mouse is
    plugged in. The mouse overrides the joystick when they're both plugged
    in. Exit the game and reload it by typing MFB2 J. This loads the 
    game with the joystick enabled and the mouse disabled.

        SELECTING FROM MENUS: Move the arrow cursor on top of one of the 3
        menu selections, press and hold the joystick button and pull the 
        joystick back to pull down the menu. When you pull down a menu, you 
        see a list of additional options. Highlight the option you want and
        release the button.


    MOUSE USERS

    The documentation below, PLAYING THE GAME, contains joystick-specific
    information.  Roll your mouse in whatever direction you're told to push 
    your joystick.  When you're told to click your joystick button, click 
    your left mouse button.


        SELECTING FROM MENUS: Highlight an option from the menu bar with
        the arrow cursor, click and hold the mouse button, and roll the 
        mouse back to pull down the menu. When you pull down a menu, you 
        see a list of additional options. Highlight the option you want and 
        release the button.


    KEYBOARD USERS

    If do not have a mouse or a joystick, the game automatically loads with 
    the keyboard enabled.  Press F1 to toggle keyboard mode.  You'll hear 
    one or two beeps. One beep means you've disabled the keyboard, two 
    beeps mean you've enabled the keyboard.

    If you have a mouse or joystick attached, the program will 
    automatically make that device the controlling device in the program 
    instead the keyboard.  To use the keyboard, make sure neither the mouse
    nor the joystick are plugged in.


    The documentation below, PLAYING THE GAME, contains joystick-specific
    information.  Whatever direction you're told to push your joystick, 
    press the key on your keypad corresponding to that direction. When 
    you're told to click your joystick button, use the + or ENTER key on 
    the keypad.


        SELECTING FROM MENU BARS: Use the keypad to move the arrow cursor
        up to the menu bar at the top of the screen and place the cursor on 
        the menu you wish to open. Press and hold down the + or Enter key 
        on the keypad to pull down the menu then, press the arrow down on 
        the keypad to highlight an option.  When the option you wish to 
        select is highlighted, release the + or Enter key to select it.

        CONTROLLING THE PLAYERS: Use the numbered keypad to control the
        direction of the player.

        CALLING PLAYS:  Use the keypad section of the keyboard to call 
        plays.  To call a play: move the cursor to the up/down arrows along 
        the right side of the screen.  Press the + or Enter key on the 
        keypad to scroll through the plays.




IV. PLAYING THE GAME

    PLAY SELECTION SCREEN: This is where you call your plays or access
    additional functions from within a game.  The Play Selection screen 
    displays general game information along the top and bottom of the 
    screen and control icons for the offense along the lower right edge of 
    the screen.  On the Play Selection screen as it appears on the field 
    the offensive team is always at the bottom of the screen moving towards 
    the top.


        Pick an offensive play: Use your joystick to move the cursor to the
        up/down arrows next to the play number.  Press the up arrow for the 
        next play or the down arrow for the previous play.  Once the play 
        number you want is displayed, move the cursor down to SEL button to 
        select that play.  Then press the BRK button to break the huddle.  
        When the defense is set, the SET button will flash.  Press it to 
        move to the playfield and the action.

             11. TOSS LEFT: Pitch to runner going left
             12. DIVE: Hand off to runner going up the middle
             13. SWEEPRIGHT: Hand off to runner going right
             14. SHORT PASS: Short-range pass
             15. PLAYACTION: Fake a hand off to runner and then pass
             16. LONG PASS: Long-range pass
             17. PUNT: If you punt, you lose the ball.
             18. FIELD GOAL

        To cancel your play selection, select a new play and press SEL 
        again.


    PLAY FIELD: Once you leave the Play Selection screen, the players move 
    to formation on the field. This is the Close up view, where you see the 
    players in their actual formation. Click to snap the ball; when the 
    ball is snapped, you'll see the quarterback drop back to pass or hand 
    off.  If you don't move your joystick, the computer will control the 
    players' movements. Watch how the players move before you take control.

    AFTER THE PLAY: When the play is whistled dead, you'll see a recap of
    the down. The play announcer shows you the results of your play and 
    lets you check out which play Madden called against you. Click when 
    you're ready to return to the Play Selection screen.


        PENALTIES: Penalties result in a loss of yardage and a replaying of 
        the down. If the penalty is against the other team, you can accept 
        or decline. If the penalty is against your team, click to accept
        Madden's choice.




V. CONTROLLING THE PLAYERS

    Now that you've watched how the players move on their own, you can
    take over some of the movement controls.

        Here are the things you can do:

            RUNNING PLAYS

        1. Wait until the hand off (possession being depicted by the yellow
           trapezoid) before you move the joystick.

        2. The joystick controls the runner. Move the joystick in the
           direction you want the runner to go.

        3. Press and hold the joystick button for a burst of Quickness.


            PASSING PLAYS

        1. Pull the joystick back right after you snap the ball so the QB
           can drop back to pass. If you wait too long to move the joystick
           the computer won't give you control.

        2. Once your QB is back in the pocket, click the button once to 
           bring up the passing crosshairs (the crosshair).  Use the
           keypad to direct to a receiver.  Be sure to lead the receiver 
           and throw away from the defenders.  Click the button to pass the 
           ball.


        PASS RECEIVING

    After a catch, use the joystick to control the receiver and the
    button for Quickness.


        KICKS AND PUNTS

    Field goals are automatic. Just press the button to snap the ball.
    If you punt, you lose.


        KICK RETURNS

    Use the joystick to control the returner and use the button for
    Quickness.




VI. SELECTION SCREEN ICONS

        INSTANT REPLAY

    You can view an instant replay of the previous play at anytime by
    clicking the first icon at the lower left of the screen (tape player).  
    The counter in the upper-right corner displays the duration of the
    play.  Along the bottom of the screen are VCR style icons.  From left 
    to right you have Play, Rewind, Reverse, Forward, Fast Forward and 
    Exit.


        RATINGS

    The next icon to the left is Ratings (head to head).  From this screen 
    you will be able to compare offensive and defensive matchups comparing 
    various ratings on a play-by-play basis.  Select a play from the Play 
    Selection screen, click on the SEL button and then once on the BRK 
    button.  Then click on the Ratings icon.  The Ratings screen will 
    display the diagram of the play you selected along with the play the 
    defense selected.  Use the cursor to click on an offensive player.  The 
    player's name, position, and rating will appear in the box in the lower 
    left corner.  The defense's play and player information will appear in 
    its respective position at the top of the screen.  To select the 
    various rating for that player position, click on the R button (R).  
    The remaining icons Play (x/o) and Team (T-helmet) are disabled for the 
    Demo.  They will allow you to select various plays and teams from this 
    screen.


        STATS

    The next icon is Stats (football in motion).  This feature is disabled 
    for the Demo.  Clicking on this icon will show data on the current 
    game..


        TIME OUTS

    To call a time out, click the Time-Out icon (stopwatch) from the Play 
    Selection screen.  You can also choose to throw an incomplete pass if 
    you've run out of time outs. Time outs last until you resume play.


        LINEUP

    Click the next icon to display the opponents Lineup (single helmet).


       PLAY DIAGRAM

    Click the next icon to display the current play selected on screen.  
    This icon toggles on/off so you can always keep this function on if you 
    like.  As you scroll through the available plays, the diagram will 
    display the currenlty selected play.


       MADDEN ADVICE

    Clicking on Madden Advice (balloon) will display Madden's personal
    philosophy about the current situation you are facing.  He also 
    recommends some plays that he feels will be successful for the 
    situation.  This icon can also be toggled on or off.


       PLAY LIST

    The last icon displays a list of suggested plays (head with whistle) 
    above the current play selected.  This is in addition to the advice 
    that Madden Advice provides.




VII. KEYBOARD COMMANDS

        SLOW MOTION

    You can watch a play in stop-action slow motion by pressing the space 
    bar once play begins.  The play will advance a frame each time you 
    press the space bar.  Press any key to return to normal action.


        QUITTING THE GAME

    To exit the Game, press <ESC> at the Play Selection screen. Select
    Exit from the menu bar or press <CTRL> <BREAK> to return to DOS.


        KEYBOARD COMMANDS

        Spacebar        Activate slow motion. Press any key to cancel
        Ctrl-C          Exit the game from anywhere
        Ctrl-S          Toggle digitized sound on/off
        Esc             Return to the opening menu screen
        F1              Toggle Keyboard Only mode on/off
        + or Enter *    Same as joystick button
        Cursor keys *   Controls direction and play selection when
                        you're in keyboard mode

        * Refers to the keys in the 9 key keypad area




VIII. MADDEN'S TIPS TO OFFENSIVE SUCCESS

    Play calling separates tomorrow's Hall of Fame coaches from forgotten
    assistant coaches; knowing the playbooks is an important element in
    your coaching success.

        "I always had a game plan that was very simple. I just had
         starting points... In other words, I'm gonna do this. Now, if
         you take that away, then you're going to give me something
         else. Then I'll take the thing you give me the next time."

    Madden-style offensive play calling revolves around some key factors:

              Primarily down situation and field position


        DOWN SITUATION

    You need to bring the down situation into your play calling strategy. A
    smart coach is going to evaluate the odds of success for certain plays
    in a given down situation. If you're 1st and 10, you'll want to choose
    from a certain group of plays. 3rd down and 2 suggests short yardage
    plays. Occasionally, you might want to go against the odds in an effort
    to trick the defense. Most of the time, though, stick with what works
    and emphasize the basics. Fundamental play calling that leads into your
    offensive strength is going to pay off more than a lot of pretty
    gimmicks. But remember, you only have 2 minutes!!!


        FIELD POSITION

    As you put your game plan together, mentally divide the 100-yard field
    into five separate sections. Adjust your play calling to fit the 
    section where the line of scrimmage is, since each area calls for a 
    different play calling strategy. The five sections are:

        1. Your goal to the 5 yard line
        2. Your 5 to the 20 yard line
        3. Between the 20s
        4. The defense's 20 to the 5 yard line
        5. The defense's 5 to the goal line

              YOUR GOAL TO THE 5 YARD LINE
        In the first of these five zones, your job is to get out of 
        trouble.  Accomplish this with quick-hitting runs by a big running 
        back; keep the hand offs simple and the execution crisp.


              YOUR 5 TO THE 20 YARD LINE
        Between your 5 and your 20, safe plays are still your best bet. 
        With the bit of extra room for maneuver, you can add some passes to
        straight-ahead runs. Just be sure that your passer has ample pass
        protection to avoid being sacked near or behind the goal line.

              BETWEEN THE 20S
        Once you reach the third section of the playing field between the 
        20 yard lines, you can introduce variety and creativity to your
        play calling. Your offensive unit is out of danger: no longer
        vulnerable to a safety. You can mix up your play calling, avoiding
        predictability by using formations that confuse the defense, and
        generally become more aggressive.


              THE DEFENSE'S 20 TO THE 5 YARD LINE
        When you reach the opponent's 20 yard line, you've entered the
        fourth section of the field. Now, you're able to complete medium
        passes into the end zone. The defense usually goes into man-to-man
        coverage in the heart of the field, so you get to experiment with
        some pass plays that are effective against this kind of coverage.
        In some ways, though, you should be more cautious here than in the
        middle of the field. You have entered field goal range, and don't
        want to give it up by attempting high-risk plays that get you 
        pushed back out of field goal range.

              THE DEFENSE'S 5 TO THE GOAL LINE
        The fifth and final section of the field is between the five yard
        line and the opponent's goal line. Here, you go with strong,
        reliable backs and extra tight ends. Plays that work well in this
        part of the field are straight-ahead run plays and play action
        passes that encourage defenders to react to a run, freezing them
        long enough for your receivers to get open for a touchdown.


    FROM THE SNAP

              SACKS
        If you're getting sacked when you don't think you should, think
        how real QBs feel. After you drop back, the first time you hear
        a click, you're "in the grasp."  So evade the rush and get rid
        of the ball.

              PASSING GAME
        To throw a short route, press the button early to bring up the
        passing crosshair. Vary the lead of the throw depending on pattern
        depth. Run away from the pass rush, but don't hold the ball too
        long. Just as in real life, you can't really see precisely when
        the rushers are going to sack you, so you need to be on the safe
        side.

              TWO-MINUTE DRILL
        To preserve your time-outs, use the option of throwing an
        intentional incompletion. Like real players, get out of bounds
        to stop the clock. Pay attention to how long typical plays take
        in seconds so you don't run out of them faster than you expect.



