SUPER PRO FOOTBALL
(For 1 or 2 Players)
OBJECT OF THE GAME
Outscore your opponent by running or passing the ball into your
opponent's end zone (touchdown), by kicking a field goal, or by
forcing a safety. Touchdowns score seven points (extra point is
automatic). Field goals score three points. Two points for a safety.
Turn power switch OFF and insert cartridge. Turn power switch ON
and press RESET. SUPER PRO FOOTBALL title screen will appear. Press
any hand controller key or the wheel to continue.
You can play SUPER PRO FOOTBALL against the computer or against a
friend. You can be either the HOME TEAM or the VISITING TEAM.
To play against the computer (one player), press 1 on the keypad of
the hand controller you are going to use (left for Home Team, right
for Visiting Team), then press 2 on the other hand controller.
For two players, press 1 on each hand controller (left for Home Team,
right for Visiting Team).
Note: Press 2 on BOTH hand controllers to watch the computer play
against itself. This gives you a chance to see some of the game
strategy the computer will use against YOU.
You can play SUPER PRO FOOTBALL with any of 9 team skill levels.
Select the skill level for your team -- 1 (ROOKIE) to 9 (SUPER PRO).
The lower the skill level of your team, the greater the challenge for
YOU. Press the number corresponding to your choice. When playing
against the computer, you must also enter its skill level.
Note: The two teams can play at different skill levels; use these levels
to handicap players. An experienced player with a rookie team is a
fair match for a novice with a super pro team.
The playing field is regulation length (100 yards plus two end zones).
However, you see only a portion of the field at any one time -- about
Each of the end zones is marked by a "G" for "Goal" in the bottom
Above the far sideline (at the top of the screen) before each play is
the game time, which is divided into four 15-minute quarters
(simulated time). The clock will stop at time-outs, out-of-bounds,
incomplete passes, after scores, and each time possession of the ball
Once the players reach their positions, a white marker indicating the
line of scrimmage and black markers indicating the yardage needed
for a first down appear above the far sideline.
Below the near sideline (at the bottom of the screen) is a play- by-
play description of the game.
The players take the field. There are five players on a side. Opposing
centers do not take active part in offensive or defensive play.
There is one player per team that you directly control using the hand
controller wheel -- the CAPTAIN. On the Home Team, the captain is
the RED player (the others are orange). On the Visiting Team, the
captain is the BLACK player (the others are blue). The movements of
the other players on your team are defined by how you set the play.
The offensive captain is the QUARTERBACK. The quarterback receives
the hike from center, then runs, passes, punts, or, in the case of a
field goal attempt, holds the ball for the field goal kicker. On a pass,
direct control transfers from the quarterback to the receiver (color of
the players will switch).
The defensive captain can pursue the ball-carrier to make a tackle,
or can try to intercept a pass. Defensive linemen and backs can also
tackle or intercept. If a lineman or back intercepts a pass, direct
control transfers from the defensive captain to the ball-carrier (color
of the players will switch).
A tackle is made by hitting at least HALF the body of the ball-carrier.
Before each hike, both teams set their plays.
A list appears onscreen that will let Offense choose to run, pass, or
RUNNING AND PASSING FORMATIONS
To choose a running or passing play, press 1 (FORMTN). Nine
formations are shown onscreen. For each formation, the quarterback
is represented by an "x", the receivers by "o"s. Blockers and the
center are represented by "+"s. Select one of these formations by
pressing its number.
If you do not select a formation, the formation from the previous
play is used. If it is the first play of the quarter or if possession of
the ball changed after the previous play, a formation will be selected
Press 3 (RECVR 1) to design a pass pattern for Receiver 1 (receiver
closest to the top of the screen). Use the keypad as illustrated
onscreen to design the pattern; each press of a key defines the
direction the receiver runs for about a half second (real time). For
example, if Receiver 1 is to run to the right 2 seconds, then cut inside
for 2 seconds, wait a half second, then continue to the right, you
would press 6-6-6-6-2-2-2-2-5-6-6-6. (If you change your mind,
CLEAR erases what you have pressed; you can start over.) Note that
pressing 5 makes the receiver stand still. You can pattern up to 6
seconds (12 button presses) -- the distance the receiver can cover in
that time depends upon the skill level of the team. Press ENTER when
you have the pattern set.
Press 4 (RECVR 2) to design a pattern for Receiver 2 (receiver closest
to the bottom of the screen).
If you do not design a pattern for a receiver, that receiver's pattern
from the previous play is used. If it is the first play of the quarter or
if possession of the ball changed after the previous play, that
receiver will act as a blocker.
If on the previous play you sent a receiver out for a pass but want
him to act as a blocker for this play, press CLEAR instead of designing
a pattern. You can then press zero (0) several times to make your
opponent THINK you are designing a pattern (pressing 0 has no
effect on the play).
To kick, press 2 (KICK). You have the choice to punt or to try for a
You can always run even though you've selected a pass or a kick.
Use the wheel to move your quarterback down the field!
Press 9 when you have set your offense.
A list appears onscreen that lets Defense choose a formation and a
Press 1 (FORMTN) to select one of nine defensive formations. The
formations are shown onscreen. The captain is represented by an "x",
the defensive backs by "o"s, the tackles and center by "+"s. Press the
number corresponding to your choice.
If you do not select a formation, the formation from the previous
play is used. If it is the first play of the quarter or if possession
changed after the previous play, a formation will be selected at
Press 2 (TACTIC) to select your tactic. The four tactics are shown
onscreen; press the number corresponding to your choice:
BLITZ: Both defensive backs rush the quarterback.
COVR R1: Receiver 1 is covered, the other back rushes.
COVR R2: Receiver 2 is covered, the other back rushes.
COVR BOTH: Both receivers are covered.
If you do not select a tactic, the tactic from the previous play is used.
If it is the first play of the quarter or if possession changed after the
previous play, BLITZ is automatically selected.
Press 9 when you have set your defense.
Once you see Offense's formation but before the ball is hiked, you can
call a new formation by pressing its number on the keypad. You will
have to become familiar with the formations and their numbers to
make effective use of audibles!
FOR BOTH OFFENSE AND DEFENSE
The following choices are available to both Offense and Defense:
TIMEOUT -- Press 6 to call a timeout. Timeouts are usually called by
the trailing team in the final seconds of a quarter so that time isn't
wasted during play calling. (During play calling, the clock normally
counts down a maximum of 20 seconds simulated time.) Each team
can call three timeouts per half.
STATS -- Press 7 to see the score, who has possession (indicated by a
small football next to the score of the team with the ball), the down,
yardage remaining for a first down, position on field, time remaining,
the quarter, and number of timeouts left for each team.
CONTRLS -- Press 8 to see how the hand controller buttons will work
during the actual play.
BREAK! -- Press 9 to leave the huddle.
Once the play is set, the hand controller keys work as follows:
HIKE! -- Press any of the four SIDE KEYS.
PASS TO RECEIVER ONE (passing play has been set) -- Press either of
the two TOP SIDE KEYS. (Note: Receiver 1 is receiver closest to top of
screen when ball is hiked.)
PASS TO RECEIVER TWO (passing play has been set) -- Press either of
the two BOTTOM SIDE KEYS. (Note: Receiver 2 is receiver closest to
bottom of screen when ball is hiked.)
PUNT (Punt has been set) -- Press any of the four SIDE KEYS. Note:
your key press should be in rhythm with the hike for best yardage;
that is, the time from the hike (first key press) to the quarterback
catching the ball should be the same as from the catch to the punt
(second key press). Kicking too early or late shanks the kick.
FIELD GOAL ATTEMPT (Field Goal has been set) -- Press any of the
four SIDE KEYS. Note: your second key press (Hike! is the first) should
occur just as the kicker reaches the ball for best yardage. Kicking too
early or late shanks the kick.
RUN (any play has been set) -- Press the wheel to control the
direction of the player with the ball.
Use the wheel to control the direction of the captain or, in the case of
an interception, the player with the ball.
LEARN TO USE THE WHEEL
With skillful use of the wheel, the ball-carrier can scramble, make
spectacular cuts, and make broken-field runs. The defensive captain
can "red-dog" (come up fast to penetrate the opponent's backfield),
drop back for pass coverage, or swoop in for an interception.
At the start of the game, the Home Team defends the goal to the left.
Teams change ends after each quarter, automatically. The defensive
team at the start of the game gets the ball at the beginning of the
The Visiting Team is Offense as game starts. Teams huddle on
Visitors' 20 yard line. Visiting Team selects offensive play. Home
Team selects defensive formation.
When both sides have pressed BREAK! to complete play selections,
teams line up on Visitors' 20 yard line. Offense presses HIKE and the
On passing plays, as soon as the ball is thrown, wheel control
transfers from the quarterback to the intended receiver. The other
receiver automatically becomes a blocker.
On running plays, as soon as the quarterback crosses the line of
scrimmage, the receivers become blockers.
If a player runs out of bounds, the whistle sounds and the clock
If Defense tackles the ball-carrier in his end zone or the ball- carrier
runs out of bounds from his end zone trying to elude tacklers, it is a
SAFETY: two points for Defense. After a safety, ball goes over to the
Defense at the opposite end of the field on the 20 yard line.
If Defense receives a punt or intercepts a pass in its own end zone
and Offense tackles the ball carrier there, it is a TOUCHBACK. No
points are earned. Play begins on the 20 yard line.
The gun sounds at the end of each quarter.
The pressbox appears at the end of each quarter and after every
score. A series of three screens shows the score, time left in the
game, the number of first downs, number of interceptions, number of
pass attempts, number of completions, total yardage gained, yards
gained running and yards gained passing.
The three screens cycle continuously until ENTER is pressed to return
to the game.
�1986, 1998 Intellivision Productions, Inc.