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Ulta Quick Start:

Click the "Accept" button three times and your playing. The first click defaults to a new game. The second click picks heads. The third click either picks receive if you've won the toss, or acknowledges the fact the Player 2 will receive if you lost it.

Quick Start:

The start up screen has three choices, New game, load a game, or playing options. To avoid the last two see "Ultra Quick Start" above.

When you start a new game the game starts with a coin toss, choose heads or tales and click "Accept". If you win, you'll get the ball and the computer will get it at the start of the second half (Exceptions to NFL Rules). If you lose it's the opposite. Since there is no weather (Wind or sun) in Click football, the goal you defend is randomly selected at the start of the game.

If your loading a game, simply choose load, and click "Accept". In the load game window either highlight the game you wish to load and click "Load" or just double click on the game of your choice. If you click on Cancel you will be returned to the start up screen.

Selecting Player Options brings you to a new screen where you can enter player names, select team colors, change the length of the quarters and turn the sound on and off. Note: These options are only available in a registered game.

Offense:

It's your ball click go and the Player 2 will kick it to you. Once the kickoff play is complete, and if you didn't get lucky and run it back for a TD (TD's and extra points) , regular play starts. In the lower left hand corner are your play options. You'll need to choose the type of play, run, pass, and the distance you'd like to try for. Longer plays are less likely to be successful but result in longer gains.You may also choose a Special play such as a Quarterback Sneak to try for a short gain, but it will wear down your quarterback (see Energy). Once you've chosen your play click go and the play will be executed. Be sure to watch the play clock on the Scoreboard while deciding what to do. If you exceed 25/40 seconds, you'll get a Delay of Game penalty.

Defense:

It's Player 2's ball, click go to kick the ball away. If Player 2 didn't get a touch down, regular play starts. The play options have now changed to Defensive options. Here you will choose what play you think Player 2 will try and execute. You don't have to guess exactly what the other player is going to do (see Play Options) . There are also Special Plays for the Defense, a Sack Attempt is one of them. Like all Special Plays they consume more of your players Energy than normal, but have greater benefits. The Play Clock display works a bit different on defense so that you don't have to wait 25/40 second every play to see if Player 2 is going to get the play off in time(see Game Time).

Contents:

Basic Game Play: How to play the game of Football., If you know, skip this part.

Controls: screen shot overview of the game screen.

Play Options: What plays to make and how they effect the game.

----Offensive

----Defensive

Special Plays: What they do.

Distance Selection: How far will it go and how often.

Command Buttons: Time Out, Go, what they do.

Scoreboard: What's on it and why.

Message Bar: What shows up here, and why you should read it.

Officials Bar: What shows up here, and why you should read it.

Game Time: How it works and why it's different.

Kickoffs, Onside Kicks: When and how.

Overtime: Why, when and how.

Energy: What is it and how it effects play.

Penalties: What are they and how can you get one.

NFL Rules: How the game does and does not follow them.

Saving a game: How to.

Loading a game: How to.

Game Options: What you can change in the game.

----Player Names

----Player Color

----Sound

----Difficulty

----Length of Quarters

Game Stats: The things you want to know.

----Game Play Statistics

----Energy level

Glossary:

Game Background: Things you don't need to know.

Basic Play:

This is a very basic overview of how to play the game of Football. This is not intended as a Football Bible, if you've never even seen the game played, or have questions on how the game works, this area is for you.

The game starts with a coin toss, normally the winner gets to pick whether you want the ball first or which end of the field you'd like (not Both and not in Click Football). In Click Football that's been Simplified. The winner gets to chose whether to kick or receive, the side of the field is randomly chosen.

The team that has the ball is said to be on Offense. You get four tries to make it ten yards down the field. If you do, you get four more tries. and so on until you either fail to make it or you score. (ie: Your on the 20 yard line, you'll need to get to the 30 yard line to get another set of downs (tries). You throw a short pass for six yards, you now need four more yards, it's what's called 2nd and 4, or second down, and four yards to go. If you try a run play and make it five yards, you've made it past the first down marker and it starts all over again with 1st and 10. If you didn't make it, you would be 3rd and 4.) If you end up getting to the fourth down and you haven't made it across the first down marker, there are several choices to make. If your real close, and really need to score, and aren't near the end zone, you might try a Quarterback sneak, if your close to the end zone you might try a Field goal, but most of the time if your a ways from the goal line you'll just Punt it away. Punting the ball ( kicking it ) away gives it to the other team and lets them try and score some points.

The team that doesn't have the ball is said to be on Defense. You have to stop the other team from working their way down field and scoring. Guessing what play their going to use is the best way to stop them. If you guess pass play, and they try a pass play, chances are you'll stop them (but not always). If they start moving down the field to fast, or there getting near the end zone, you might want to try a special play, like Blitzing, or sacking the Quarterback. Blitzing is a all out charge on the Offense, it limits the time the Quarterback has to make the play, and puts pressure on the entire Offensive line. Sacking the Quarterback is where you try to make it threw or around the Offensive line to get to the Quarterback. If you do, they move back a few yards and you also rattle the Quarterback.

It is possible to go backwards, if you have a player who is tackled behind the Line of Scrimmage while they have the ball, or if your Quarterback is sacked. You can also move back due to Penalties. You could end up with something like 2nd and 15, or what's called 2nd and long. In this case you would have to go fifteen yards to get a first down.

Scoring, there are four ways to score. A Touchdown, which is when any part of the ball crosses the goal line while in possession of a player. You can run the ball in or pass it to a man that's already in the end zone. It's worth six points. There's pages of definitions for it in the rule book, but that's the basics of it. After you score a touchdown you have a choice, you can either try and kick the ball threw the uprights for one extra point, or attempt a two point conversion. That's where you line up on the two yard line and try to get over the goal line again, much harder than kicking, but you get two points for it instead. A field goal is where you kick the ball from a place on the field where the ball was last spotted and try and make it threw the uprights. If you do, you get three points for it. The last way to score is the Safety, it's scored by the Defense and not the Offense. Simply put, if you've got the other team backed up to their own end zone, and you can tackle the guy with the ball in the end zone, you get two points, and they have to kick it to you afterwards. You can also get a safety if the other team makes a penalty while in the endzone.

The game of Football is divided up into four quarters and two halves. Each quarter last fifteen minutes. At the end of each quarter, the teams switch which end zone they'll defend. At the beginning of the second half (3rd quarter), each team gets three more time outs (but doesn't keep the old ones), and the ball is kicked off again. The team that got the ball at the start of the game will be the ones kicking it at the start of the half.

Timing is everything. Remember, each quarter is fifteen minutes long, the time is displayed on the Game Clock somewhere in the stadium. The clock starts ticking ( if it's not already going ) at the start of a play. If it's a pass and it's incomplete, it stops again, if it's a run or a completed pass, it keeps going. If the player with the ball runs out of bounds it stops. If the other team gets the ball (Change of possession) , or if there's a penalty, the clock stops. It also stops at the two minute mark at the end of each half. You can stop the clock, it's called taking a time out. You get three time outs each half. It's best to saves these until you really need them. Lot's of clock stopping. But that's why a game that is an hour long, lasts three hours or more.

There's another kind of clock, it's called the Play Clock. At the beginning of each play it counts down from forty/twenty five to zero. You have to start the play before the Play Clock hit's zero or you get a Delay of Game penalty, which will move you back five yards. There are over twenty pages in the NFL rule book covering time, this is just the basics.

Penalties are what you get when you break the rules. There are tons of penalties, they all deal with when and how you can or can't do something. You can't grab a guys face mask and bring him down like a steer at a rodeo. That's a Face Mask penalty and is good for -15 yards. At least half the penalties come at the line of scrimmage. Some penalties take yards away, others give you yards. They can also take away downs. So you could go from 2nd and 8, to 3rd and 13, so watch the message bar after a penalty to see what the results where.

There are two basic ways to lose the ball before getting a fourth down, Fumbles and Interceptions, A Fumble is when either a runner or the Quarter back drops the ball and the other team picks it up. Interception is when the Quarterback passes the ball and someone from the other team catches it instead. In both cases the ball now belongs to the other team.

At the end of the forth quarter, who ever has the most points win. If it's a tie, you go into Sudden Death Overtime. This is like a third half, another coin toss and more time outs. The first person to score wins. In regular a season game, if no one scores before the end of the overtime period, then the game ends in a tie. In a playoff game, the game keeps going until someone does score.

Very basic, but it gets you playing.

Main Screen

gs1
Playing Field
Message Bar

"Long Bar"

Play Option Distance Selection Special Play Options Command Buttons Officials Bar

"Short Bar"

Scoreboard
Scoreboard
Time Outs Remaing
Game Time Play Clock
Player 1 score Player 2 Score
sb
Downs Yards to go for first down Ball is on yardline Quarter

Play Options:

Offense:

-Pass - This option allows you to pass the ball to a receiver.

-Run - This option allows you to hand off the ball to a running back.

-Spikeball - This forces the Quarterback to spike the ball on the ground and stop the Game clock.

-Kneel - The Quarterback will kneel with the ball at the start of play, ending the play but not stopping the game clock.

Defense:

-Pass - The defensive line will try harder to stop the pass play

-Run - The defensive line will try harder to stop the run play

- Stop Sneak - The defense will try and stop a Quarterback sneak.

note: Even if you guess the correct type of play it doesn't mean you'll stop it all the time. If you don't stop it, you may limit their yardage. There will also be times when you guess wrong and still stop the play, it works both ways.

Special Plays:

Offense:

- Out - When time is critical, you might want to move to the outside to stop the clock. Selecting this option does limit the distance of your play.

-LongBomb - Also known as a Hail Mary play. If your long on yards, and short on time and downs, you might want to try this one. It's a very long pass attempt. But, you need to be on your opponents 35 yard line or greater to use it.

- QB Sneak - Is a Quarterback Sneak, Once your Quarterback has the ball he will charge the line of scrimmage and try and gain a few yards. Using this option does decrease your Quarterbacks energy.

- Punt - When it's fourth down and long, or you just don't want to risk it, this option lets you punt the ball away to the other team.

- Field Goal -If your close enough and want to just go for 3 points, select this option and your team will try for a field goal. Be careful, if your out of downs, and you miss, the other team gets the ball from the line of scrimmage.

Defense:

- Stop Out - If you think the other team is going to try and go out of bounds, this option tries and prevents that.

Blitzing:

In Click football there are two kinds of Blitzs, the Pass and the Run Blitz. Both plays use up extra energy from your Defensive line, and increase your chance of a Penalty, but could also result in loss of yards for the other team, stopped play or even a sack.

- Pass Blitz - Charge the Offensive line trying to stop a pass play. Even if you don't succeed you may limit their yardage.

- Run Blitz - Charge the Offensive line trying to stop the run play. Again, even if you don't stop them, you may limit their yardage down field.

- Sack - Although Blitzing may result in a sack, this option lets you try for one. If you miss, you increase the chance of the other team getting off a play, and lowering your defensive lines energy. If you succeed you'll stop any play the other team was going to make as well as lower the energy level of their Quarterback while raising the energy of your whole team.

Distance Selection:

The shorter the try, the more likely you are to succeed, but the fewer yards your likely to gain. The longer the try, the less likely you are to succeed. Extra-Short, and Short plays are the bread and butter of distances. Their used more than the others.

- XShort, Short - An Extra Short, or Short play, more often than not will succeed. It is possible to get big gains on XShort tries, it's just not as likely. These two if selected with a Pass option are thrown inside the line of scrimmage.

- Med, Long - Medium and Long plays really move the ball down field, but just don't succeed as often. If these complete, your guaranteed yardage.

Command Buttons:

There are only two buttons on the main interface of Click Football.

- Time Out - This is the similar to a regulation time out. The Game Clock Stops, and the game is paused. Unlike in a real game, the Play clock does not start up again after the time out has expired. To begin playing again, simply click on any play option and the Play clock will begin counting down. This allows you to start playing right after a time out is called, even if Player 2 called it.

If you call a timeout before the other team tries a field goal or extra point, the kicker is less likely to succeed, but you've burned a valuable time out. It's called, "Icing the kicker".

- Go - The most used button of them all. It starts a play whether Offensive, or Defensive.

Scoreboard

Almost everything is here. Once you get used to where everything is, a quick glance is all you'll need to find out what you need to know( picture ).

Message Bars:

There are two of them:

-Message Bar "Long Bar" -

Here's where what's happening is printed. Was the play good, if so, for how many yards. Was there a penalty and what to do next. If all else fails look here for what's going on. Think of it as the announcer for the game. Sometimes things happen fast and a message may be overwritten with another. If that happens click on the drop down menu on the toolbar called "Messages". It will list the last five messages.

-Officials Bar "Short Bar"-

Here's official information is displayed; Time outs, Penalty notice, end of quarter etc. If the long bar is the announcer of the game, the short bar is the official.

Game Time:

- Game Clock - This is where you keep track of how much time you have left in each quarter. The starting and stopping of it depends on the action on the field and how much time is left on it. Click Football when ever possible Follows NFL rules for stopping and starting the clock. The length of each quarter can be changed in a registered game, 3:00, 5:00, 7:00, 10:00, 15:00, and 30:00 min per quarter.

- Play Clock -

In Click Football the play clock acts different depending on who has the ball. Keep this in mind while playing.

-- Offense -- While you have the ball and you are on Offense the game clock acts like in does in a regulation game. From the end of one play you have 40/25 seconds to start the next play or receive a Delay of Game penalty.

-- Defense -- The way the game clock works on defense is a little different. For the first three seconds of the play, the Play Clock is replaced by moving bars, and the Go button is disabled. The computer calculates whether "Player 2" is going to get the ball off in time, or if a Delay of Game Penalty will occur, If there's a penalty the correct amount of time will be subtracted from the Game clock and the Penalty will be enforced, and the next play will begin. This is done so you don't have to sit and watch the clock tick down to zero each play to see if "Player 2" is going to get a penalty or not.

If "Player 2" is going to get the ball off in time, the Play Clock starts counting down with the time that's remaining. The computer then calculates how long it will take for "Player 2" to start the play. If that calculated amount of time runs off before you make your defensive choices and click Go the two clocks will pause and the play clock will start flashing. This does not mean the game is paused, nor is there a time out in effect or a penalty, it just means that the game is waiting for you to click Go. If it didn't stop you could just let time tick away and waste it for the Offense. Time that the Offense may need.

If you click Go before the calculated time is up, the calculated time remaining will be subtracted from the Game Clock and the play will be executed. This way you can't force a play to start before the Offense would have wanted it to. They might be trying to run off time to stop you from scoring.

It will become quite natural after a play or two, and it insures that each team is able to control the clock without rushing you. If your still confused, check out the examples below.

Some Examples:

1 ) 12:50 left on the Game clock, and it's running, Player 2 is going to cause a Delay of game. Before three seconds has passed, the game will show the Delay of game penalty and 40 Seconds will be subtracted from the Game Clock, the penalty is enforced, and a new play starts. Leaving 12:10 on the Game Clock.

2 )12:50 left on the Game clock, and it's running, no Penalty, the computer figures it will take 30 seconds before Player 2 gets the play off. The Play Clock will count down to 10 and then stop and begin flashing. No more time will be run off the Game or Play Clock until you click Go. The Game clock will be at 12:20 at the start of the play.

3 )Same as number 2, but you make your selections and click Go after only 15 seconds, 15 more seconds(for a total of 30) will be subtracted from the Game Clock and the play will start. The game clock will be at 12:20 at the start of the play.

Note: Click Football uses the 40/25 rule. (see NFL Rules and the Glossary)

Kickoffs and Onside Kicks:

After scoring some point you'll have to kick the ball off to the other team. If you'd like to just kick it, then simply click "Go" and the kick is off. If you'd like to try for an Onside kick, the timeout button has been replaced by an Onside button / Kickoff button. Clicking this button will toggle onside kick or regular Kickoff.

Overtime:

Click Football is played as if it's a playoff game (aren't they all). If the game ends in a tie, you'll move into overtime. There'll be another coin toss, and then the start of the "Sudden Death Period" You'll get two new time outs instead of three. The first one to score wins. If no one scores, you go to another period until someone does.

Energy:

Energy is a combination of Attitude and Stamina. If the other team scores a Touchdown, everyone's Energy on your team sinks a little, while on the other team it goes up. If your in a play, you use Energy, if your on the bench, you gain some back. You attempt a Quarterback Sack, if you succeed, you lower his energy, and those of his team mates, if you fail, you lower yours, but raise the Offensive lines Energy. If you throw a pass your receivers use more Energy than your runners, and vice versa if you run the ball. The present state of your teams Energy can be accessed through the "Stats" menu of a registered game.

Penalties:

Their not hard to program into a game, a random number generator, a few Select statements and your on your way to making a game that cheats. How often have you played a sports game and you get hit with a big foul or penalty at the worst possible moment. The first thing out of most peoples mouths is "Cheater". How many CD's have been snapped for that very reason. Because of this, Click Football uses only a few penalties. Five to be exact, Delay of game, False Start, Holding, Defensive Pass Interference, and Offsides. Future versions may use more if people want it, but not this one. Simple aye?

NFL Rules:

The Official Rules of the NFL are lengthy. At the time of the writing of this help file there where 18 Rules in the NFL. Doesn't sound like much until you know that a Rule is just another name for a Chapter, and that each Rule has Sections in it, often as many as five, inside each one of those are Articles, some have twelve or more, each Article is divided up into paragraphs, and subparagraphs. Not to mention Notes, Exceptions, supplemental notes and Penalty Notes which may appear at the end of each paragraph. The entire set of Rules is just under 200 pages.

I think you get the idea, unless your an official on the side lines it's impossible to know them all, and even they don't. Click Football whenever possible has adhered strictly to the Official Rules, after all, if it didn't it would be called Click Soccer or something. Once in a while we fudged a little, as in Time Outs. And at least once or twice we threw away the rules all together and made up our own (ie: Displaying the Play Clock), but only to make the game easier to play, and hopefully a little more fun. No rules where changed that would alter the outcome of a game, or give either player an advantage.

We decided to do away with the new double hashmarks on today's fields. It cluttered up the screen and didn't improve game play any.

The Following features are only available in a registered game.


Saving a game:

Select "File" on the menu bar and then "Save Game". Type the name of the game to be saved, and click "Save". You can also just double click on a file that has already been saved and overwrite it.
Warning: Deleting and overwriting a game is done without further prompts.

Loading a Game:

Select "File" on the menu bar and then "Load Game". Highlight the game you wish loaded and click "Load". You can also just double click on the saved game.
Warning: Selecting the "Del" button deletes a game without further prompts.

Options:

- Players Name - Here you can change the default names of Skins and Shirts to anything you like, including team names, or the name of your dog. You can either change them at the start of a new game or from the options menu anytime during the game.

- Player Color - Here you can choose which color your team has, maybe one will match your favorite team.You can either change them at the start of a new game or from the options menu anytime during the game.

- Sound - Turns the sound effects on and off. Nice for office use.

- Difficulty - Here you can choose between Easy, Normal, and hard. Unregistered is set to Normal.

- Quarter Length - You'll be able to choose how long a quarter last from seven different settings, 3:00, 5:00, 7:00,10:00, 12:00,15:00 (regulation), and the lengthy 30:00 minute quarter. You can add time to a quarter at any point in the game. But you'll have to wait until the next quarter starts or start of a new game before the changes take effect. Unregistered is set to five minutes.

Statistics:

- Game Play Statistics - Up to the second stats on the game for both players, including, First Downs, Time of possession, Passing plays, Passing yards, average yards, Rushing (running) plays, Rushing yards, average yards, Sack Attempts, Sacks, penalties, Field goals and touchdowns.

- Energy - You'll be able to look and see how your team is doing, shown are the Energy levels for your Quarterback, Wide Receivers, Running Backs, Offensive Line, and Defensive Line. As well as the Energy Levels for the other team.

Note:

You'll also be able to play the entire game, un-registered versions can only play the first half.


Glossary:

Blitz - An aggressive charge by the defensive into the offensive line attempting to limit their option and force a bad play.

Cornerback - A defensive player who covers receivers and prevents them from making catches.

Defensive Line - A line of defensive players who try and stop the run play and get to the quarterback, along with keeping the offensive line busy.

End Zone - The area of the field beyond the goal line. It is 10 yards deep and contains the goal posts. If the offense gets here with the ball they score a touchdown.

Fair catch - When the ball is kicked, if the receiver plans to catch it and not run with it, he will wave his hand above his head signaling for a fair catch. If he does so, the kicking team can not tackle him.

Field goal - Is when the ball is kicked from the playing field into the end zone. It is kicked seven yards back from the line of scrimmage. If it passes through the up-rights it's worth three points.

First Down - A first down occurs after a change in possession, or if the offense travels ten yards from where they first started. They get four tries to do this.

Goal Posts - A "Y" shaped post with a flat crossbar running through it's middle. The two bars on either side area called uprights. A field goal or an extra point must travel above the crossbar, and between the uprights.

Game BackGround:

This game came about because it was impossible to find just a simple game of football, that didn't take forever to load, or had way to many options. By the time you picked the style of play, the team, what location, and weather conditions, it was time to do something else. Also most Football games today try and simulate the "TV experience" to closely. By the time the game shows what down it is, the computer has already moved on, preventing you from selecting the play you want. That and all the keyboard or joystick pounding is enough to drive a person crazy some days.

There are two main problems with being on defense and the use of the play clock in most other football games. Either the game cuts you off before you can make your Defensive choices, or you have to wait the full 40 seconds before finding out if there's been a Delay of Game or not. Hopefully we've solved that here.

Think of Click Football as a Football Solitaire game, with all the cheering, cussing and high fives of a real game.

Some useless stats on the game.

There are more than 31,800 lines of code.

That's over 693 printed pages.

211 events that trigger messages to be displayed.

60 subroutines.

12 Timers (only two ever run at the same time).

209 events that trigger information to be sent to the immediate window (Beta only).

More than 2000 comment lines, talk about well documented.

Variables are set to some value, 19,906 times.

Some command words and how often they appear.

Select - 2,005

Case - 2996

If - 2,725

Else - 807

End - 1975

For - 429

"=" - 20,291

"-" - 5,204

"+" - 7,633

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