CyberSports for Football User Guide, Version 3.8
Using the Next Play Action Button
This chapter will lead you through the process of using the CyberSports for Football Game Module. You will learn everything necessary to enable you to record perfect football statistics.
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You’ll learn how to set Preferences, and information specific to each game. While it takes some time to enter the team rosters, you’ll see that the actual setup for the game is an easy process. Understanding this process is important so that you’ll be able to create useful reports.
As other schools in your league begin to use CyberSports for Football, be sure that they are using the same version you are using and have them e-mail a copy of their Team File a day or two before your game. You’ll be sure to have the most recent updates and it will save you a lot of time. If you play them in the post-season have them e-mail their most recently updated Team File again.
During the Game
In this section you’ll find all the information needed to record the statistics for each game. Actions include run, pass, kick, penalties, timeouts, fumbles, formations, and many more. You’ll also learn how to edit action when you make a mistake or when the officials negate an action that you already recorded. You’ll see that it really isn’t difficult to record so many statistics.
There are a few features to review in this section, to make the next period easier to record. During halftime you may need to print a few reportsfor the coaching staff before your well-deserved break. Make sure that someone is keeping an eye on your laptop, though.
Here you can review the wide assortment of reports available to you. Be sure you know which reports you need immediately after the game and which reports the media needs. You’ll also learn how to make corrections after the game.
Most of the action is recorded using the screen below.
You will find that there are only a few actions that you need to initiate directly. These are called Primary Actions. After a primary action, CyberSports will prompt (display a question or command) for other resulting actions. This prompting process reduces the amount of button pushing and clicking necessary to record a game, allowing for rapid learning and efficient operation of the program.
For example, one of the primary actions is a pass. A pass is initiated by selecting the [Pass] icon on the bottom of the display. A number of things can happen during a pass play. First, you click on the [Pass] icon and then:
Prompt: Player for Pass? [The clock begins to run if it had been stopped]
Action: The list of quarterbacks is displayed. Select the quarterback or click on the other tabs above the Quarterbacks names to identify the player who threw the ball. Alternatively, you can type in the player’s number in the text box below the roster area. If the correct player name is already highlighted, you do not have to select the player and you can proceed to select the location of the pass.
Prompt: Pass Location? [Clock continues to run ONLY if Complete is chosen]
Action: Select the field location where the ball was caught. As a result, a menu will appear with seven choices (Complete, Incomplete, Dropped, Defensed, Intercepted, Deflected, Spiked). For a completed pass, select Complete.
Prompt: Player for Pass Reception? [Clock runs unless you click Stop Clock]
Action: The list of pass receivers is displayed. Select the appropriate receiver, or tab through the lists of players to identify the correct player. Alternatively, you can enter the player’s number in the type in box below the roster area. If the correct player name is already highlighted, you do not have to select the player and you can proceed to identify the location the receiver advanced the ball to.
Prompt: Advance to? [Clock runs unless you click Stop Clock]
Action: Select the location where the player was tackled or downed the ball. At this location, a menu will appear with four choices (Tackled, Down, Fumble, Lateral). If the player was tackled, select Tackle. Use your mouse to point near the area where the ball was carried and click once with your Right mouse button. You will automatically be shown a close-up view of that area which will allow you to place the ball precisely where you want it. When you click with your left mouse button on the location, the close-up view will disappear.
Prompt: Player for Tackle? [Clock runs unless you click Stop Clock]
Action: Select the defensive player who made the tackle.
Prompt: Player for Assist? [Clock runs unless you click Stop Clock]
Action: If the tackle was assisted by another player, select the player who assisted in the tackle. If there was no assist, you can ignore this prompt and begin recording the next play.
After a couple of games you probably won’t even notice the prompts. You’ll have mastered the process and will be able to anticipate the dependent actions, while recording great stats.
Areas of the Screen Layout
The areas of the screen described in the following paragraphs.
Across the bottom of the screen in the middle you will find the basic Action Buttons for recording game information.
To either side of the Action Buttons you’ll notice a window for selecting the Formations you have defined for offensive and defensive sets.
In the center of the screen is the Field Diagram. The field diagram is used for entering locations where the ball was advanced, fumbled, thrown, kicked to, and recovered.
To the left and right of the Field Diagram are the Player Selection Lists. Players are assigned to one or more groups. There are too many players on each team to display them all at once. Depending on the input expected by the action being recorded, CyberSports for Football displays the list that is most likely to contain the player involved in the selected action. The player lists are organized into position lists, such as RB for running backs and LB for linebackers. Select the tab that contains the player you want to choose.
Above the Player Selection Lists, are the Team Buttons. Team button are used to assign an action to a team when it is unclear which player should be assigned the action. These can be edited as part of your Post Game exercise.
Centered above the field is the Scoreboard. The Scoreboard consists of a simulated game clock, period markers, and the
possession indicators. Notice the small arrows for adjusting the clock’s
minutes and seconds. You will normally use the possession indicator only to
indicate the kicking team at the start of the game.
When the clock gets ahead of the official scoreboard clock, we recommend that you keep the CyberSports for Football clock stationary until the official clock runs down to match the CyberSports for Football clock. If you wind the CyberSports for Football clock back, you could create a situation where actions already recorded will have a time stamp which is later in the game than the actions you will record next. If this does happen, you can adjust the times in the editor later.
A little practice and experience will increase your awareness of the clock and you’ll easily learn how and when to make the necessary adjustments throughout the game. Don’t worry about it too much when you’re just learning.
To the left and right of the scoreboard are Action Lists. Action Lists display the last 5 actions that you have recorded for each team. While all actions are saved, the actions that are visible can be easily selected if you need to correct a mistake during the game. To edit an action in the Action List, just double-click on the action to bring up the editor. Practice with this so that you can see how easy it is to find your action using the Action List display.
Below the Player Selection Lists you’ll notice arrow buttons that can be used to change the display of the field. The Zoom arrows can be used just like the zoom feature of your camera to give you a close up or distant view of the playing field. The Scroll arrows are used to move your view of the field left/right or up/down.
When you need to indicate a position on the field that is not currently in view, you can use the scroll and zoom buttons. Alternatively, you can also just place the cursor on the edge of the field display and the field will automatically scroll in that direction. The automatic scrolling will only occur when CyberSports for Football is expecting you to select a position on the field.Use your mouse to point near the area where the ball was carried and click once with your right mouse button. You will automatically be shown a close-up view of that area; this allows you to place the ball precisely where you want it.
To reset the view of the playing field, select Reset Field under the During Game menu on the main menu bar.
Use the mouse to move the pointer around the screen to quickly choose commands, click buttons, and select text. To move the pointer, just move the mouse. If you’re not satisfied with the performance of your mouse, go to the Control Panel in Windows and double-click the Mouse icon. In Mouse Properties you will be able to modify several settings associated with your mouse.
Some users have found it helpful to change the color of the mouse pointer from white to black. They indicate that the contrast is improved, making it faster to locate the cursor position when looking from the field to the screen. The pointer size can also be changed to make it easier to find.
If you are using a laptop computer, be sure to have a regular two-button mouse that can be attached to the laptop. The built-in trackballs and pointers that are manufactured for laptop computers are too slow to make your experience rewarding.
The following table shows the basic mouse techniques. If your mouse has more than one button, be sure to use the left button unless otherwise specified.
Position the pointer on an item.
Point to an item, and then quickly press and release the left mouse button.
Point to an item, and then quickly press and release the left mouse button twice.
Point to an item. Press and hold the mouse button as you move the mouse to a new location. Then, release the mouse button.
The pointer shape changes for the task you’re doing. When you point to text, the pointer becomes an I-beam. When you point to a menu or toolbar, it becomes a left-pointing arrow.
Under the File menu there is an option for Preferences. This dialog contains important information common to all the games that will be recorded with your software. These options can be changed for each game, or can be set once at the beginning of the season and left unchanged.
For example, if you only record stats for high school games, you should set the Game Format to High School and leave it there. This setting will stay at High School until you decide to change it.
To set the preferences, choose the Preferences command option, after selecting the [File] command in the Game Module.
There are five standard Game Formats available, which differentiate between the various levels of play: Elementary, College, Professional, and Canadian. In addition, a Custom selection is available that allows you to customize the Game Format to fit any circumstance or change in the rules that affect your stat-keeping role.
The selection of Game Format will define the following:
If one of the standard five formats does not reflect the format for your games, choose the Custom format. Then, for each variable, place your cursor in the cell and type the correct number of periods, minutes for Period Length and Overtime Length, and Kickoff Location.
Within the Preferences, Dialog, click on the Formations tab to see the above tool that you can use during the game to tag each play with an offensive and defensive formation. This tool is where you create a list of Offensive and Defensive formations that you expect to select from.
To enable the software to display Offensive and Defensive formations, just use your mouse to put a check mark in the box next to the two Active fields. Click in the box again to make this feature inactive.
Spend a session with the coach to create a list of Offensive and Defensive formations that you expect to choose from. You’ll want to rank these formations according to how frequently they will be chosen. Put the most common formations among the top seven because these are the ones you’ll be able to click on without having to scroll down.
The mechanics of adding formations is very easy:
To change the name of a formation, click on the formation to display its name in the type-in box below. Correct the spelling or change the name of the formation and then click the [Update] button.
To delete a formation, just select the formation on the list and click the [Delete] button.
Creating a list of plays is exactly the same process as creating a list of Offensive or Defensive formations.
Note that there is currently no Active option because CyberSports for Football does not allow you to create additional plays during the game. Using CyberSports for Football, you can add plays by using the Game Editor as a postgame task.
As you scroll through the list of actions in the Editor, you’ll notice that for every action that signals the first action of a Run, Pass, or Kick there is an Offensive and Defensive Formation highlighted if one was recorded. To associate a particular Play with that action, just click on the appropriate play in your list. Then move on to the next sequence.
The Advanced Features boxes are checked by default. If you want to record actions in CyberSports for Football without receiving prompts, turn these selections off (deselect them).
While we offer two modes of saving the game data, we strongly urge you to rely on the Full Auto Save option if your computer isn’t slowed down as a result. This is your best insurance against unforeseen problems, such as a power cable being accidentally disconnected.
Full Auto Save can slow down your system a little. Try this option first to determine if your computer is powerful enough to allow you to work efficiently. Keep in mind also, that most laptop computers are slowed down to about half of their normal speed when running off of their battery.
The other option is provided for those customers who are using less powerful and even marginal hardware. If you find that the system slows considerably because of frequent saves, you can reduce the amount of saving and improve performance by choosing the No Auto Save option.
Understand that you risk losing game data in this case, however. When using No Auto Save you can manually save game data as often as you want. So, save as often as possible to reduce the risk of losing your work. If you record the game with videotape, at least you will be able to retrieve the stats later if data is lost.
To start a game you first need to provide the data about the two teams that will be playing in the game, along with other important game information such as where and when the game is being played. This is done using one of the pregame commands found on the menu bar. The picture below shows the dialog that is used for entering pregame information.
To use the PreGame Setup dialog:
Select PreGame from the Main Menu Bar.
Click on the Teams tab when you’re ready to enter the rosters or to select previously created Team files. If you created your team file during another session, just click on the [Load from File] button to select it. The Windows File Selection tool will appear for you to choose the team file.
Use the [Edit] button to create a new Team file. If you are creating several team files you would use the [Edit] button the first time and then click the [Add New] button to create the next one. Save each file, and the use the [Load From File] buttons for the Home Team and the Away Team when you’re getting ready to record a game.
When you’re ready to add the officials’ names into the program, just fill out the row following the number 1. Put the official’s jersey number and his or her name. Then click on one of the buttons above (Referee, Umpire, …). To add the name of the next official, click the [New Official] button on the bottom right.
The other selections on each row (Appearance, Judgment, Knowledge, Effort) are used to keep notes about the officials’ performance and skill level.
This information is saved in an Officials file so that
you won’t have to re-enter this information for every game when you have the
same officials from one week to the next.
Scoreboard Names are displayed above the score on the CyberSports For Football scoreboard. You can enter school names or team nicknames. The selection for Player Name Display determines how the player names are shown on the Main Screen.
There are two methods you’ll use to enter the teams for a new game. If this is the first time you are entering a particular team, choose the [Edit] button for Team 1 (Home) or Team 2 (Visitors). If you have previously entered one of the teams, and saved that team, you’ll want to choose the [Load From File] button under Team 1 (Home) or Team 2 (Visitors).
Once the team files have been saved, you can change the roster, activate or de-activate players, or change any information necessary about the team or players.
Do not re-create your team file for each game. It is important that you use the same team file for each game played. With CyberSports for Football, you can change the names of the players, their numbers, and any other information about the players or the team. However, if you delete the player and then add the same player to the team, CyberSports for Football’s Season Module will show two different players that are actually the same person.
Similarly, if you create two team files with identical player names and numbers, CyberSports for Football will need some help from you so that it can recognize the teams and players as being the same.
Therefore you should become accustomed to editing the team and player data rather than deleting players and teams.
If you are attending a jamboree or the playoffs, where the organizer is using CyberSports for Football, you’ll want to make a copy of your team file on a floppy disk and make sure that they use the latest version of your team file. If they type in the names of your players into a new team file, you will have to do some extra work in the Season Module before you can use these game files.
Click the [Edit] button under Team 1 (Home) or Team 2 (Visitors). You will need to perform these steps for each team in the game. Clicking the [Edit] button during Game Setup will bring up an Edit Team dialog as shown in the picture below.
After entering the Team information, Player information and setting the Report Setup, you must save the team information so you can use the [Load From File] option in the future.
When you click on the Player Info tab to put in the players for a team, the Player Information dialog will appear as shown on the following page.
As a minimum requirement you should enter the player numbers. The additional information can be added later.
You can enter all of the players on the team, even if some will not be playing in the next game. By clicking on to the Active Player selection box, you can activate and de-activate individual players.
Several fields in the Player Info dialog have convenient popups that appear when you click in one of the cells, such as the Player Number, Height, Class, and Experience fields. Others are entered with the use of your keyboard by typing the characters after selecting the field.
Class/Experience can be used to indicate a grade level such as So for sophomore. Other possibilities include RK for rookie, RS for returning starter, RP for returning player, or a number to indicate how many years of experience. The Home/School field can be used to indicate the previous school (for example, for college players this would be their high school) or hometown.
The Position field is quite different. When you click in one of the Position cells, you will see the following dialog for entering the player position and the players’ rank on the depth chart at that position:
In the above example, the player plays the following roles for his team:
• Offense: 1st team Wide Receiver / 2nd team Quarterback / 3rd team Running Back
• Defense: 2nd team Cornerback
• Special Teams: 1st team Kick Returner
After entering the positions and depths, click on [OK] and go to the next player.
The [Eval Player] button is used to access the Player Evaluation dialog, which the coach uses to provide feedback to the players on their performance and to provide direction with areas they need to improve. Several fields can be included on the Player Evaluation report regarding Scholastic performance, but these are optional. To add or remove the scholastic fields, see the following Report Setup section.
Class, Experience, School, and Athletic Director are normally printed on the Team Roster. You can choose to remove these from your roster by removing the check mark under Include in Roster. You can also change the title for these fields by replacing the text with your own choice. For example, it may be appropriate to replace Athletic Director with General Manager.
The Depth Chart Alignment options allow you to customize how this information is reported on your Depth Chart report. You should try all of the different options to find the style that suits you.
Select the other options on the screen shown above to have these options included in the report.
It is important to save the team roster if you have used the edit features to create or modify the team. The team file can be used to simplify the pregame process in the future. Also the team file is used to start a season file for that team.
When you click [OK] on the Edit Team dialog, you will be prompted to save the Team file.
Type in Team Name (other team entries are recommended).
Select Add New to add players to the team’s roster.
To save the Team file, click the [OK] button. You will be prompted for saving the Team file. If you do not add the .fbt extension, CyberSports for Football will do it for you.
Once a team’s information has been entered and saved, the game preparation is greatly simplified.
Click the [Load From File] button under Team 1 or Team 2. The Windows file selection dialog will appear. Select one of the teams you’ve created before (these should be identified with the .fbt extension, such as NewYork.fbt).
Once the team has been loaded, its name will appear above the [Load From File] button. You can then use the [Edit] button to make changes in the Team Roster or in Player Information. For details on making these changes, see the previous section Entering a New Team.
If the player selection lists appear on the opposite end of the field display for this period of play, you can use the Switch Sides command under the During Game menu item to correct the problem. Just select During Game on the Main Menu and then choose the Switch Sides option. The player lists, the scoreboard and the Action Lists will re-appear on the opposite side of the screen.
In addition to saving your team files, be sure to save your Game file. This would be a great time to save the game -- before any actions have been recorded. When saving, you select [File] on the Main Menu bar and choose [Save]. The File Save dialog will appear. Enter the filename. If you do not add the .fbg extension, CyberSports for Football will do it for you (such as Washington State Cougars.fbg).
This chapter will describe all of the commands you’ll need to learn to record the game. These are of two types: Action Commands and Utility Commands. The chapter concludes with a section that describes the various methods for correcting mistakes.
There are two methods for starting the clock. Use the [Start Clock] / [Stop Clock] located just below the scoreboard clock, or use the [C] key on your keyboard.
While recording a game you can stop the clock with one of the following actions:
Either of the following manual actions stops the game clock.
Click on the [Stop Clock] button.
Press the [C] key on the keyboard.
Any of the following actions will stop the game clock.
Click on a [Penalty] button.
Click on the [Time-Out] button.
Record an Incomplete Pass. The clock stops when you select Incomplete.
Record a Run out of bounds.
Record a Run or Pass for a Touchdown.
Record a Field Goal.
Record a Fumble Recovered by the defense.
After the ball is down, following a kickoff.
CyberSports for Football stops the clock for you in all of the above circumstances. In a number of situations, the clock is automatically started for you.Game Clock
Either of the following manual actions will start the game clock.
Click on the [Stop Clock] button.
Press the [C] key on the keyboard.
Any of the following actions will automatically start the game clock.
Click the Punt Icon.
Click the Run Icon.
Click the Pass Icon.
Click the Field Goal Icon
Click the Kick Off Icon.
For any other situations, you must remember to start or stop the clock manually.
If you need to adjust the amount of time left on the clock, you can use the arrow buttons to the left and right of the [Start Clock] / [Stop Clock] button to adjust the minutes or seconds respectively.
We recommend that, whenever possible, you let the official scoreboard clock run down until it catches up with the CyberSports for Football scoreboard clock.
Whenever an action icon is clicked, CyberSports for Football will analyze the situation to determine which players you are most likely to choose from. If the player you need is not on that list, you can click on the Tab for another category to find the correct player.
Player Selection Tabs
Type of Action
Player Selection Tabs
K P KT
QB RB PR OL
DL LB DB
An alternate method for choosing a player is to type the player number in the entry box below the player selection list. You must remember to press the [Tab] key on your keyboard after typing the player number.
Before the first kickoff, use the Switch Sides option of the During Game menu to orient the teams according to the direction the teams will be moving the ball. Notice the two footballs on the scoreboard on either side of the Quarter indicators. By correctly selecting the football, you can indicate the team that will be kicking the ball.
the Kickoff icon
This will start the Game Clock.
Select the player who kicked the ball.
Indicate where the ball was touched. You will then see a popup menu appear with three choices: (Run, Fair Catch, Recovered by kicking team). Make the appropriate selection.
for Kick Return?
If you select Run, you will next select the player from the receiving team who began returning the ball.
Indicate the location on the field where the player went out of bounds, was tackled or downed the ball. For an out of bounds run, click outside the field at the correct yard marker. Use the Zoom capability to aid in locating the correct yard marker. You will be presented with a pop-up menu if you select a location on the field: (Tackled, Down, Fumble, Lateral). Make the appropriate selection. Use your mouse to point near the area where the ball was returned to and click once with your right mouse button. You will automatically be shown a close-up view of that area which will allow you to place the ball precisely where you want it. When you click with your left mouse button on the location, the close-up view will disappear.
Assuming the runner was tackled, select the defensive player primarily responsible for the tackle.
If another defensive player aided in the tackle, select this player to be credited with an assist. If there was no assist, you can ignore this prompt and select the next action.
Select the offensive player who is running with the ball. If the ball carrier is not on the displayed list, Tab through the lists of players, to find the ball carrier. Alternatively, you can enter the player’s number in the type-in box below the roster area. If the correct player name is already highlighted, you do not have to select the player and you can proceed to select the location of the pass.
You will then be prompted to identify where the runner crossed the line of scrimmage (Left End, Left Tackle, Left Guard, Center, Right Guard, Right Tackle, Right End).
Select the field position where the ball was advanced, or select inside the end zone or select a position out of bounds at the appropriate yard line. If you select a position on the field, you will be prompted to identify whether the player was tackled, downed the ball, fumbled or lateraled to a teammate.
Use your mouse to point near the area where the ball was carried and click once with your right mouse button. You will automatically be shown a close-up view of that area which will allow you to place the ball precisely where you want it. When you click with your left mouse button on the location, the close-up view will disappear.
Assuming the runner was tackled, select the defensive player primarily responsible for the tackle.
If another defensive player aided in the tackle of the runner, select this player to be credited with an assist. If there was no assist, you can ignore this prompt and select the next action.
The list of quarterbacks is displayed. Select the appropriate quarterback, or Tab through the lists of players, to find the player who threw the ball. Alternatively, you can enter the player’s number in the type-in box below the roster area. If the correct player name is already highlighted, you do not have to select the player and you can proceed to select the location of the pass.
Select the field location where the ball was caught. As a result, a menu will appear with seven choices (Complete, Incomplete, Dropped, Defensed, Intercepted, Deflected, Spiked). For a completed Pass, select Complete.
for Pass Reception?
The list of receivers is displayed. Select the appropriate receiver. If the correct player name is already highlighted, you do not have to select the player and you can proceed to identify the location where the receiver advanced the ball.
Select the location where the player was tackled or downed the ball. At this location, a menu will appear with two choices (Tackled, Down, Fumble, Lateral). If the player was tackled, select Tackle. Use your mouse to point near the area where the ball was carried and click once with your right mouse button. You will automatically be shown a close-up view of that area which will allow you to place the ball precisely where you want it. When you click with your left mouse button on the location, the closeup view will disappear.
Select the defensive player who made the tackle.
If another player assisted the tackle, select the player who assisted in the tackle. If there was no assist, you can ignore this prompt and begin recording the next play.
When you select Incomplete, you will have to provide the intended receiver. This is usually clear when the ball has been thrown near an open receiver. If you select Defended, you should also be able to distinguish who the intended receiver was. In situations where a lineman has deflected the ball, you may not have any idea who the intended receiver was, and you will not be asked for this information – so select Deflected.
If you click the pass location out of bounds, you will not be asked to indicate the intended receiver. So, click out of bounds if the quarterback seemed to be “intentionally throwing the ball away.” If the receiver was clearly known, but overthrown or just missed the catch – click on the field near the sidelines so that you can select the intended receiver.
Select the player who punted the ball.
Select the location on the field where the ball was touched. You will be presented with a menu to select the result: (Run, Fair Catch, Downed). If the ball went out of bounds, select a position out of bounds that is in line with the yard line where the line of scrimmage will be. If using the Canadian football selection (as defined in the File Preferences selection), a punt into the end zone that is not returned is a “rouge” (1 point for the kicking team); you will see this option when selecting the end zone as the area for the end of the punt.
for Punt return?
Assuming a player fielded and began to return the ball, select the player who returned the ball.
Select the yard line where the player advanced the ball. You will be presented with the choices (Tackled, Down, Fumble, Lateral). Use your mouse to point near the area where the ball was carried and click once with your right mouse button. You will automatically be shown a closeup view of that area; this allows you to place the ball precisely where you want it. When you click with your left mouse button on the location, the closeup view will disappear.
Assuming the player returning the ball was tackled, select the defensive player who made the tackle.
If another player assisted the tackle, select the player who assisted in the tackle. If there was no assist, you can ignore this prompt and begin recording the next play.
Select the player who kicked the ball.
Select the field location where the ball was kicked.
Select between the uprights for a good field goal. Three points will automatically be awarded the kicking team.
Select to the right or left of the uprights, and beyond the end zone, if the ball was wide right or wide left.
Select in the end zone if the ball was short.
Note: If you have selected Canadian in the File Preferences selection, and the field goal attempt is no good but downed in the end zone, a “rouge” (1 point) is one of the options for the missed field goal.
Whenever a touchdown is scored, just select a location well inside the end zone near where the player caught the ball or where he crossed into the end zone. Six points will be automatically awarded.
After a touchdown, click the PAT icon. If the attempt is a run or pass, record the PAT attempt as you would any other run or pass. If the player scores, two points will be awarded the offensive team. If the PAT is kicked, select the kick location. Only a selection between the uprights will result in a score., kicking a Field Goal, or attempting a PAT, the only way to record a Blocked kick is to select a location behind the line of scrimmage. You will then be prompted to identify the player who blocked the ball. occurred. Then select Fumble from the popup menu and either Forced or Dropped from the sub-menu.
If a defensive player caused the fumble, indicate which defensive player caused the fumble.
Select where the ball was recovered.
Select the player who recovered the ball.
Select the location where the player advanced the ball, after recovering the fumble. You will be presented with a menu to indicate whether the player was tackled or downed the ball (Tackled, Down, Fumble, Lateral). Use your mouse to point near the area where the ball was carried and click once with your right mouse button. You will automatically be shown a close-up view of that area which will allow you to place the ball precisely where you want it. When you click with your left mouse button on the location, the closeup view will disappear.from the menu that appears when you select the Pass Location.
for intended pass.
Select the intended receiver.
Select the player who made the interception.
Select the location where the player advanced the ball, after intercepting the pass. You will be presented with a menu to indicate whether the player was tackled, downed the ball, fumbled or lateraled. Use your mouse to point near the area where the ball was carried and click once with your Right mouse button. You will automatically be shown a close-up view of that area which will allow you to place the ball precisely where you want it. When you click with your left mouse button on the location, the closeup view will disappear.
If a penalty occurs when a change of possession takes place, you must indicate when the penalty occurred. After clicking the [Penalty] button, a dialog will appear on the screen asking you to indicate if the penalty occurred before or after the change of possession.
The choice of whether the penalty occurred before or after the change of possession is crucial. Be sure to select the correct option or CyberSports for Football will give the ball to the wrong team!
The Next Play action button is used when you
Seleting the Next Play action button will record all the information entered to that point. If you wish to add additional information later, you can either
The Possession Indicators are the two footballs on the scoreboard, on either side of the Quarter indicators. The team with the football will have its scoreboard football highlighted. To change possession to the other team, click on the other football. No game events are recorded by the possession indicators.
/ Scroll the field
Beneath the player selection list on the left side of the screen, you’ll notice two arrows. These arrows allow you to zoom into and out of the Football field. Similarly, on the right side of the screen you’ll see arrows that allow you to scroll the field up/down and right/left.
the Down and Yards for First Down
You can modify the number of yards for a first down by using the up and down arrows on the lower right-hand corner of the scoreboard.
the Ball Position
You can modify the position of the ball in a couple of different ways:
By using the up and down arrows on the lower left corner of the scoreboard. The ball is moved forward or backward in one-yard increments.
By double-clicking on the field in the correct location. You may find it helpful to first zoom in on the area.
With the Action Editor you can modify or delete any action. You will quickly learn to correct mistakes.
To activate the Action Editor, select the Edit command from the Main Menu bar. Choose Actions from the list. The Action Editor screen shown above appears. As an alternative to selecting the command from the menu, you can hold the [Ctrl] key down and press the [E] key. You can also double-click on an action in one of the Action Lists.
To modify a player name, action, qualifier, or result, double-click in the cell where the change is to be made. As a result, a list of choices will be displayed for you to choose from. Select the correct replacement.
To modify a time, use the arrows underneath the clock to increase or decrease the minutes and seconds for that event.
To add an action to the game, just select any cell (Player Name, Action, Qualifier, Result, Quarter or Time) in the next action and click the [Insert] button. This will create a duplicate of the action you selected. You can then edit the new action. To delete an action, select any cell on the row to be removed and click the [Delete] button.
Use the Qualifier column to further break down how the scoring was done or how turnovers were created. Double-click on the qualifier to be changed.
If you make a change and want to return to the originally captured information, click [Cancel] to exit the editor.
for Editing Recent Actions
You can quickly bring up the Action Editor if the action you want to change is still displayed in the Action List. With the mouse, point to the action you want to change. Double-click with the left mouse button.
the Last Action (UNDO Command)
If you record an action incorrectly, you can easily remove it as long as you haven’t recorded another action after the mistake. To remove the last action, simply select the [Edit] command on the Main Menu bar. Then choose Undo. You can use the Undo command to remove several consecutive actions.
for Removing the Last Action
As an alternative to using the Undo command: Hold the [Ctrl] key down and press the [Z] key. By repeatedly pressing the [Z] key while holding down the [Ctrl] key, you can remove several actions very rapidly.
If the official game clock has time remaining, while your clock in CyberSports for Football shows 0:00, you can continue to record actions until the official clock catches up with yours. Do not click the [End of Quarter] button until all actions for the current quarter of play have been entered or the remaining actions will be assigned to the next period.
When you click the [End of Quarter] button, CyberSports for Football will automatically switch ends for you. If you find that the display does not match the action on the field, you can use the Switch Sides action under the During Game menu.
The Team buttons and player selection lists are switched to opposite sides of the display. The team names, scores, number of penalties, and the action display list are also switched. You’ll find this feature saves you considerable anguish.
To Print Reports:
On the XE "Post Game" Main Menu Bar, select File.
On the pulldown menu, select either Print or Print Preview (for an on-screen display of the report, before printing).
The Print Selection dialog (shown above) will appear.
Select the desired report and click the [OK] button.
Size and style (font) of type can be changed by clicking the [Font Selection] button on the Other tab in the Preferences dialog. The selected font will be saved with the game. We recommend that you start with the Times New Roman font for reports, with a font size of 10. CyberSports will adjust the font size for some reports to a smaller size so that the data will fit on the paper. Some experimentation with the font types and sizes will enable you to find the best fonts for your printer. We strongly suggest that you do not use the System fonts for your reports.
Reports can be printed directly from the Print Preview dialog by clicking the print icon on the menu bar.
For Team reports, select the Team Reports tab and the team, and then choose one of the reports below the team names. Then click the [OK] button.
For individual player reports, select the Individual Reports tab, the team, and then select the player. Then choose Player Evaluation. This is the only Individual Report currently available. Future updates will provide more options. Click [OK] to print.
· Use a play-by-play announcer. This can save you a lot of time if the announcer understands the order in which you will be recording the actions. To enhance the sound of the play-by-play, connect an external microphone to the camera. These microphones are fairly inexpensive and attach to most video recorders.
· Keep the tape running during substitutions, so that you don’t miss any calls by the officials.
· Zoom in on the scoreboard during timeouts, delays, and at the end of each period.The Web Cast option is designed to run as an icon on the toolbar, and can display basic status while minimized. Assuming you have version 4.2.4, please take a moment and try this:
Connect to the Internet.
Open an existing game file using the Game Module.
On the main menu bar, select Start Web Casting from the Web Cast pulldown menu.
Go to the CyberSportsUSA web site (http://www.cybersportsusa.com/).
Choose Live Games then click the [View Game List] button.
Select your game. Cool huh?
To exit, select Stop from the Web Cast pulldown menu.
Final game stats remain on the Internet for post game viewing for the entire season. Webcasts can also be easily linked directly to your own website.
The CyberSports for Football Manual Entry Module allows you to record and save game statistics from forms that are filled out by hand. It consists of a spreadsheet for statistics with a series of tabs that allow you to easily navigate between all relevant statistics for each player. Once the game statistics have been entered and saved to a game (.fbg) file format, it can be easily captured by the Season Module to update the cumulative statistics.] button.
To enter a team for the first time, click on the [Edit] button. You enter Team and Player information by using the same dialogs as the Game Module. Be sure to save the new team roster using the .fbt extension for future use. You will be prompted to save the team file each time you finish making a change to player or team information.
Click on the [Enter Game Statistics] button to bring up a dialog that will allow you to enter Player and Team statistics.
After entering a value use the [Arrow] keys to navigate around the spreadsheet or use the [Tab] key to move to the right. Use the scroll arrows located at the bottom columns to move the spreadsheet right or left, if necessary. Use the scroll arrows on the right (for large rosters) to move the spreadsheet up or down.
When you have finished entering the statistics for all of the players, click the [OK] button or go to the Team Stats tab.
Click on the Team Statistics tab to access the dialog for entering team statistics.
Enter the values for these statistics and press the [OK] button or return to the Player Stats tabs.
You do not have to enter statistics for both teams, but you will lose the ability to compare defensive statistics for your team, for instance, if you do not include the opposing team statistics.
Click on the [Print] button, or select File on the menu bar and choose the Print option to select from the variety of reports available.
Be sure to save the game to a file. When saving, select File on the main menu bar and choose Save or Save As. For Save, if this is a new game, the Save As dialog will appear. Enter the filename. If you do not add the .fbg extension, CyberSports for Football will do it for you.
You should use the Game Module whenever possible because there is
additional information captured that is not available with the Manual
Th Cybersports for Football season module is used to store, analyze, and present all of the game information gathered during a season for a single team. The Season Module can present cumulative stats for a team. It can also create reports on any individual game.
In addition, you can create as many different Season files as you want. So, for example, suppose you played a team during the season, scouted them in two other games (using CyberSports for Football) and will soon face them again in the playoffs. You can create a Season File for this team that accumulates the statistics from all three games that will give you better insights into your opponent’s tendencies and the strengths of their key players!
The Season Module is a very simple program. Its most important commands are the Print and Print Preview commands. You add game files to the Season Module, and it groups them into a common pool. You view this pool of information with the reports that you display and print.
Open CyberSports for Football Season Module.
Select the File command from the Main Menu Bar. Choose New from the options, to create the initial season file. You will then be prompted to specify the team that will be the focus of the season file. Normally you will load the team data from the same .fbt file that you would use for games.
If you do not have the team (.fbt) file, but you do have a game file for the team you can use the Game Module to save the team information to a file to create a team (.fbt) file.
Click either the [Load From File] button to choose an existing team file or click the [Edit] button to create a new team file.
Once the team file has been chosen, its name will appear next to the Team Name label on the Team Management dialog. Then click the [OK] button to load the team file.
Once the team file is loaded a season summary report appears.
Now you are ready to load games into the Season file.
for Selecting and Saving Game Files
To load a game into the season, select the File command from the Main Menu Bar. Then choose Load Game Data from the list of options.
This will bring up a file selection dialog. Pick the game file from the list of files. Click [OK] and the data will be automatically loaded into the season. Repeat this process to add additional games to the season. It’s that easy! Hint: Load the game files in chronological order starting with the earliest game. This allows you to identify improvements in performance and changes in trends.
Select the File command from the Main Menu Bar. Choose the Save option to save the Season File.
There are two options for choosing the game files, rather than using the File, Load Game Data command:
Note: The first time you open the Season Module, you’ll notice the icons to the right of the window. You can move them to the top of the window by clicking on the edge of the toolbar and dragging it to the top.
There is also an icon for saving the Season file. Look on the toolbar for the icon that looks like a diskette. By clicking this icon, you will save the Season File.
You can also merge different season files into another season file. This will allow you to combine a season file that has preseason games with a file that has regular season games and a file that has playoff games to give you a season file for all games. You can merge these files even if the team names are different.
Once the season has been created you can open the season file either by selecting the file using the File then Open menu option, or selecting from the list of recent files in File menu. The open folder icon on the toolbar also performs the File then Open command.
You can view the dialog for selecting the type of report by either choosing the View then Select Report option from the menu bar, or click the [Reports] button on the toolbar.
The Report Selection dialog will present buttons for the various types of reports that can be displayed in the Season Module. The basic categories are Season Reports, Game Reports, and Individual Reports.
For Game Reports the list box to the right of the screen will list the various games on which a report can be generated. You must select a game from that list to use the Game reports.
For Individual Reports, just select the type of report you want to review, select the player and click [OK].
There are five different types of reports available for Individual statistics:
You can change the size and type of font using the Preferences menu option File then Preferences. Click on the Other tab to access Font Selection. For on screen display you can select any type or size of font. The selected font is saved with the season program so that you get the same font when the season file is reloaded.
When printing a report, the font type is used but the font size can be changed. If you are using a large display font, the program may change the font size when printing so that the report will fit on the paper. We recommend that you start with the Times New Roman font for reports, with a font size of 10. CyberSports will adjust the font size for some reports to a smaller size so that the data will fit on the paper. Some experimentation with the font types and sizes will enable you to find the best fonts for your printer. We strongly suggest that you do not use the System fonts for your reports; they have been found to distort the printed reports.
The Edit then Team Info] menu option can be used to change information about the team or players. The Edit then Team Info option selection works a lot like the PreGame option in the Game Module and allows you to load, modify, and save team information. When the [Save] button is clicked it will save the team and player information into a team (.fbt) file.
Pressing the [Edit] button will bring up the Edit Team dialog where you can change information such as the name of the coach and team name. You can also add or edit player information.
The basic operation of this dialog works the same as the corresponding dialog in the Game Module.
The Edit then Game Info menu option is used to modify detailed information about a game. The button will activate a dialog that shows the list of games currently in the season and presents text fields and buttons to modify that data.
To edit a game, first select the game from the list. This will display the current data about the game.
If any changes are made to data in these dialogs you will need to click [Update] , [Cancel], or [OK] before you can change to a different game.
The [OK] button will accept the changes and dismiss the dialog. The [Update] button will accept the changes, and leave the dialog in place. The [Cancel] button will dismiss the dialog and discard any changes to the data.
In the Edit Game Data dialog, select a game from the game list and click the [Delete Game] button. You will be prompted with a message to verify that you really want to delete this game.