STAT-O-MATIC FOOTBALL
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- Dominick Parks
- 6 years ago
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1 Version 2 STAT-O-MATIC FOOTBALL
2 Version 2 TABLE OF CONTENTS 1. GETTING STARTED ENTERING, EDITING, IMPORTING ROSTERS, SWAP # SETTING UP / LOADING A GAME FILE STARTING A GAME A. Kickoff B. Run C. Fumble D. Lateral E. Pass F. Punt G. Field Goal H. P.A.T I. Safety J. Penalty K. Pre-Penalty L. Spike/Kneel, Possession, Qtr. Change EDITING A GAME PRINT GAME STATISTICS SEASON FILES SETTING LEAGUE SPECS PRESELECTING PLAYERS DESCRIPTIONS PREF., REQUIREMENTS, EXPORT OTHER INFORMATION WARNING: This material is copyrighted and any illegal copying will be subject to copyright laws. 1
3 GETTING STARTED Open the "SOMFB" folder and then double click the SOMFB icon. If this is the first time you have run the program then you will asked to enter your registration code (Figure 1). After entering the code (one time only) and clicking on the "OK" button you will be presented with the "STAT-O- MATIC FOOTBALL" setup window. This is where you set up for games, season files, print reports, etc. You are now ready to start using the program. See the "Read Me" file about an unregistered program. Figure 1 SPECIAL NOTE: Any input device can be used to run the program, but we recommend the use of a mouse for speed reasons. Plus, with a mouse you can wear gloves during the late season games when the press box is cold. Track pads have improved over the years and so they are another viable option. It is highly recommended that you try this program out before actually using it for a game. This will help you familiarize yourself with how the program works. Do a game off of TV (tape it first) to try it out. If you don't tape the game you will be frustrated as TV doesn't show you where the play ended until just before the next play. You will see a lot of replays, close ups of players, coaches, cheerleaders, etc. between plays. The NFL has complete text play by play on their web site ( for every game 2
4 ENTER / EDIT / IMPORT ROSTER This program allows you to enter the player names and jersey numbers for both your team and the opponents. If you need to add names you may do so later. Also if a number and name are wrong you may change them during the course of the game. Figure 2 New Roster - Go up to the menu bar and find "Roster," (Figure 2) select "New" and you will be presented with a window (Figure 2A) with the radio button New already selected. Type in the name for the team roster in the Enter Team Name entry field. Click the OK button and you will then be in a window for entering the player number and name. Important: Enter the player number first followed by a space and then the player's name, press the return key and enter the next player. When all of the players are entered then you will click the "Save Players" button to save the file. The save will append the word "Roster" to the team name. The program compiles the data using the jersey number and not the player name. TIP: For formatting purposes it is suggested that you put the team names in ALL CAPS. This will look better on reports and screen when using the program. Creating a Generic Roster - A generic roster can be created that has numbers of Select the Figure 2A Generic button (Figure 2A) and then type in the name of the roster in the Enter Team Name entry field. Finally, click the OK button to save the file. Editing a Roster - Go up to the menu bar, clicking on "Roster" (Figure 2) and then select "Edit." This can also be done during a game to change a player's name. Although you might have to wait until a time-out, quarter break or half time to do so. During a game you will select which team you want to edit instead of locating the roster file. NOTE: If the roster has been moved after the game file was created then a dialog window opens to locate the roster. Find the player you want to change and put the cursor in the place to edit, click the mouse and make your change. Adding a player - put the cursor at the end of the name above where you want to insert the player and press the Return / Enter key. Enter the new player by putting in their number first, space and then their name. Press the "Save Player" button, a dialog box will come up showing where the file is saving. The warning will come up saying that a file with name already exists, just click on the "Replace" button. NOTE: If you add or delete a player during a game then the pre-selection of players will be wrong due to the index being changed. Just reselect the players during the game. TIP: Getting files from other teams. If they would send you their roster saved as a text file then you can use your word processor to set up the file for use with "STAT-O-MATIC FOOTBALL." Just remember that the roster must have the number first, space and player name followed by a return. To 3
5 save the file go to the menu bar and select "Save as..." or Export Make sure that the file is saving as a "Text" file (.txt) and has the word "Roster" added to end of the team name. Importing - Select Roster in the menu bar and then click on Import. The file to import must be a.csv (comma separated value) file from a data base or spreadsheet. Make sure that the.csv file has the player number first, followed by the player name. Once the file is imported into the spreadsheet (Figure 2B), then decide how many columns you need to save and enter that number in the Number of columns to save box. Figure 2B Before saving the file you have to enter a team name for the roster. Then click Save Roster File. Figure 2C The roster file may need to be edited so that the player number and player name only have one space between them, so it would be a good idea to check this before using the roster file in a game. 4
6 Swapping Player Numbers - This has to be done with a game file loaded. Under the Roster menu select Swap Player Numbers. (Figure 2D) You can only swap numbers for two players at a time. (Figure 2E) If you do swap numbers for players with stats (one or two) and they had stats for previous games then you will have to perform this function in each previous game file. The program tracks the data by the player number so in order for the season stats to be accurate the player number must be the same for each game. Figure 2D Figure 2E 5
7 SETTING UP A GAME FILE From the menu bar click on "File" (Figure 3) and select "New Game." A window (Figure 4) will appear to enter in game data. Click on the "Home Team" button. Select the roster that you made from the Roster folder. The name of the team will appear in the team name box and the first four letters will appear in the abbreviation box. You can edit the abbreviation and team name (limit of 16 characters). Figure 3 NOTE: The team name can be changed here if you want to change to all caps or correct spelling. All characters count in the abbreviation (limit of 4 characters). Repeat for the visitor name. Select the team you are keeping the stats for and enter where the game is being played. Select a league. Arena (50 yd field) College 11 MAN (100 yd field) Figure 4 8 MAN (80 yd field) Professional NOTE: The league can be set to a default in the League Specs window. If the Minutes Per Qtr. are incorrect then click the Edit check box and change the number. NOTE: This change is for this game only. It does not change the Leagues Specs. Quarter time default value that you set. Example: Junior High / Middle School games. Select the team who you are keeping stats for by choosing one of the three choices. Click the "OK" button, a dialog box will come up to save the game file using the name or names selected from the three choices as the file name. The word "game" will be appended to end of the file name. LOADING A GAME FILE To Load a game file for printing, editing or finishing a game then go to the menu bar and click on "File," (Figure 3) then select "Open Game." Use the dialog box to locate your game file and then click the "Open" button. 6
8 STARTING A GAME After setting up or opening a game file you will be presented with the "MAIN" window (Figure 5) for doing the actual game. Figure 5 Edit Downs - This button will bring up a window (Figure 5A) for changing the downs and distance if for some reason the program returns inaccurate data. When starting a game the first thing you will have to do is to click on the "Possession" button and select the team that is kicking off, then click on the "OK" button. You will notice the large arrow is now pointed in the correct direction and that the correct yard line for the kicking team is now highlighted. The team that is kicking off should now have their name under the word "Possession." Figure 5A TIP: It is a good idea to look at the yard line for the receiving team's yard line box in the Main window and scroll so that the yard lines are visible to click on for the return. This is something to get in the habit of doing during all aspects of the game. Click on the "Kickoff" button. The kickoff window (Figure 6) now appears. 7
9 --- KICKOFF Figure 6 Find the kicker's name (See Note Below) in the roster box and click on it, his name should appear above the box. After the kick, select the player returning the kick (if returned) and then select the yard line where the kick was received on and click on it. The distance of the kick should appear. NOTE: After you enter a window for selecting players, the next time you enter that window the last player selected previously will be highlighted. You can still select another player. At the end of the return click on the yard line where the officials marked the end of the play. The distance of the return should now appear. If there is a loss of yardage then the negative sign will appear and the yardage lost will be in red. This is something to watch out for if you happen to click in the wrong yard line box. When the Kickoff window appears the radio button for received on (RCVD ON) is already selected (Figure 7) so that when you click on the yard line, that yard line is displayed just below the caption. The "DOWNED" radio button is now selected automatically so that where the play ended will be displayed below it's caption. If for some reason you need to change where the ball was received then you must click on the "RCVD ON" radio button and then click on the yard line again. This will also require that you reenter the yard line where the play ended by clicking on the appropriate yard line. Click on the "OK" button. The play has now been saved as part of the game file. Figure 7 8
10 You now should be back at the "MAIN" window (Figure 5) showing the receiving teams name under "Possession" with 1st and 10 displayed and the yard line where the play ended. No Return or Kicked Out of Bounds - Selecting their check boxes will require that you only click on the yard line where the officials mark the ball ready for the next play. This will show up under the "RCVD ON" caption. On side Kick - When this check box is selected you will notice that more choices are presented (Figure 8). If the Kicking team recovers the ball then one of the two choices on whether the ball was touched by the receiving team (See Note Below) needs to be selected. These two check boxes are used to indicate the proper text to be used in the play by play report. Figure 8 NOTE: If the receiving team touched the ball, then the receiving team will be charged with a fumble lost. Squib or Sky Kick - When either one of these checkboxes is selected it puts in the play by play the type of kick in parenthesis. Touchdown - When this check box is selected, you do not have to enter where the play ended as the program will do this for you. After clicking on the "OK" button a time window will come up to put the time of the score in. The program will then place the ball on the correct yard line for the PAT and the PAT window will appear. This is true for all windows where a touchdown is selected. See PAT for information on that window. Cancel - used to exit the window so that no data is saved. Lateral - see RUN. Fumble - see RUN. Undoing a play - When you are at the "Main" window you can undo the last play by going up to the menu bar and clicking on "Edit" (Figure 9) and selecting "Undo" or using "Command Z (Mac) or Control Z (PC). This will only undo the last play that was entered. Figure 9 9
11 --- RUN Click on the "Run" button in the "Main" window. In the "Run" window select the ball carrier from the roster and then click on the yard line where the play ended. Click the "OK" button. Touchdown - see Kickoff Penalty - A Penalty check box (Figure 10) will appear (See note below) if the offensive team gains anywhere from 1 yard to 15 yards more than needed for a first down. This check box is to be used only if there is an offensive penalty that occurs beyond the line of scrimmage. Should this occur, the player and team are credited with the yards gained, but the downs are not incremented. If you've Figure 10 selected this Penalty check box, then when you click the "OK" button it will take you to the "Penalty" window and store the run data. Nothing will be saved until you exit the Penalty window using the "OK" button for that window. NOTE: If the Show All Plays is made active in the Preferences, then the penalty checkbox will not show. See Pre - Penalty or Preferences for more information. Description List - If this is selected in the Preferences then a list of types of plays can be selected to show in the play by play. The Description do not have to be used to complete the run. The Reset button will return the list to <None>. Note: The description list can be edited by going under the Edit menu item and selecting Descriptions. Fumble - Use this button (Figure 11) when a fumble takes place during a play. Data from the "Run" window is stored and you are taken to the "Fumble" window. This is the case for all windows that have the fumble button in them. See FUMBLE. Figure 11 Lateral - When this button (Figure 11) is used then data from the "Run" window is stored and you are taken to the "Lateral" window. This is what happens for all windows that have the lateral button in them. See LATERAL. NOTE: We have tried to make the program walk a person through most situations that occur during a football game, but it is important that the user know the rules for stat keeping and should have the official book for this reason. See OTHER INFORMATION. 10
12 --- FUMBLE On the main window the fumble button is used for "Start of Play." Most of the time you will get to the fumble window during a play from the current window you are in, ie, run, pass, etc by using the "Fumble" button (Figure 11) in that window. DURING PLAY. The Fumble window (Figure 12) has many choices because of all the different times that a fumble can occur. The first thing you must do is select the player who fumbled and then the team that recovered the fumble. The next thing that is considered is the Check box (figure 13). When this is selected then more options are given and the yard line boxes appear. Depending on who recovered and is advancing the ball then that roster will appear. Select the player who is running with the ball. Figure 12 (see Kickoff for handling change in "RCVD On" and "Downed"). Figure 13 11
13 Select Touchdown when Fumble goes for a touchdown. Touchback - Ball is recovered in the end zone by defensive team and it is not advanced out. Reset - This button is automatically selected when it appears. If you make a mistake and select either Touchdown or Touchback, then the "Reset" button is used to correct your choice. Another - This button stores the previous information and resets the "Fumble" window for the next fumble data to be put in. START OF PLAY Select the Fumble button from the main window (Figure 5). This option is for fumbles that occur at start like a center exchange, bad snap in a shot gun or a bad pitch. There are some things that you need to know when you select this option. If the DEFENSE recovers the ball then you will need to select run or pass and NOT the fumble button. Figure 14 Figure 14A When you come into the window the heading will be different (Figure 14). The window will keep the current line of scrimmage, since in this setup you will be just recording the fumble and then going out of the window to either run or pass. If there is a change of possession then the change of yard line is saved. If you click the "Fumble Recovery by the Offense" box (Figure 14A) then some things change about the way the fumble data is handled. For one thing the button to record the data now says "End of Play" (Figure 15). this means that all data is final and that the down, distance, drive count, drive yards will be updated. EXAMPLE 1: If the quarterback fumbles the snap from center and picks up the ball and makes a couple of yards. Then you would click on the Offense Recovery checkbox (Figure 14A), select the player and finish out the play like a run. Figure 15 EXAMPLE 2: If the quarterback fumbles the snap and the ball rolls backward and another offensive player picks it up and gains positive yardage then you would click on the Offense Recovery checkbox (Figure 14A) to complete the play. EXAMPLE 3: If the Defense recovers the ball in any situation then you must select the type of play (Run or Pass) first and then select the fumble button inside of that window. Wild Center Snap - This checkbox is used in case of high snap over a player in a shotgun formation. This gives the team a fumble, but not the player. 12
14 --- LATERAL Figure 16 Select the player that received the lateral in the lateral window (Figure 16). Click on yard line where the play ended or another lateral occurred. Touchdown - see Kickoff. Another - This button (Figure 17) stores the previous information and resets the "Lateral" window for the next lateral information to be put in. Offensive Penalty Check Box. - If this is selected then you will have to edit the player's attempt (Run or Pass) to take 1 attempt away if there is positive yardage on the play. This is different from the Run or Pass window where no editing is required. Fumble - see RUN. Figure 17 13
15 --- PASS Figure 18 The "PASS" window (Figure 18) is similar to the kickoff window in that two players are involved in the play if the pass is complete or intercepted. First you select the passer from the roster list, then select one of the following radio buttons (Figure 19). Complete - Another roster box appears to select who caught the pass, click on that player to highlight their name. Next select the yard line where the ball was received and then yard line where the officials marked the ball ready for the next play. (see Kickoff for handling change in "RCVD On" and "Downed") Click on the OK button. Tipped - This check box (Figure 18) can be selected to show in the play by play that the pass was tipped. Figure 19 Incomplete - A description list will appear - Examples would be Batted Down, Thrown Away, or Tipped Away. One of the descriptions can be selected to describe what happened in the play by play. The reset button will return the selection to <None>. These descriptions do not have to be used to leave the window. You can turn this list off in the Preferences. 14
16 Interception - Same as "Complete" only it will be the roster for the opposing team and interception box (Figure 20) will appear. INTERCEPTION YARDAGE - You will have to enter the yard line where the ball was received on the interception by clicking on the appropriate yard line. The yard line will appear in the "INTER- CEPTED" box (Figure 20) and then the "DOWNED" button will be active so that the yard line where the interception return ended will go there. If and interception occurs in the end zone and is downed, then Touchback will show and the ball will be placed at the designated yard line for a touchback when you click the OK button. Figure 20 Sack or Scramble - (Figure 19) you go directly to "RUN" window and the play by play text puts in the word "SACK" or SCRAMBLE. Run - (Figure 19) you go directly to "RUN" window. Touchdown - see KICKOFF. Penalty - see RUN. Lateral - see RUN. Fumble - see RUN. 15
17 --- PUNT Figure 21 The punt window (Figure 21) is similar to the kickoff window in many ways. A punt that is kicked and received you would follow the same actions that you do for the kickoff. You can also select categories (Figure 22) that apply. Figure 22 Fake - Check this box and then select the appropriate button (Run or Pass) to get to that window. This button is used to put the word "Fake" into the text of the play by play. Fair Catch - When selected, the play by play will show No Return (Fair Catch). No Return - When you select No Return, two buttons will appear, Out of Bounds and Downed by Kicking Team. These can be selected to describe in the play by play why the punt was not returned. The reason will appear in parenthesis after No Return in the play by play. The buttons do not have to be selected to exit the window. 16
18 Touchdown - see KICKOFF. Bad Snap, Partial Block, Blocked - These are used for the play by play and to set up data correctly for this situation. NOTE: When a bad snap or busted play occurs on a punt attempt and a loss occurs on the play then you are to charge the team with the attempt and loss yardage. A note will appear in the Run window when this condition is met. The pass window will display a note when you enter the window since there are 3 options that can take place. Run - (Figure 23) you go directly to "RUN" window. (See Note above) Pass - (Figure 23) you go directly to "PASS" window. (See Run above) Lateral - see RUN. Figure 23 Fumble - see RUN. 17
19 --- FIELD GOAL Figure 24 In the field goal window (Figure 24) the first thing that needs to be done is select the kicker's name and then select where the ball will be spotted for the field goal. You can't do anything else until the yard line where the kick attempt will be is selected. Make a choice for what happened (Figure 25). Good - Select this button if the attempt is good. No Good - Select this button if the attempt is wide or short of the goal posts. See Bad Snap & Muffed hold below. Blocked - When this is selected then the team and player will be credited with an attempt. See Bad Snap & Muffed hold below. Bad Snap & Muffed Hold - If either one is selected then the player is NOT credited with an attempt. This is up to the discretion of the statistician if kick failed due to this. Fake - Select this button and then select the appropriate button (Run or Pass) to get to that window. This button is used to put the word "Fake" into the text of the play by play. Figure 25 18
20 If Blocked button is selected then the Defensive Team choices (Figure 26) appear. Returned - Select this when the failed field goal is returned by the defensive team (see Kickoff for handling change in "RCVD On" and "Downed"). Select Touchdown when returned FG attempt goes for a touchdown. No Return - Select this when the failed kick goes beyond the line of scrimmage but does not make it to the end zone and defensive team makes no attempt to return it. Touchback - Select this when the field goal attempt fails and falls into or out of the end zone. The ball will automatically be placed on the proper yard line for the change of possession. There will be a description list appear that can be used to describe why the kicked failed in the play by play. The Reset button will set the selection to <None>. You can turn this list off in the Preferences. Run & Pass - These buttons take you to either the Run or Pass window. (See Note Below) NOTE: When a bad snap or muffed hold occurs on a field goal attempt and a loss occurs on the play, then you are to charge the team with the attempt and loss yardage. A note will appear in the Run window when this condition is met. The pass window will display a note when you enter the window since there are 3 options that can take place. Lateral - see RUN. Fumble - see RUN. Figure 26 19
21 --- P.A.T. The P.A.T. is similar to the Field goal window when the attempt is kicked (Figure 27). [1 Point] Select the player who is attempting the kick. Good - kick goes through the uprights. Figure 27 No Good - A description list appears to describe in the play by play the reason for the failed kick. These do not have to be used. You can turn this list off in the Preferences. Bad Snap & Muffed Hold - kick failed due to either condition. Fake - select this when a fake occurs, the "2 Point" button will be selected automatically. Blocked - kick is blocked by defensive team and kicker is given credit for the attempt. 20
22 [2 Point] (Figure 28) Figure 28 You will have to select the player from the roster to give credit if attempt is good. If it is a pass then two players will have to be selected on a successful attempt. Run - Select this if attempt is a run. Pass - Select this if attempt is a pass. Good - attempt crosses goal line. No Good - attempt does not cross goal line. P.A.T. returned for points - This button (Figure 28A) will produce a list box in a new window for the defending team to select a player that will get the points. To have this button show in the P.A.T. window you must select the checkbox in the League Specs. Figure 28A Penalty - If a penalty occurs before or negates the attempt then select the Penalty button (Figure 28B). If you have set Show All Plays (See Preferences) to Yes then you will be taken to the Pre-Penalty window to determine if you are negating the play or it occurs before the play. If you are not using the Show All Plays then it will take you directly to the penalty window. Once you complete the penalty, you will be returned to the P.A.T. window to complete the attempt. This button is Figure 28B ONLY for a penalty that affects the P.A.T. If a penalty occurs on the TD play, then Cancel out of the P.A.T. window and select Penalty in the Main window. 21
23 --- SAFETY Figure 29 This window (Figure 29) is straight forward in what you do. Select the player that is given credit for the safety. Figure 30 Player Unknown - Select this (Figure 30) if you don't know who is getting credit for the safety. This allows you to continue with game and give the two points to the team. You can edit a player later to give him the points. Take a Safety - Sometimes teams will intentionally take a safety for strategic reasons. Selecting this (Figure 30) will put the information into the play by play. 22
24 --- PENALTY NOTE: If Penalties - Show All Plays is selected in the Preferences then the Pre-Penalty window appears first. Figure 31 Select the team in the "Penalty" window (Figure 31) that the penalty is being assessed to. Select Type of Penalty - Select from the list (Figure 32) by clicking on the type of penalty. Figure 32 23
25 There may be a penalty type that is not listed and by selecting "Other" (Figure 33) - Figure 33 you will be able to enter the penalty type (Figure 34) by keying it in. This will be added to the list from then on. See Penalty Types list below. Figure 34 You will then have to select the yard line in the "Penalty" window (Figure 31) where the officials place the ball. This will figure the distance for Figure 35A the penalty. Penalty Types list - you can add to the list by going under the Penalties menu and selecting Edit A window will come up and you can add, change or remove from the list. Important Note - when a penalty occurs on a return it is important that the "Penalty occurred on a Return" check box (Figure 35) is selected. This is so the program doesn't increment the downs. NOTE: This will appear on the play immediately following a return if a penalty occurs on the first play. In this case you will have to unselect this so the downs can be incremented if need be. In some cases you will come directly into the window from a play instead of using the button on the "Main" window. Figure 35 24
26 --- PRE - PENALTY The Pre-Penalty window (Figure 35A) shows up first (See Note Below) before going to the Penalty window. This is used for showing all the plays in the play by play. NOTE: In order to do penalties this way you have to turn it on in the Preferences before setting up a game file. Enforced Before Play - If a penalty occurs before a play is executed then select this button, it will take you to the penalty window when you click on the OK button. Enforced At End Of Play - This button is used if a penalty occurs during a play and will be enforced at the end of the play. Negates Previous Play - This button is used when the previous play will be negated by the penalty. When this button is selected there will be an Offsetting Penalties checkbox that can be used. If you select this checkbox you will be taken back to the main window and the play by play will show Offsetting Penalties in the play by play. Spot Foul Beyond L.O.S. (Line of scrimmage) - When this is selected you will be going back into the previous window for the play. All things will be selected except the new yardage that will be selected to the spot of the foul. The previous play has been undone except for the play by play so that the plays shows there. The previous window will show SPOT FOUL by the OK button. Once the new yardage gained is entered then click the OK button and you will be in the Penalty window to execute the penalty. Spot Foul During Return - This button will execute like the Spot Foul Beyond L.O.S. so that you enter data for yardage again only this will be for a return (Kickoff, Punt, Interception, etc.). NOTE: When Negates Previous Play, Spot Foul Beyond L.O.S. or Spot Foul During Return are selected then all data from the previous play is undone except the play by play. 25
27 --- SPIKE / KNEEL (Team Only Stats) Spike Ball - adds to the play by play, but doesn't give the player a pass attempt Kneel Down - adds to the play by play, but doesn't add negative yardage to the player's stats. --- POSSESSION This window is used to change possession if for some reason a mistake has been made by the user or a bug in the program switched possession. Select the team that has possession and click on the "OK" button. --- QTR. CHANGE This window is used to change the Quarter or increment the Overtime. This sets up the program to record data for the next quarter for scoring, play by play, etc. When you use this window to change from 2nd quarter to the 3rd quarter it will ask you which team is kicking off. It might be best to not do this until you know for sure what will happen to start the second half. If you do make a mistake you can correct it by using the "Possession" button to change to the proper team that is kicking off. Editing the quarter: If you have selected the next quarter and for some reason you need to change it back then select "Qtr. Change" button, In the window there is an edit button that will then allow you to change the quarter. EDITING PLAYER / GAME STATS --- EDIT STATS A small window will appear with the following buttons. NOTE: Always edit player stats first as their changes will be reflected in the team stats. Team Stats - Will open the "Team Stats" window. Not all categories will be editable unless you activate the checkbox Edit All Team Data. Click in the appropriate category box and change using keyboard, then click the "OK" or "Edit Player Stats" button. Either button will save the changed data to the hard drive. It is important to remember that the team stats are the totals for the teams and when you edit this data it can really throw off the stat totals. Player Stats - Will open the "Player Stats" window. Select the team button and then the roster for that team will appear. Click on the player to edit and then click in the correct category box to change using the keyboard, then click the "OK" or "Edit Game Stats" button. Either button will save the changed data to the hard drive. NOTE: Play by play information will not be changed by editing player or team stats. 26
28 Play by Play - Will open the "Play by Play" window. Place the cursor in the location you want to edit and click. This works similar to a word processor and so you can add information to a particular play if needed. Click the "OK" button to save the changed information. Scoring Plays - Will open the "Scoring Plays" window. Move the cursor to the scoring play that you want to edit and click. Make your changes and then click on the "OK" button to save your changes. Quarter Scores - Will open the "Quarter Scores" window. Click in the appropriate quarter box and make the changes with the keyboard. Click the "OK" button to save your changes. Drive - Will open the "Edit Current Drive" window. Click in the box that you want to change the data for to edit. Click the "OK" button to save your changes. --- VIEW STATS Used to see all stats for players and teams. Game Viewer opens a window that displays during the game with two tabs for viewing play by play or Game Stats for team and players. --- STAT NOTE This window can be used to add information to the play by play report. It will put text in after the last play. QUITTING A GAME Under the "File" menu select "Quit." A dialog box (Figure 36) will appear and ask if it is the end of the game. This will save the game and then disable the buttons in the Main window (Figure 5). Figure 36 NOTE: You will still be able to edit stats but can t make entries in the game mode. Special Note: When you are in the second half of a game a dialog box (Figure 36) will appear asking "Has the Game Ended?" When you select "Yes" then the final score and drive information are added to the play by play and the entry buttons in the "Main" window are disabled. PRINTING GAME STATISTICS From the menu bar in the main window click on "Reports" and select "Game." A dialog box will appear and have 3 choices, Game and player stats only, Game and player stats plus play by play, or play by play only. There is check box for printing the rosters of both teams at the end of any report. 27
29 CREATING A SEASON FILE From the menu bar select Season (Figure 37) and then select New Season File. Figure 37 The program sets up an averaging file (Figure 38). Figure 38 It is basically to give the file a name. Some examples could be 'ALL GAMES', 'CONFERENCE GAMES', 'GAMES LOST', etc. --- LOAD SEASON FILE This will allow you to view the season file on screen. --- UPDATE SEASON FILE From the menu bar select Update Season File (Figure 37). A dialog box (Figure 39) will appear and you will then select the season file that you need. 28
30 Figure 39 After selecting the Season File then the dialog box expands (Figure 40) and you select the game file that you want to add to the season file. If you are using a game file kept by the other team then be sure and select the appropriate button for who did the stats so that the correct players are selected for updating. NOTE: If you select a game file that is already entered a dialog box will come up telling you that the game is already entered. Figure 40 29
31 --- SETTING LEAGUE SPECS From the menu bar select Edit (Figure 41) and then select League Specs. This option is only available from the Opening Window. In the League Specs window (Figure 42) select the league button that you want to edit. The data for that league will appear in the boxes to the right of each category. Click in the box of the category you want to edit and enter in the new value. Once all the category values have been entered then click on the Save button. Figure 41 Figure 42 Primary league - This checkbox will set the default league when setting up a new game or league specs. The other buttons can still be selected. 2 pts. For Returned P.A.T. - This checkbox will allow a button to show in the P.A.T. window so that points can be given for a returned P.A.T. When this is selected it will only be for the league you have selected. NOTE: You can only save the data for one league at a time. The program will not allow you to select another league once you have changed data in one of the categories. In order to select another league you will have to click on the RESET button. 30
32 --- PRE-SELECT PLAYERS The first time that you enter a window (Run, Pass, etc.) and select a player then the next time you enter that window that player will already be selected. After loading a game file, you can pre-select players so that they will be selected when you enter a particular window. Under the Edit menu (Figure 41) select PreSelect Players and the window will open (Figure 43). Figure 43 Use the following steps for pre-selecting players. Step 1. Select the team to see their roster. Step 2. Select the category like "Kicker (KO)." Step 3. Select the player who does the kickoffs for that team. Once you select the player then his name will be selected when you open the Kickoff window the first time. If you make a mistake then just select the right player to reset it. Step 4. Select a different category and repeat Step 3. Once you are finished selecting players then click the "OK" button to exit back to the Main window. Note: This window is strictly optional to use. If you do use this window and after a game starts and one of your pre-selected players is not playing then just select another player and then that player will be selected the next time you enter that window. 31
33 --- DESCRIPTIONS To Edit the description lists go up under the Edit menu item and then select Descriptions. Click on one of the Description buttons and the window (Figure 44) will show the list selected. Figure 44 To add to the list click in the text addition field above the Add button. Enter in the new description and when finished click the Add button. The new item will be placed in the list alphabetically. To edit an existing item in the list, click on the description in the list box and this will allow you to edit to correct spelling or change wording. Deleting and item - Select a description to remove by clicking on it. Once it is selected then click the Delete button. In order for any changes to be permanent you must exit the window by clicking on the OK button. This will save the changes for the next or current game. 32
34 PREFERENCES To change the preferences select Preferences under the application menu (Mac OS) and Edit menu (Windows OS). The preferences are off when you first install the program. Show Player Number and Name. This will put the player number as well as their name in the play by play and the scoring plays. Penalties - Show All Plays. This will allow all plays to be put in the play by play when a penalty occurs. Incomplete Pass - Show Description. This will show a description list on why the pass was incomplete. Run - Show Description. This will show a list of types runs and direction of the play. P.A.T. / FG. - Show Description of failed kick. This will show a list of why a kick failed. SHOW ALL DESCRIPTIONS - Will activate all description check boxes. Note: Preferences will be active for all leagues. PROGRAM REQUIREMENTS Mac - MacOS 10.9x + PC - Windows 7 SP1 (minimum) Both Platforms - Arial, Courier & Verdana fonts installed. STAT-O-MATIC EXPORTER This program will convert a game file to a file that can be imported to a spreadsheet or uploaded to the MaxPreps website. Download it from the Figyrs website (free). 33
35 OTHER INFORMATION STATISTICIAN MANUALS It is recommended that you get the official manual for statisticians. As a personal aside I would get both the NCAA and High School manuals as the NCAA gives more descriptions for certain situations. There are very few rule differences between High School and College. Below are the addresses for both organizations. National Federation of State High School Associations (NFHS) P.O. Box 690 Indianapolis, IN Phone: , Fax: The National Collegiate Athletic Association (NCAA) P.O. Box 6222 Indianapolis, IN Phone: We want to thank you for purchasing STAT-O-MATIC FOOTBALL and hope it makes it easier and more complete for keeping stats for your favorite team. Programmers: Jim Crowley & Bill Haag 34
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