View manual text
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BACKYARD FOOTBALL™ 2004
PC MANUAL FRONT COVER
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TABLE OF CONTENTS
FIRST THINGS FIRST
First Things First . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
The ReadMe File
The ReadMe File . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
System Requirements . . . . . . . . . . . . . . . . . . . . . . .3
Setup and Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Saving and Loading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Welcome to Backyard Football™ 2004 . . . . . . . . . . . . . .5
Main Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
The Backyard Football™ 2004 CD-ROM game has a ReadMe file where you can view both the
License Agreement and updated information about the game. We strongly encourage you to
read this file in order to benefit from changes made after this manual went to print.
To view this file, double-click on it in the Backyard Football 2004 directory found on your hard
drive (usually C:\Program Files\Atari\Backyard Football 2004). You can also view the ReadMe
file by first clicking on the Start button on your Windows® taskbar, then on Programs, then on
Atari, then on Backyard Football 2004, and then on ReadMe.
Single Game and Season Play Setup . . . . . . . . . . . . . . . .7
Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
Gameplay Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
System Requirements
Keyboard Commands . . . . . . . . . . . . . . . . . . . . . . . . . . .13
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
Operating System:
Processor:
Memory:
Hard Disk Space:
CD-ROM Drive:
Video:
Sound:
DirectX®:
Atari Web Sites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
* Indicates device should be compatible with DirectX® version 9.0 or higher.
Let’s Play Football! . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
Practice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
Hall of Fame . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
Goodies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
Official BFL Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
Windows® 98/Me/2000/XP
Pentium® II 350 MHz or higher
48 MB RAM (64 MB for XP)
450 MB Free
8X Speed
8 MB Windows® 98/Me/2000/XP-compatible SVGA video card*
Windows® 98/Me/2000/XP-compatible sound card*
DirectX® version 9.0 (included) or higher
Technical Support . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
End-User License Agreement . . . . . . . . . . . . . . . . . . . . .28
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SETUP AND INSTALLATION
WELCOME TO BACKYARD FOOTBALL™ 2004
1. Start Windows® 98/Me/2000/XP.
It’s the coolest football game around — kid versions of real NFL pros team up with the
Backyard Kids! Pick your favorite players, NFL logos and fun fields… then, play in sunshine, rain,
even snow. Call the right plays and become a Backyard Football hero.
2. Insert the Backyard Football 2004 CD-ROM game disc into your CD-ROM drive.
3. If AutoPlay is enabled, a title screen should appear. If AutoPlay is not enabled, or the
installation does not start automatically, click on the Start button on your Windows®
taskbar, then on Run. Type D:\Setup and click on OK. Note: If your CD-ROM drive is
assigned to a letter other than D, substitute that letter.
4. Follow the remainder of the on-screen instructions to finish installing the Backyard
Football 2004 CD-ROM game.
5. Once installation is complete, click on the Start button on the Windows® taskbar and
choose Programs/Atari/Backyard Football 2004/Backyard Football 2004 to start the game.
Note: You must have the Backyard Football 2004 game disc in your CD-ROM drive to play.
Installation of DirectX®
The Backyard Football 2004 CD-ROM requires DirectX® 9.0 or higher in order to run. If you do
not have DirectX® 9.0 or higher installed on your computer, click “Yes” to accept the DirectX®
9.0 License Agreement. This will then launch the DirectX® 9.0 Install.
MAIN MENU
This screen is where all of the Backyard Football League
(BFL) excitement begins. Select one of the following options:
Play Now (1 Player)
Play a spontaneous pickup game with randomly selected
teams, field and players. Selecting this option takes you
directly to the Sidelines screen (see page 11) where you
can choose your lineup, check out your team photo and set options before hitting the gridiron.
Note: In Play Now mode, the game uses the most recent game settings (or default settings if
the game is running for the first time).
Single Game (1-2 Players)
SAVING AND LOADING
Your Season Play progress is automatically saved at the end of each
game. To pick up exactly where you left off in the season schedule,
simply load the same coach. Note: Games played in Play Now mode
and Single Game mode are not saved.
Play an exhibition game where you can choose teams, select a field and pick players before
the game begins. Season teams can be used, but season standings and stats are not affected.
See “Single Game and Season Play Setup” on pages 7-11.
Season Play (1 Player)
Lead your team through the rigorous 14-game Backyard Football League season and take a
shot at the BFL championship. See “Single Game and Season Play Setup” on pages 7-11.
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Practice (1 Player)
SINGLE GAME AND SEASON PLAY SETUP
Practice any of the offensive and defensive plays in your playbook, or take the tutorial to
improve your football skills. See “Practice” on page 17.
Select Coach Screen
(Season Play only)
Meet the Players
Create a new coach, or load an existing coach to resume
a season currently in progress. You can also delete coaches.
Check out all of the Backyard Kids and pro kids. View each player’s background information and
skill ratings, or hear them talk. See “Draft Players Screen” on page 10.
Hall of Fame
Here you will find the BFL Championship trophies, a list of all of the coaches who have won
them and pictures of the winning teams. Plus, check out the All Time Records, for the greatest
achievements in Backyard Football. See “Hall of Fame” on page 18.
Goodies
Check here often to see all of the game extras that have been unlocked. See “Goodies” on page 18.
Options
Configure controls, display, sound and system settings. See “Options” on page 11.
New Coach
Begin a new BFL season here. Your coach name can be up
to 10 characters, including spaces. When finished, click on
the Done button to sign in and continue to the Select
Team screen.
Load Coach
To resume a season in progress, select an existing coach and click on the Load button to sign
in that coach and continue to the Select Team screen.
Delete Coach
To delete one or more coaches, select the coach you want to delete and click on Delete to
confirm. When finished, click on the Done button to return to the Select Coach screen.
Select Team Screen
Select Teams
You are free to select from all 32 NFL teams and 20
Custom teams. Player 1 (Home team) appears on the
right, and Player 2 (Away team) appears on the left.
Note: In Season Play mode, Player 2 is grayed out.
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Choose Controls
Game Setup Screen
Home team
Toggle between mouse (default), keyboard, gamepad (if installed) and computer
player.
Away team
Toggle between mouse, keyboard, gamepad (if installed) and computer player
(default).
There are three preset difficulty levels from which to
choose: Easy, Medium (default) and Hard. Depending on
which level you choose, the following settings are toggled
ON/OFF. You can also change these settings individually.
Note: For a computer-versus-computer game, select computer players for Player 1 and Player 2.
Select Field Screen
Select Field
Choose from 12 playable football fields, each with a
different playing surface. As you progress in the game,
you can unlock an additional secret field. (See “Goodies”
on page 18.)
SETTINGS
Qtr. Length
Fatigue
Playing Conditions
Customize gameplay by selecting a day or a night game.
You can also choose from the following weather conditions
in Single Game Mode:
Power-Ups
Clear
Weather conditions do not affect play.
Rush Delay
Rain
Rain makes it harder to pass.
Snow
Snow makes it harder to run.
Game Setup Screen
Display the Game Setup screen where you can adjust gameplay options (see next page).
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Clock
Play Arrows
AI Plays
DESCRIPTION
Determines how long each
quarter lasts.
Players tire over the course of
the game, making player
substitutions necessary.
Teams earn special abilities by
accomplishing certain tasks.
Clock limits play-calling to
20 seconds.
How long the defense will wait
until they rush the quarterback
(0-5 seconds).
Outline the routes of your
receivers and runningbacks.
Select Play to see the specific play
that the computer player is going to
use; select Page to see the playbook
page that the computer player is
going to choose from; or choose
None to hide computer plays.
EASY
1 minute
DIFFICULTY DEFAULTS
MEDIUM
HARD
1 minute
1 minute
OFF
OFF
ON
OFF
ON
OFF
Off
OFF
ON
5 seconds
2 seconds
0 seconds
ON
OFF
OFF
Play
Page
None
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Draft Players Screen
Sidelines Screen
It’s time to draft some players for your team!
Play Game
Leather & Laces (Single Game only)
In Single Game mode, Player 1
and Player 2 alternate choosing
players for their teams. To determine which player goes first, play
the traditional Leather & Laces
guessing game. After spinning the ball, if Player 1 has guessed
correctly, he or she picks first. Otherwise, Player 2 picks first.
Draft Players
Choose seven players for your team. Click on each kid to view his or her player card. To draft
the selected kid, click on the Accept button. Otherwise, click on the Back button to cancel.
To view more players, click on the scrollbar arrow buttons. You can also sort players by skills or
size by clicking on the Sort By arrow buttons.
Custom Players
You can create custom players for your team. Click on the “?” player icon to display the
Custom Player screen. Choose a nickname and physical attributes, and then click on the
Accept button to continue. Distribute the available skill points across the skill options, and
click on the Accept button to finalize your custom player.
View Roster
Click on the View Roster button to view the players you have selected so far for your team.
Use the scrollbar arrow buttons to see more players.
Note: During player selection, click on the Accept button from the main Draft Players screen
to have the game select random players for the remaining open slots on your team.
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Coaching
Team Page
Options
Exit to Clubhouse
You’re ready to play some ball! Click
on this to start your game.
View your team lineup and player
positions, or review and customize
your football playbook.
Take a look at and print your team’s
photo, or check out the Player
Milestones and Team News for
Season Play teams.
See “Options” below.
Click on this to return to the Clubhouse.
OPTIONS
At the Options screen, you can configure controls, display, sound and system settings. You can
also select Game Setup where you can adjust gameplay options.
Game Setup See “Game Setup Screen” on page 9.
Controls
Access the controls configuration menu where you can change mouse button,
control pad (if installed) and keyboard controls. See next page, “Gameplay
Controls” for default controls.
Display
Toggle menu transition special effects, background animations and power-up
special effects ON/OFF.
Sound
Toggle menu music, menu sound effects, game commentary and in-game
sound effects ON/OFF.
System
Toggle the Use Hardware Render, Use Direct Sound and Run Game in Window
options ON/OFF to improve the game’s performance on your computer.
Delete Files Use this option to delete saved games.
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GAMEPLAY CONTROLS
TWO-BUTTON MOUSE: RIGHT-HANDED
ACTION
Snap the ball
Select player
Move player
Pass
Dive
Juke
Punt / Kick field goal
CONTROL
left mouse button
left mouse button
left mouse button (click on target destination)
right mouse button (click on target destination)
tap right mouse button
left mouse button + right mouse button
left mouse button (two clicks: first click to aim ball,
second to determine power)
TWO-BUTTON MOUSE: LEFT-HANDED
ACTION
CONTROL
Snap the ball
Select player
Move player
Pass
Dive
Juke
Punt / Kick field goal
right mouse button
right mouse button
right mouse button (click on target destination)
left mouse button (click on target destination)
tap left mouse button
left mouse button + right mouse button
left mouse button (two clicks: first click to aim ball,
second to determine power)
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ACTION
Move player
Snap the ball
Select player
Punt / Kick field goal
Pass
Juke
Dive
CONTROL
directional buttons
button 1
button 2
button 3
button 4
KEYBOARD
ACTION
Move player left
Move player right
Move player up
Move player down
Snap the ball
Select player
Punt / Kick field goal
Pass
Juke
Dive
CONTROL
left arrow key
right arrow key
up arrow key
down arrow key
Ctrl key
Shift key
Enter key
Backspace key
Note: These are the default gameplay controls settings. You can change button and keyboard
settings at the Options screen (see page 11).
ONE-BUTTON MOUSE
ACTION
Snap the ball
Select player
Move player
Pass
Punt / Kick field goal
GAMEPAD
CONTROL
mouse button
mouse button
mouse button (click on target destination)
mouse button (click on target destination)
mouse button (two clicks: first click to aim ball,
second to determine power)
KEYBOARD COMMANDS
The following commands are available in-game:
ACTION
Quit without saving
Play in a window
Return to full screen
Terminate a scene
Terminate dialogue
CONTROL
Alt + F4
Alt + Enter key
Alt + Enter key
Enter key
. (period)
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LET’S PLAY FOOTBALL!
Gameplay Icons
Game Screen
Active Player Icon
A blinking circle appears beneath the player you are currently controlling.
HUD
(Heads Up Display)
Select Player/Move Player/Pass Icon
• Move this icon over another player and then click to select that player.
• To move a player, simply point and click on where you want him or her to go.
• To pass, move the icon across the screen to where you want the ball to go,
and click.
First Down Marker
HUD Detail
Snap Icon
Current Quarter
Home Team Score
Clock
Away Team Score
When this icon appears, click to snap the ball.
Off-screen Icon
Down / Yards to Go / Field Position
Points to a player when he or she is off-screen.
Fatigue Bar
Indicates the amount of energy that the player has left (if fatigue is set
to ON at the Game Setup screen).
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Kicking Icon
PRACTICE
The kicking icon appears when you are punting or kicking a field goal.
Your first click aims the ball (use the arrow to determine direction),
and your second click determines how much power is behind the kick
(shown by how much the arrow bends).
Scoreboard Screen
Practice
Offense
Practice any of the offensive plays in the BFL playbook. You
are free to work on your running, passing and kicking skills.
Defense
Home Team Plays
Practice any of the defensive plays in the BFL playbook. You
can work on your rushing, pass coverage and tackling skills.
When you are finished practicing, click on the Time Out button from the Scoreboard screen.
Home Team
Playbook Pages
Flip Play
Time Out
Away Team
Playbook Pages
Tutorial
Offense
Chuck Downfield coaches you through the basics of running, passing and kicking.
Defense
Chuck Downfield coaches you through the basics of rushing, pass coverage and tackling.
Away Team Plays
When you are finished with the tutorial, click on the Time Out button from the Scoreboard screen.
Choose a play for the upcoming down. To select one of the three visible plays, double-click on
it. Or, to see more pages of the playbook, click on the playbook pages buttons. The Flip Play
button changes the vertical orientation of the plays on the current page of the playbook. The
Time Out button displays the Sidelines screen, where you can modify gameplay settings.
Power Plays
Select a power play to gain temporary special abilities including turbo speed, improved leaping
and even teleportation!
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HALL OF FAME
OFFICIAL BFL RULES
BFL Champions
Objective
After you have completed one or more BFL Seasons, check
out all of the BFL Championship trophies, a list of all of
the coaches who have won them and pictures of the
winning teams.
To score the most points by advancing the ball into the opposing team’s territory and crossing
their goal line.
All Time Records
View the greatest achievements in Backyard Football 2004 here.
Credits
Click on Credits to view all of the people who helped create Backyard Football 2004.
GOODIES
You can unlock a secret field and extra players by reaching
the playoffs or by winning the BFL championship in
Season Play mode. The Goodies screen lists all of your
unlocked extras.
Possession
Home team determines order of possession. The Away team receives the kickoff in the first
half, and the Home team receives the kickoff to begin the second half.
The kicking team kicks off from its own 40-yard line.
A ball that is fielded in the opposing end zone can be downed for a touchback. In that case,
the ball is given to the offensive team at the 20-yard line.
The offensive team has four chances or “downs” to advance the ball 20 yards. If the offensive
team succeeds, it is given four more downs. If the ball is placed inside the defensive team’s
20-yard line, the offensive team is given four downs to score a touchdown.
If the offensive team fails to advance 20 yards after four downs, then possession is given to
the opposing team at the spot of the ball. However, the offensive team may elect to kick a
field goal or punt to the defensive team on fourth down. If a field goal goal is missed from
outside the defensive team’s 20-yard line, the opposing team receives possession at the last
spot of the ball. If a field goal goal is missed from inside the defensive team’s 20-yard line, the
opposing team receives possession at the 20-yard line.
Number of Players
Each team consists of seven kids. On the field, play is five-on-five. The two remaining spots on
the roster are designated for reserves that may be used as substitutions for players on the field.
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Field of Play
The basic unit of measurement in Backyard Football 2004 is the “Backyard Yard.” One Backyard
Yard equals .5 meters.
If the score is tied at the end of regulation play, the game will go into Sudden Death
Overtime. Possession is given to the home team. Time is not kept and the game continues
until a team scores, winning the game.
The field of play is 100 Backyard Yards from goal line to goal line Division (50 meters in realworld units), 16 Backyard Yards from sideline to sideline Division (8 meters), with an end zone
of 10 Backyard Yards at each end.
Passing
Field divisions are marked on the field every 10 Backyard Yards, with hash marks appearing at
every Backyard Yard.
All forward passes that touch the ground are considered dead.
Attire
Skirts, shorts or overalls are allowed. The only requirement is a Backyard Certified football helmet.
An offensive player can only pass the ball from behind the line of scrimmage. Only one forward
pass is permitted per play.
Running/Receiving
All players are eligible to receive a pass. The center is eligible only when he or she is beyond
the line of scrimmage.
Team colors consist of a primary color for the jersey and helmet, and a secondary or accent
color for the stripes, facemask and logo circle on the helmet. Teams in one league can have
identical color schemes. However, when they play each other, the home team gets to retain
their original colors while the visiting team must wear alternate colors, usually replacing one
of their primary team colors with white.
The ball is spotted at the farthest point it was advanced when the ball carrier’s knee/back/butt
touched the ground.
Time
Turnovers
The game is divided into four quarters.
A ball that is dropped by a ball carrier is considered “live” and is ruled a fumble.
The game clock stops after every play.
A backward pass that touches the ground is considered “live” and is ruled a fumble.
A traditional digital countdown clock keeps keep time.
Fumbles may be advanced by the recovering team.
In Single Game mode and in Season Play mode, you can choose to play with a play clock. The
play clock allows each coach only 20 seconds to choose a play from his or her playbook.
Otherwise, the computer will select the first play on the displayed playbook page after 20
seconds. With this setting, the center will snap the ball automatically 5 seconds after the team
returns to the field.
Interceptions change possession of the ball and may be advanced.
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A player must have at least one foot inbounds when making a reception. Otherwise the pass
is ruled incomplete.
Kickoffs and punts that are first touched by any member of the receiving team are considered
“live,” and can be recovered and advanced by the kicking team.
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However, any kickoff or punt that is first touched by the kicking team but not “downed,” can be
recovered by the receiving team, who retain possession even if they fumble the ball on the return.
Penalties
Penalties will neither be allowed nor assessed.
Scoring
Touchdown
One touchdown equals 6 points. A team scores a touchdown by running across the opponent’s goal line with the ball or catching the ball inside the opponent’s end zone. Ball carriers
can also run into or touch an end zone marker for a touchdown or extra point.
Point After Touchdown (PAT)
After scoring a touchdown, the team is given the opportunity to add one or two extra points
or “points after touchdown” from their opponent’s 5 yard line. A PAT can be scored by kicking
an Extra Point Field Goal for 1 point, or by running/passing into the end zone for a conversion,
equaling 2 points.
Field Goal
The offensive team can attempt to kick the ball through the goal posts from any point on the
field. A successful field goal is worth 3 points. A missed field goal, if it lands in the field of play,
can be returned by the defensive team like a punt.
Safety
One Safety equals 2 points. Safeties are ruled when an offensive ball carrier is either tackled in
his or her own end zone (the one at their end of the field) or if he or she fumbles the ball out
of bounds from his or her own end zone. The defense is then awarded a safety, and the offense
must kick the ball to the defense.
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CREDITS
Humongous
Entertainment
Matessa Shold
Producer
Pete Crayne
Programming Lead
Jay Prochaska
Art Lead
Ken DeRoche
Neal Josephson
Steve Kuo
Jason Vourtsis
Programmers
Valerie Kissling
Cisco Martinez
Paul Wesberry
Artists
Patrick Hoynes
Robert Ochs
Associate Producers
Rafael Calonzo, Jr.
Eric Gross
Erik Haldi
Design Team
Thomas McGurk
Music Composed by
Ben Crane
Wendy Jones
System Programming
Christina McDonald
Bob Givnin
Jenny Neuburger
Production Assistants
Geoff Kirk
Audio Engineer
Samantha Kelly
Klem Daniels
Featuring the Voices of
Brenda Arellano
Stephanie Diaz
Demone Gore
Keri Healey
Laurie Jerger
Chris Miesen
Michelle Thurston
Adam Watson
Additional Voice Talent
Andy Hieke
Senior V.P. and General Manager
Bill Petro
V.P. of Development
Skip Saling
Executive Producer
Jim Braderick
Art Director
Russ LaValle
Programming Manager
Brad Carlton
Creative Director
Henrik Steen
Technical Director
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Atari
Chris Munson
Associate Producer
Melanee Hannock
Senior Product Manager
Stacy Hendrickson
Executive Producer
Paul Hellier
Director of Technology
Petrina McPhee
Director of Marketing
Steve Martin
Director of Creative Services
Elizabeth Mackney
Director of Editorial & Documentation Services
Kristine Meier
Art Director
Melissa Caccavaro
Graphic Designer
Ross Edmond
Documentation Specialist
Norm Schrager
Copywriter
Michael Gilmartin
Director of Publishing Support
Michael Craighead
Director of Quality Assurance, North America
Ken Ford
I.T. Manager/Western Region
Michael Vetsch
Manager of Technical Support
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Kurt Boutin
Senior Q.A. Testing Manager
Randy Lee
Bill Carroll
Q.A. Testing Managers
Lenny Montone
Lead Tester
Nick Lazzara
Assistant Lead Tester
Ron Foskin
Erik Jeffery
Matt Pantaleoni
Testers
Dave Strang
Compatibility Lab Supervisor
Randy Buchholz
Patricia Jean Cody
Mark Florentino
Chris McQuinn
Cuong Vu
Compatibility Analysts
Special Thanks
National Football League
Tim Langley
Richard Seidlitz
Monty Amdursky
Gene Goldberg
PLAYERS INC
Tirzah Orr
LaShun Lawson
Howard Skall
ATARI WEB SITES
To get the most out of your new game, visit us at:
http://www.atarikids.com
To send e-cards to your friends, download wallpapers, or get access to other free stuff, visit our
Freebies section at:
www.us.atari.com/freebies
If you would like to chat with other gamers, as well as developers, visit our Community Forum
area at:
www.ataricommunity.com
Kids, check with your parent or guardian before visiting any web site.
Chat Messages: Atari does not monitor, control, endorse, or accept responsibility for the content of chat
messages. You are strongly encouraged not to give out identity or other personal information through
chat message transmissions. Kids, check with your parent or guardian if you are concerned about any
chat you receive.
Use of Atari web sites is subject to terms and conditions, which you can access at:
www.us.atari.com/terms_of_service.asp
TECHNICAL SUPPORT (U.S. & CANADA)
Help Via the Internet
Up-to-the-minute technical information about Atari products is generally available 24 hours a
day, 7 days a week via the Internet at:
http://www.atarisupport.com
Through this site you’ll have access to our FAQ (Frequently Asked Questions) documents, our
FTP (File Transfer Protocol) area where you can download patches if needed, our Hints/Cheat
Codes if they’re available, and an E-Mail area where you can get help and ask questions if you
do not find your answers within the FAQ.
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Note: In the event we must send you a Hint Sheet, FAQ document, patch or update disc via
E-mail, we may require verifiable consent from a parent or guardian in order to protect children’s privacy and safety online. Consent Forms are available at the web site listed above.
Help Via Telephone in the United States & Canada
For phone assistance, call Atari Technical Support at (425) 951-7108. Our Interactive
Voice Response system is generally available 24/7, providing automated support solutions
immediately.
Great News! We’ve improved our Automated Systems so that you can get product-specific
Troubleshooting help more quickly. All you need to do is enter the product’s Part # when
prompted to do so. This will take you directly to all of our known issues and solutions for this
title. The product’s Part # is located in several places (on the CD label, package and/or plastic
disc case) and is usually identified by a number such as 04-12345. When prompted by the
Automated System, enter the last five digits of your product’s Part #. (For example, Part #
04-12345 would require that you enter the “12345” portion of the number for that product.)
Note: Some products simply feature a five-digit Part # without an “04-” prefix.
Product Return Procedures in the United States & Canada
In the event our technicians at (425) 951-7108 determine that you need to forward materials directly to us, please include a brief letter explaining what is enclosed and why. Make sure
you include the Return Merchandise Authorization Number (RMA#) supplied to you by the
technician, and your telephone number in case we need to call you. You will receive the mailing address when the technician gives you the RMA#. Any materials not containing this RMA#
will be returned to you unprocessed.
Warranty Policy in the United States & Canada
If our technicians determine that the product storage medium is found to be defective within
ninety (90) days of original purchase, (unless otherwise provided by applicable law), Atari will
replace the item free of charge, to the original purchaser, if the item is accompanied by the
original dated receipt and packaging.
Live support is generally available Monday through Friday, 8:00 AM until 6:00 PM (Pacific
Time). Note: We may be closed on major holidays.
Before making your call, we ask that you be at your computer, have the following information
available, and be ready to take notes:
• System Make and Model
• Processor Type
• Operating System, including version number if possible (such as Windows® 98; Windows® Me)
• RAM (Memory)
• Video and sound card data and drivers
• Any screen or error messages you’ve encountered (and where)
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END-USER LICENSE AGREEMENT
IMPORTANT — READ CAREFULLY: Please be sure to carefully read and understand all of the rights and
restrictions described in this End-User License Agreement (“EULA”).
AGREEMENT
This document is an agreement between you and Atari, Inc. and its affiliated companies (“Company”). The
enclosed software game disc(s), cartridge or Game Pak (“Software”) and any accompanying printed materials are licensed to you only on the condition that you accept all of the terms contained in this EULA.
By opening this package and installing or otherwise using the Software you agree to be bound by the terms
of this EULA. If you do not agree to the terms of this EULA you may not install or use the Software and
within 15 days of purchase you must call the Tech Support telephone number listed in the manual accompanying the Software (the “Manual”). Select the Automated Phone System’s Main Menu option for
Consumer Services and follow the prompts.
You will be given a Return Merchandise Authorization number (RMA #) by the technician. You then have 15
days from the date of this contact to return the Software in its protective covering, the Manual and the
original sales invoice to the address supplied to you.
If this is a PC product, when you install the Software you will be asked to review and either accept or not
accept the terms of the EULA by clicking the “I Accept” button. By clicking the “I Accept” button you
acknowledge that you have read the EULA, understand it and agree to be bound by its terms and conditions.
COPYRIGHT
The Software is protected by copyright laws and international copyright treaties, as well as other intellectual property laws and treaties. All title and copyrights in and to the Software (including but not limited to
any images, photographs, animations, video, music, text and “applets” incorporated into the Software) and
any printed materials accompanying the Software are owned by the Company or its Licensors.
GRANT OF LICENSE
The Software is licensed and not sold to you and its use is subject to this EULA. The Company grants you a
limited, personal, non-exclusive license to use the Software in the manner described in the user documentation. The Company reserves all rights not expressly granted to you in this EULA.
PERMITTED USES
1. If the Software is configured for loading on a hard drive, you may install and use the Software on a single
computer.
2. You may make and maintain one copy of the Software for backup and archival purposes, provided that
the original and copy of the Software are kept in your possession.
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3. You may permanently transfer all your rights under this EULA, provided you retain no copies, you transfer
all of the Software (including all component parts, the media and printed materials and any upgrades)
and the recipient reads and accepts this EULA.
RESTRICTIONS
1. You may not delete or obscure any copyright, trademark or other proprietary notice on the Software or
accompanying printed materials.
2. You may not decompile, modify, reverse engineer, disassemble or otherwise reproduce the Software.
3. You may not copy, rent, lease, sublicense, distribute, publicly display the Software, create derivative works
based on the Software (except to the extent expressly permitted in the Editor and End-User Variation
section of this Agreement or other documentation accompanying the Software) or otherwise commercially exploit the Software.
4. You may not electronically transmit the Software from one computer, console or other platform to
another or over a network.
5. You may not use any backup or archival copy of the Software for any purpose other than to replace the
original copy in the event it’s destroyed or becomes defective.
EDITOR AND END-USER VARIATIONS
If the Software includes a feature that allows you to modify the Software or to construct new variations (an
“Editor”), you may use such Editor to create modifications or enhancements to the Software, including the
construction of new levels (collectively the “Variations”), subject to the following restrictions. Your
Variations: (i) must only work with the full, registered copy of the Software; (ii) must not contain modifications to any executable file; (iii) must not contain any libelous, defamatory or other illegal material, material
that is scandalous or invades the rights of privacy or publicity of any third party; (iv) must not contain any
trademarks, copyright-protected work or other property of third parties; and (v) may not be commercially
exploited by you, including but not limited to making such Variations available for sale or as part of a payper-play or timesharing service.
TERMINATION
This EULA is effective until terminated. You may terminate this EULA at any time by destroying the
Software. This EULA will terminate automatically without notice from the Company if you fail to comply
with any provisions of this EULA. All provisions of this EULA as to warranties, limitation of liability, remedies and damages will survive termination.
LIMITED WARRANTY AND DISCLAIMER OF WARRANTIES
You are aware and agree that use of the Software and the media on which is recorded is at your sole risk.
The Software and media are supplied “AS IS.” Unless otherwise provided by applicable law, the Company
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warrants to the original purchaser of this product that the Software storage medium will be free from
defects in materials and workmanship under normal use for ninety (90) days from the date of purchase.
The warranty is void if the defect has arisen through accident, abuse, neglect or misapplication. If the
Software fails to conform to this warranty, you may at your sole and exclusive remedy, obtain a replacement free of charge if you return the defective Software. Follow the Product Return Procedures described in
the Manual. The Company does not warrant that the Software or its operations or functions will meet your
requirements, or that the use of the Software will be without interruption or error.
TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, EXCEPT FOR THE EXPRESS WARRANTY SET FORTH ABOVE, THE COMPANY DISCLAIMS ALL WARRANTIES, EXPRESS OR IMPLIED,
INCLUDING AND WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. EXCEPT FOR THE EXPRESS WARRANTY SET FORTH ABOVE, THE COMPANY DOES NOT WARRANT, GUARANTEE OR MAKE ANY REPRESENTATION REGARDING THE USE OR THE RESULTS OF THE USE OF THE SOFTWARE IN TERMS OF
ITS CORRECTNESS, ACCURACY, RELIABILITY, CURRENTNESS OR OTHERWISE. SOME JURISDICTIONS
DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED WARRANTIES, SO THE ABOVE
EXCLUSIONS AND LIMITATIONS MAY NOT APPLY TO YOU.
MISCELLANEOUS
If any provision or portion of this EULA is found to be unlawful, void, or for any reason unenforceable, it will
be severed from and in no way affect the validity or enforceability of the remaining provisions of the EULA.
This EULA constitutes the entire agreement between you and the Company regarding the Software and its use.
LIMITATION OF LIABILITY
IN NO EVENT WILL THE COMPANY OR ITS EMPLOYEES OR LICENSORS BE LIABLE FOR ANY INCIDENTAL, INDIRECT, SPECIAL, CONSEQUENTIAL OR PUNITIVE DAMAGES, OR ANY DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR INJURY TO PERSON OR PROPERTY, FOR
LOSS OF PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, LOSS OF PRIVACY,
FAILURE TO MEET ANY DUTY AND NEGLIGENCE) ARISING OUT OF OR IN ANY WAY RELATED TO
THE USE OR INABILITY TO USE THE SOFTWARE, EVEN IF THE COMPANY OR AN AUTHORIZED REPRESENTATIVE OF THE COMPANY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE EXCLUSION MAY NOT APPLY TO YOU.
IN NO EVENT WILL THE LIABILITY OF THE COMPANY FOR DAMAGES WITH RESPECT TO THE SOFTWARE EXCEED THE AMOUNTS ACTUALLY PAID BY YOU FOR THE SOFTWARE.
NHL and the NHL Shield are registered trademarks of the National Hockey League. All NHL logos and marks and team logos and marks depicted herein
are the property of the NHL and the respective teams and may not be reproduced without the prior written consent of NHL Enterprises, L.P.
© 2002 NHL. All Rights Reserved. Officially Licensed Product of the National Hockey League. National Hockey League Players' Association,
NHLPA and the NHLPA Logo are Trademarks of the NHLPA and are used, under license, by Atari, Inc.
Officially Licensed Product of the National Hockey League Players' Association.
CHOICE OF LAW AND VENUE
This EULA is governed by the laws of the United States of America and the State of New York, exclusive of
its conflicts of law provisions. The exclusive venue for litigation regarding or arising from this EULA is New
York County, New York and you agree to submit to the Jurisdiction of the courts of New York County, New
York for any such litigation.
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© 2003 Atari, Inc. All Rights Reserved. All trademarks are the property of their respective owners.
Developed by Humongous Entertainment.
© 2003 NFL Properties LLC. Team names and logos are trademarks of the teams indicated.
All other (NFL-related marks) are trademarks of the National Football League.
Officially licensed product of PLAYERS INC. The PLAYERS INC logo is a registered trademark of the NFL players.
www.nflplayers.com © 2003 PLAYERS INC.
The NBA and individual NBA member team identifications used on or in this product are trademarks, copyrighted designs and other forms of
intellectual property of NBA Properties, Inc. and the respective NBA member Teams and may not be used, in whole or in part,
without the prior written consent of NBA Properties, Inc. © 2003 NBA Properties, Inc. All rights reserved.
Major League Baseball trademarks and copyrights are used with permission of Major League Baseball Properties, Inc.
Visit the official website at MLB.com.
© MLBPA - Official Licensee, Major League Baseball Players Association. Visit the Players Choice on the web at www.bigleaguers.com.
© 2003 MLS. All Major League Soccer properties used by permission. All Rights Reserved.
Windows and DirectX are either registered trademarks or trademarks of Microsoft Corporation
in the United States and/or other countries.
Pentium is a trademark or registered trademark of Intel Corporation or its subsidiaries
in the United States and other countries.
Uses Bink Video Technology. Copyright © 1997-2003 by RAD Game Tools, Inc.
Uses Miles Sound System. Copyright © 1991-2003 by RAD Game Tools, Inc.
07223
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BACKYARD FOOTBALL™ 2004
PC MANUAL BACK COVER
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