Speedball 2 manual
- Speedball 2
- manual
SPEEDBALL II
THE BACKGROUND:
DURING THE PAST 2 YEARS,SPEEDBALL HAS UNDER GONE A TRANSFORMATION. TEAMS HAVE
BEEN RE-ORGANISED,NEW STADIA BUILT, AND THE LEAGUE HAS BEEN SPLIT INTO 2
DIVISIONS. THE MOST IMPORTANT CHANGES HAVE OCCURED ON PITCH,ITS NOW 100%
BIGGER,AND INCLUDES A HOST OF NEW FEATURES....SPEEDBALL 2 IS A DIFFERENT BALL
GAME.
GETTING STARTED:
AFTER THE GAME HAS LOADED THIS IS THE FIRST SCREEN YOU SEE.
1 PLAYER GAME....TAKES YOU TO select match SCREEN
2 PLAYER GAME....TAKES YOU STRAIGHT INTO A GAME BETWEEN 2 TEAMS OF EQUAL
ABILITIES,EITHER AS A SOLO MATCH,OR THE BEST OF THREE,OR THE BEST OF FIVE.
PLUG JOYSTICK 1(BLUE TEAM) INTO PORT 1,AND PLUG JOYSTICK 2(RED TEAM) INTO
THE MOUSE PORT.
THE TEAM SWAPS ENDS AT HALF TIME. SEE PLAYING A MATCH.
DEMO GAME:
IF YOU DONT MAKE ANY SELECTIONS, THE GAME ENTERS DEMO MODE AUTOMATICALLY AFTER
A SHORT TIME. PRESS ESC TO EXIT THE DEMO.
REPLAY GOALS:
USE THIS TO REPLAY YOUR SAVED GOALS.
SELECT MATCH:
IN A SINGLE PLAYER MODE YOU CONTROL THE BLUE TEAM.THERE ARE 5 BASIC GAME
TYPES.
KNOCKOUT;
THIS TAKES YOU INTO A MATCH AGAINST THE COMPUTER,VIA THE GYM(SEE GYM).IF YOU
WANT TO SKIP TRAINING, JUST PRESS ESC KEY ON THE GYM SCREEN TO GO DIRECTLY TO
THE ACTION.
IN A KNOCKOUT GAME YOU FACE A SERIES OF EVER-TOUGHER MATCHES AND CONTINUE
PLAYING UNTIL YOU LOSE(SEE PLAYING A MATCH) ITS A WAY OF FAMILIARISING
YOURSELF WITH THE ACTION WITHOUT HAVING TO TAKE PART IN A LEAGUE OR CUP
COMPETITION. YOU CANNOT LOAD OR SAVE A KNOCKOUT GAME.
LEAGUE:
IN BOTH LEAGUE AND CUP YOU CONTROL BRUTAL DELUXE-ONE OF THE LESS FANCIED
SIDES IN DIVISION 2. EACH SEASON LASTS 14 WEEKS. IF YOU FINISH IN 1ST PLACE
YOU ENTER A PLAYOFF AGAINST THE TEAM 2ND FROM BOTTOM IN THE 1ST DIVISION.
FINISH BOTTOM AND THE SHAME WILL HAUNT HAUNT YOU FOR THE REST OF YOUR
CAREER! 10 POINTS ARE AWARDED FOR A WIN..5 POINTS FOR A DRAW..PLUS 1 FOR
EVERY 10 YOU SCORE...POINT DIFFERENCE IS SIGNIFICANT IF YOU TIE ON POINTS
WITH ANOTHER TEAM (SEE MANAGMENT).
CUP:
THIS IS A KNOCKOUT TOURNAMENT WHICH CONSISTS OF 4 ROUNDS. IN EACH ROUND YOU
PLAY 1 MATCH OVER 2 LEGS, IF YOU DRAW-PLAY A DECIDER. ONE PLAYER ONLY.
PRACTISE:
THIS IS LIKE AN INSTANT GAME, EXCEPT THERE`S NO OPPOSITIONS,ITS JUST LIKE YOU,
THE BALL AND AS MUCH TIME AS YOU NEED TO PERFECT THOSE TRICK SHOTS AND PASSES.
CUP AND LEAGUE SUB MENU:
NEW GAME........STARTS A NEW GAME
TEAM GAME.......A NEW GAME WHERE YOU PLAY AS THE TEAM MANAGER AND THE COMPUTER
MANAGES THE TEAM ON THE PITCH.
LOAD GAME.......LOAD A PREVIOUSLY SAVED GAME.
MANAGEMENT:
****************************************
* * *
* * *
* * *
* 1 * * 1- PLAYER ATTRIBUTE PANEL
* * *
* * *
* * 3 * 2- KEYBOARD
* * *
* * *
************* * 3- THE SQUAD
* * *
* * *
* * *
* 2 * *
* * *
* * *
****************************************
THE MANAGMENT SIDE OF SPEEDBALL 2 ALLOWS YOU TO STRENGTHEN YOUR SQUAD OF 12(9
MEMBERS AND 3 SUBS) BY BUYING AND SELLING PLAYERS IMPROVING THEIR VITAL
ATTRIBUTES. AT THE START OF THE GAME YOU HAVE A NUMBER OF CREDITS IN THE BANK.
THIS SCREEN ALLOWS YOU TO SELCT THE GYM OR TRANSFER SCREENS,EXAMINE THE
ATTRIBUTES OF BRUTAL DELUXE AND THEIR OPPONENTS, AND MAKE SUBSTITUTIONS. TO
ACTIVATE A KEY,HIGHLIGHT IT AND PRESS FIRE. THE PLAYERS POSITIONS ARE
INDICATED BY LETTERS NEXT TO THEIR PORTRAITS.
ESC...........PLAY GAME
FIX...........BOTH TEAMS RELATIVE ATTRIBUTES IN THE NEXT MATCH
GYM...........GO TO THE GYM
DOWN..........CYCLE THROUGH PLAYERS
TAB...........(LEAGUE) VIEW LEAGUE TABLE
SAV...........SAVE GAME
STA...........MATCH STATISTICS..ONLY AVAILABLE AFTER MATCH HAS BEEN PLAYED.
TRA...........GO TO TRANSFER SCREEN
UP............CYCLE THROUGH PLAYERS
TAB...........(CUP) VIEW FIXTURES
SUB...........SUBSTITUTE PLAYER.
CHANGING TEAM POSITION:
TO DO THIS.FIRSTLY SELECT THE PLAYER YOU WISH TO MOVE BY HIGHLIGHTING HIM AND
PRESSING FIRE. USE THE `CYCLE` KEYS TO SELECT THE PLAYER YOU WISH TO SWAP
POSITIONS WITH AND USE THE SUB KEY TO MAKE THE SUBSTITUTION.
THE GYM:
**********************************
* * * *
* * * *
* * * *
* 1 * * * 1- ATTRIBUTE PANEL
* * * *
* * * * 2- KEYBOARD
* * 3 * 4 *
*********** * * 3- ATTRIBUTE BUTTONS
* * * *
* * * * 4- TRAINING PANEL
* * * *
* 2 * * *
* * * *
**********************************
THE GYM ALLOWS YOU TO IMPROVE YOUR SQUADS ATTRIBUTES. THESE CAN BE TEMPORARILY
SUPPLEMENTED ON THE FIELD WITH PIECES OF ARMOUR OR TOKENS BUT ANY WORK YOU DO
IN THE GYM IS PERMAMENT.
YOU CAN ENHANCE JUST ONE ATTRIBUTE FOR AN INDIVIDUAL PLAYER, OR IMPROVE ALL
THE ATTRIBUTES FOR THE WHOLE TEAM,OR EVERYTHING IN BETWEEN. IN ORDER TO TRAIN
THE SQUAD. FIRST SELECT WHO YOU WANT TO TRAIN USING THE KEYBOARD,INDIVIDUAL
PLAYERS,GROUPS OF PLAYERS(DEF,MIF,ATTACK,SUBS)OR THE WHOLE TEAM-SEE GYM
KEYBOARD,BELOW. IF YOU WANT TO INPROVE ALL 8 ATTRIBUTES(SEE ATTRIBUTES BOX)
SELECT THE `ALL` KEY.
IF YOU WANT TO IMPROVE SPECIFIC AREAS(SUCH AS AGGRESSION OR POWER),MOVE THE
JOYSTICK RIGHT UNTIL YOU REACH THE ATTRIBUTE BUTTONS. HIGHLIGHT THE ATTRIBUTE
YOU WANT TO IMPROVE AND PRESS FIRE(THIS ILLUMINATES THE CORRESPONDING AREA ON
THE TRAINING PANEL).FINALLY SELECT `BUY` ON THE KEYBOARD OR PRESS THE
ATTRIBUTE BUTTON AGAIN AND THE COST IS AUTOMATICALLY DEDUCTED.
THE COST:
AGR........5
DEF........10
THR........10
STA........15
ATT........10
SPD........15
POW........10
INT........15
GYM KEYBOARD:
THE FIX (FIXTURE) KEY IS THE SAME AS FOR THE `MANAGER` SCREEN. THE OTHER
KEYS HAVE THE FOLLOWING FUNCTIONS;-
I.........TRAIN INDIVIDUAL PLAYERS
T.........TRAIN TEAM
UP........CYCLE THROUGH PLAYERS
ALL.......INCREASE ALL ATTRIBUTES BY 10
G.........TRAIN GROUP
ESC.......RETURN TO MANAGER SCREEN
DOWN......CYCLE THROUGH PLAYERS/GROUPS
BUY.......BUT INDIVIDUAL ATTRIBUTES
ATTRIBUTES:
A PLAYERS ATTRIBUTES DETERMINE HIS/HER INDIVIDUAL STRENGTHS DURING A MATCH.
FOR EXAMPLE, YOU MIGHT THINK SPEED IS ESSENTIAL TO ATTACKERS AND ATTACK
CAPABILITIES VITAL TO DEFENDERS. THE ATTRIBUTE BUTTONS ALLOW YOU TO CUSTOMISE
YOUR TEAM ACCORDING TO YOUR NEEDS.
AGR-AGGRESSION......DEFINES WETHER PLAYER WILL ATTACK OPPONENT IN HIS
AREA.AGGRESSIVE PLAYERS GO OFF AND FIGHT THEIR OPPONENTS
RATHER THAN ACTUALLY PLAYING THE GAME.
ATT-ATTACK..........THIS DETERMINES HOW SUCCESSFUL YOU ARE WHEN TRYING TO TAKE
THE BALL FROM AN OPPONENT.
DEF-DEFENSE.........THE STRONGER THIS IS,THE HARDER IT IS FOR ANYONE TO TAKE
THE BALL FROM YOU.
SPD-SPEED...........DETERMINES YOUR SPEED,SLIDE AND JUMPING DISTANCE.
THR-THROWING........PLAYERS WHO CAN THROW FURTHER ARE A GREAT ASSET.
POW-POWER...........A PLAYER WITH MORE POWER TACKLES HARDER AND INJURES HIS
OPPONENT SEVERELY.
STA-STAMINA.........THIS IS DEFENCE AGAINST `POWER`. A PLAYER WITH A HIGH
STAMINA WILL BE INJURED LESS SEVERELY WHEN TACKLED.
INT-INTELLIGENCE....CONTROLS PREDICTION OF PLAYER POSITION OR BALL,REACTION
TIME,AND HOW FAR THE PLAYER CAN LOOK AROUND HIM,A SMART
SQUAD HAS QUICKER REACTIONS AND MOVES INTO INTELLIGENT
ATTACKING POSITIONS MORE FREQUENTLY.
THE TRANSFER SCREEN:
**********************************
* * *
* * *
* 1 * *
* * * 1- STAR PLAYERS PANEL
* * 3 *
* * * 2- KEYBOARD
* * *
* * * 3- THE SQUAD
************** *
* * *
* * *
* * *
* 2 * *
* * *
* * *
**********************************
THE TRANSFER SCREEN ALLOWS YOU TO PURCHASE ANY OF THE STAR PLAYERS AVAILABLE.
IN EXCHANGE FOR A MEMBER OF YOUR OWN TEAM AND A CASH FEE. STAR PLAYERS ARE
CHARACTERISED BY THEIR GREAT STRENGTH IN ALL DEPARTMENTS AND CAN HAVE HIGHER
ATTRIBUTES THAN NORMAL TEAM MEMBERS.
TO BUY A STAR PLAYER,MOVE THE UP/DOWN CURSOR UNTIL THE PLAYER YOU WISH TO
PURCHASE APPEARS IN THE STAR PLAYER PANEL.MOVE THE JOYSTICK RIGHT UNTIL YOU
HIGHLIGHT THE PLAYER YOU WISH TO TRANSFER FROM YOUR OWN SQUAD AND PRESS
FIRE.FINALLY,HIGHLIGHT THE `BUY` KEY,AND PRESS FIRE,MONEY IS AUTOMATICALLY
DEDUCTED AND THE STAR PLAYER SHOULD NOW APPEAR AS A MEMBER OF YOUR TEAM.IF
NOTHING HAPPENS,YOU CAN`T AFFORD THE TRANSACTION,OR YOU ARE TRYING TO BUY A
PLAYER INTO THE WRONG POSITION.
TRANSFER KEYBOARD:
THE STA(STATISTICS) KEY IS THE SAME AS FOR THE MANAGER SCREEN, THE OTHER KEYS
HAVE THE FOLLOWING FUNCTIONS;-
ESC.........RETURN TO MANAGER SCREEN
DOWN/UP.....CYCLE THROUGH PLAYERS ON OFFER
BUY.........BUY A PLAYER
PLAYING A MATCH:
**********************************
* * 1- BLUE TEAM SCORE
* *
* * 2- RED TEAM SCORE
* *
* * 3- BLUE PLAYER ENERGY
* *
* * 4- RED PLAYER ENERGY
* *
* * 5- TIME REMAINING
* *
**********************************
* * * * * *
* 1 * 3 * 5 * 4 * 2 *
* * * * * *
**********************************
SPEEDBALL 2 IS PLAYED OVER 2 HALF`S LASTING 90 SECONDS EACH. TEAMS SWAP ENDS
AT HALF TIME. THE ACTION STARTS WHEN THE BALL IS LAUNCHED INTO PLAY IN THE
CENTRE OF THE PITCH. THIS HAPPENS AT THE BEGINNING OF EACH PERIOD, OR AFTER
A GOAL, OR AFTER A GOAL HAS BEEN SCORED. OR A PLAYER SUBSTITUTED. THE OBJECT
OF THE GAME IS TO SCORE MORE POINTS THAN YOUR OPPONENT-BUT HOW YOU DO IS UP
TO YOU (SEE SCORING POINTS)
CONTROLLING YOUR TEAM:
YOU CONTROL THE PLAYER ON YOUR TEAM WHO IS NEAREST THE BALL,THIS IS YOUR
CONTROL PLAYER(CP). HE/SHE WILL BE HIGHLIGHTED WITH AN ARC IN YOUR TEAMS
COLOUR ABOVE HIS/HER HEAD. WHEN THE PLAYER HAS THE BALL HE WILL HAVE A
LETTER ABOVE HIS HEAD DENOTING HIS GROUPS POSITION.
A.....CENTRE FORWARD
M.....MIDFIELD
D.....DEFENCE
W.....WINGER
G.....GOALKEEPER
EACH MEMBER OF THE TEAM CAN MOVE AND THROW THE BALL IN 8 DIRECTIONS.TO THROW
THE BALL,PRESS THE FIRE BUTTON. A SHORT PRESS RELEASES IT AT WAIST HEIGHT, A
LONGER PRESS MEANS THE BALL IS THROWN UP HIGH IN THE AIR.
IN ADDITION,A SUBTLE AMOUNT OF `AFTER-TOUCH` CAN BE APPLIED TO THE BALL AFTER
IT HAS BEEN THROWN BY MOVING THE JOYSTICK UP OR DOWN,LEFT OR RIGHT,THIS MEANS
THAT YOU CAN DIRECT THE BALL ANYWHERE YOU WANT TO.
IF YOUR TEAM IS NOT IN POSSESSION,PRESSING THE FIRE BUTTON CAN HAVE ONE OF
THREE EFFECTS. IF THE BALL IS IN THE AIR NEAR YOUR (CP),HE/SHE WILL JUMP TO
CATCH IT. IF THE BALL IS ON THE GROUND OR AT WAIST HEIGHT,YOUR PLAYER WILL
SLIDE TI INTERCEPT IT. IF A MEMBER OF THE OPPOSSING TEAM HAS THE BALL PRESSING
FIRE WILL ATTEMPT A TACKLE.
THE GOALKEEPER:
THE GOALKEEPER IS CONTROLLED WHEN HE IS THE (CP)WHEN ROVING AWAY FROM THE GOAL
HE CAN JUMPO UP AND CATCH THE BALL,THROW IT AND TACKLE AS
NORMAL,ADDITIONALLY,WHEN THE BALL IS MOVING,PRESSING FIRE WITH THE JOYSTICK
LEFT OR RIGHT CAUSES HIM TO DIVE FOR THE BALL.HOWEVER,HE CAN`T TRAVEL OUTSIDE
HIS OWN GOAL AREA-ABOUT A SCREENS DISTANCE FROM GOAL.
TACKLING:
SUCCESSFUL TACKLES DEPEND ON THE RELATIVE ATTACK/DEFENSE ATTRIBUTES OF THE TWO
PLAYERS INVOLVED,IF YOU WIN THE TACKLE,YOUR OOPONENT LOSES ENERGY,AND VICE
VERSA.
TACKLING A PLAYER ALSO REDUCES HIS/HER ATTRIBUTES,YOU CAN TACKLE ANY PLAYER AT
ANY TIME-EVEN OFF THE BALL.PLAYERS ARE MOST VULNERABLE WHEN JUMPING AND FACING
AWAY FROM YOU.
INJURIES/SUBSTITUTIONS:
WHEN THEIR ENERGY LEVEL IS REDUCED TO ZERO,PLAYERS ARE UNABLE TO MOVE AND HAVE
TO BE STRETCHERED OFF BY THE ROBODOC`S,A SUBSTITUTE IS BROUGHT ON AS A
REPLACEMENT.FOR EVERY PLAYER YOU INJURE-YOU SCORE 10 POINTS,SUNSTITUTED
PLAYERS ATTRIBUTES DO NOT RESET TO THEIR STARTING LEVELS AFTER A MATCH.
SAVING AND LOADING THE GAME;
GAMES CAN ONLY BE SAVED OR LOADED WHEN PLAYING IN THE LEAGUE OR CUP
COMPETITIONS,ENSURE THAT YOU HAVE COMPETITIONS,ENSURE THAT YOU HAVE A BLANK
DISK AVAILABLE.PRESS `SAV` WHEN IN THE MANAGER SCREEN,PRESS FIRE TO SAVE,
PRESS `ESC` TO ABORT.ANY PREVIOUS INFO WILL BE OVERWRITTEN.YOU CAN SAVE ONE
LEAGUE OR ONE CUP PER DISK.
SCORING POINTS;
SCORING A GOAL HAS 2 IMPORTANT BENEFITS,FIRSTLY IT GIVES YOU 10 POINTS,TO HELP
YOU WHERE YTHE GOAL IS WHEN YOU CAN`T ACTUALLY SEE IT,THERE ARE 2 WHITE
MARKERS AT THE TOP OF THE SCREEN,OR AT THE BOTTOM DEPENDINGON WHICH HALF OF
THE PITCH YOU ARE IN. EACH GOAL IS FOLLOWED BY AN ACTION REPLAY. YOU CAN SAVE
UP TO 9 REPLAYS ON EACH DISK. JUST PRESS A KEY FROM 1-9 DURING THE REPLAY-TO
CANCEL A REPLAY PRESS FIRE.
OTHER BONUSES AND EQUIPMENT;
POINTS ARE ALSO SCORED BY INJURING PLAYERS,OR BY USING THE BOUNCE DOMES AND
STARS,SCORES CAN ALSO BE MULTI-PLIED BY GAINING CONTROL OF THE SCORE
MULTI-PLIERS.
BOUNCE DOMES-2 ON THE PITCH-2 POINTS EVERY TIME YOU HIT THEM.
STARS-5 FOR EACH TEAM.LIGHT THEM TO SCORE 2 POINTS EACH.THE NTEAM PLAYING
UPFIELD HITS THE CLUSTER AT THE TOP LEFT. THE TEAM PLAYING DOWN HITS THE
GROUP AT THE BOTTOM RIGHT. A 10 POINT BONUS IS AWARDED FOR LIGHTING ALL 5 AT
ONCE. TEAMS CAN`T TURN OFF EACH OTHERS STARS.THIS SUBTRACTS 2 POINTS FROM
OPPONENTS SCORE.TARGETS ARE RESET AT HALF TIME.
SCORE MULTI-PLIERS:
THIS IS A SIMPLE WAY TO INCREASE EVERY SCORE YOU MAKE BY 100%.TO ACTIVATE THE
SCORE MULTI-PLIER,THROW THE BALL UP THE RAMP.YOUR OPPONENTS CAN GAIN CONTROL
BY THROWING THE BALL UP THE RAMPS THEMSELVESM2 THROWS CANCEL OUT YOUR
ADVANTAGE,ANOTHER 2 INCREASE THEIR SCORE BY 100%.RED/BLUE LIGHTS ON TOP OF THE
`SM` SIGNAL WHO IS IN CONTROL AND BY HOW MUCH.ALSO AFFECTS THE ELECTRO-BOUNCE.
(SEE BELOW).
ELECTRO-BOUNCE;
THERE ARE 4 ELECTRO-BOUNCE UNITS,WHEN YOU THROW THE BALL AGAINST ONE OF
THEM.THE BALL BECOMES ELECTRIFIED.THE BALL WILL THEN TACKLE THE FIRST OPPONENT
IT HITS.IF YOU RETAIN POSSESSION OF THE BALL AFTER IT HAS TACKLED AN OPPONENT
IT WILL REMAIN ELECTRIFIED.IF THE OPPOSITION TAKE POSSESSION OR THE BALL STOPS
MOVING IT WILL BE CANCELLED. THE SM AFFECTS THE ELECTRIFIED BALL AS FOLLOWS.IF
YOU HAVE ONE LIGHT,IT WILL TACKLE 2 OPPONENTS,IF YOU HAVE 2 LIGHTS IT WILL
TACKLE 3 OPPONENTS.OPPONENTS CAN STEAL THE ELECTRIFIED BALL BY TACKLING THE
PLAYER WHO IS HOLDING IT.
WARP GATE;
4 WARP GATES(2 IN EACH HALF)TRANSPORT THE BALL FROM ONE SIDE OF THE PITCH TO
THE OTHER.THEY CAN BE AN EFFECTIVE TO DISORIENT YOUR OPPONENT.
INJURING PLAYERS;
A TEAM IS AWARDED 10 POINTS FOR EVERY OPPONENT WHO HAS TO BE STRETCHERED OFF
POINTS TABLE;
STD +DP1 +DP2
GOALS 10 15 20
ONE STAR 2 3 4
5 STAR BONUS 10 15 20
BOUNCE DOMES 2 3 4
INJURE PLAYER 10 15 20
PICK UPS;
THERE ARE 2 BASIC KINDS OF PICK-UP ON THE SPEEDBALL 2 PITCH.-TOKENS AND
ARMOUR/WEAPONARY.
TOKENS;
TOKENS AFFECT THE ENTIRE TEAM, AND ALMOST ALL OF THEM ARE FIXED BY A TIME
LIMIT OF 6 SECONDS.COLLECTING ONE WHICH OPERATES ON A TIMER CANCELS ANY
CURRENTLY ACTIVE TOKEN.
FREEZE TEAM.......FREEZES OPPONENT FOR A LIMITED PERIOD
REVERSE JOYSTICK..REVERSES OPPONENTS JOYSTICK(2 PLAYER ONLY)
REDUCE TEAM.......REDUCES ALL OPPONENTS ATTRIBUTES TO A MINIMUM
INCREASE TEAM.....INCREASES ALL YOUR PLAYERS ATTRIBUTES TO A MAXIMUM
MANIC.............INCREASE BOTH PLAYERS TEAMS TO A MAXIMUM
SLOW TEAM.........REDUCES ALL OPPONENTS PLAYERS SPEED RATINGS TO A MINIMUM
GRAB BALL.........GIVES YOU POSSESSION OF THE BALL
TRANSPORT.........TRANSPORTS THE BALL TO YOUR CENTRE-FORWARD
GOAL DOOR.........PREVENTS THE BALL ENTERING YOUR GOAL
SHIELD............MAKES YOUR TEAM IMMUNE TO TACKLES
FULL ENERGY.......BOOSTS A SINGLE PLAYERS ATTRIBUTES AND ENERGY TO INITIAL
VALUES
ZAP TEAM..........TACKLES ALL ON-SCREEN OPPONENTS,REDUCING THEIR ATTRIBUTES AS
IF A PLAYER HAD TACKLED THEM.
COINS.............WORTH 100 CREDITS(200 IN A CUP MATCH)
ARMOUR AND WEAPONARY;
ITEMS OF ARMOUR AFFECT INDIVIDUAL PLAYERS.ARE TO BE FOUND LYING AROUND ON THE
PITCH AT VARIOUS INTERVALS.BOTH TEAMS CAN PICK THEM UP AND BENEFIT FROM THEIR
AFFECT.UNTIL THEY ARE TACKLED AND FORCED TO DROP THEM. ITEMS CAN BE PICKED UP
A MAXIMUM OF 2 TIMES..ONLY.
BOOTS............ENHANCE SPEED
HELMET...........GREATER INTELLIGENCE
CHESTPLATE.......INCREASES DEFENSIVE ABILITY
SHOULDER.........STRONGER ATTACKING ABILITY
GLOVE............INCREASES POWER
BOTTLE...........A GLUCOSE SOLUTION PROVIDING EXTRA STAMINA
ARMPLATE.........GREATER THROWING ABILITY
BITMAP SHADES....ENHANCES AGGRESSION
CONTROL SUMMARY;
PLAYERS CAN MOVE,SLIDE,THROW AND TACKLE IN 8 DIRECTIONS, AND APPLY AFTERTOUCH
TO THE BALL,PRESSING THE FIREBUTTON HAS VARYING EFFECTS ACCORDING TO THE
CIRCUMSTANCES.
IN POSSESSION........THROW BALL
NOT IN POSSESSION....TACKLE
BALL ON THE GROUND...SLIDE
BALL IN THE AIR......JUMP FOR THE BALL
KEYS;
ESC.............ESCAPE TO THE MAIN MENU
F...............FAST MODE(TEAM MANAGER)
ANY OTHER KEY...PAUSES THE GAME(ANY KEY AGAIN TO START)
End.