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- FINAL WHISTLE - KICK OFF 2 DATADISK 1
-
- Typed by TALISMAN of AGILE. Edited by PARASITE.
-
-
- 1.0 SKILL LEVELS
- There are a new group of players at each skill level. The facility to import
- teams from Player Manager remains available. However there is another option.
- OTHER SQUAD:This will allow you to import teams from future Data Discs.
- This option also allows you to load a selected squad saved from
- the Select Squad screen,thus avoiding the inconveniance of
- selecting a squad everytime the game is played.
-
- 2.0 SQUAD SELECTION
- The squad is selected by allocating a shirt number against a name.
- Move the joystick left or right to highlight the required shirt number.
- Move the J/S UP or DOWN to highlight a player.
-
- 2.1 : Select the shirt number and then the player you wish to play in that
- shirt number. Press the Fire Button.
- 2.2 : You can see the attributes and the skill level of any player in the
- squad.
-
- Highlight the player name and press the SPACE-BAR. Press SPACE-BAR to return
- to the squad screen.
-
- 3.0 MODE OF PLAY
- 1 To 4 players can play the game.
-
- 3.1 ONE PLAYER : One player against the computer.Player 1 controls TEAM A.
- He can play either nearest the ball or in position.
- He cannot play as the keeper.
-
- 3.2 PLAY NEAREST THE BALL :
- Highlight J/S - Select DONE and press F.B
- 3.3 PLAY IN POSITION :
- Highlight J/S. Move J/S up or down to highlight the name of the player
- you wish to control.Select DONE and press F.B
- 3.4 TWO PLAYERS :
- There are two modes available.
- a) Play against each other.
- b) Play as a team against the computer.
- 3.5 PLAY AGAINST EACH OTHER :
- Player 1 controls the team A and Player 2. The players can play nearest
- to the ball or play in position.
- 3.6 PLAYER 1 (TEAM A)
- Play Nearest To The Ball - Highlight J/S 1,Select done and press the F.B
- Play In Position - Highlight J/S 2,Select done and press the F.B
- 3.7 PLAYER 2 (TEAM B)
- Nearest To Ball - Highlight J/S 2,Select done.
- In Position - Highlight J/S Then Select done.
- 3.8 PLAY AS A TEAM AGAINST THE COMPUTER
- Player 1 can play nearest to the ball or in position.
- Player 2 can play in position on the pitch or as keeper.
- Player 2 makes the selection first.
- 3.8A Player 2 - Highlight J/S 2,Move J/S to highlight the player you wish to
- control on the pith or the keeper and press the F.B.
- 3.8B Player 1 - As in 3.6
-
- 4.0 COMPUTER AGAINST COMPUTER
- This option allows Team A to play against Team B without players control.
- The option allows a Player Manager to test the ability of his team against
- the computer without playing in one player mode.In two player mode,a Player
- Manager can test his team against another Player Manager team.
-
- Select COMPUTER option.If a player manager team is loaded for TEAM A in
- select level then Team A will play against the computer. If another Player
- Manager team is loaded from Team B then two Player Manager teams can play
- against each other.Select DONE and press F.B
-
- SAVE : Once you have selected a squad, you can use SAVE option to save the
- selected squad on a pre-fprmatted disc.The saved team can be loaded for a
- game using OTHER SQUAD option ion the Select Skill option.
- QUIT : This option allows you to return to the Main Menu.
-
- 5.0 THREE PLAYERS
- Players 1 and 3 play in Team Mode as 3.8
- 5.1 FOUR PLAYERS
- Players 1 and 3 play in Team Mode against players 2 and 4 also playing
- in Team Mode.
-
- 6.0 THE KEEPER
- In one player mode,or two player mode against each other,the player controls
- the keeper for a goal kick and while defending a penalty kick.
- In Two Players mode, if the second player is playing as a keeper,the
- following rules apply.
- 6.1 A) The Keeper is confined to the 18yd box.
- B) While defending the goal,the computer controls the extent and direction
- of a dive or a jump.The player controlling the keeper initiates the
- action by pressing the F.B.
- 6.2 The keeper controls for defending the penalty area remain as in KO2.
- 6.3 GOAL KICKS :
- The goal remains as in KO2 but the length of the kick now depends on the
- shooting attributes ofthe keeper.
-
- 7.0 SET PIECES
- 7.1 CORNER KICKS :
- The corner kicks are now radically changed giving the player far more
- control.It is possible to kick the ball with a left or right bias,
- Curl the ball in or out using "AfterTouch" and control the height of the
- ball. There are nine settings of shot control.
- A)There are nine shot power settings. The minimium setting taps the ball
- to player standing nearest to the player taking the corner kick and the
- maximum will take the ball past the far post.Move J/S to highlight the
- strength required and press the F.B.
- B)Press the F.B again.The duration for which you hold the F/B determines
- the height of the ball.Releasing the F.B. starts the run up of the
- player taking the corner kick.
- C)Before the player reaches the ball,the ball can be given a left or right
- bias by moving the J/S left or right.The duration for which the J/S is
- kept left or right determines the amount of bias.If the J/S is not moved
- the ball will be kicked straight.
- D)Move J/S to control the ball using AFTERTOUCH which is available for
- only a short amount of time.
- The new controls give the player total control for corner kicks.
- 7.2 THROW IN :
- The computer will automatically take a throw unless the F.B is pressed
- before a throw in is taken.The duration for which the F.B is kept
- determines the distance for which the ball is thrown.Move J/S to
- determine the direction of the throw and releasethe F.B Only five
- forward positions of the joystick can be used.
-
- 8.0 BALL CONTROL
- There are two new joystick controls.
- 8.1 OVERHEAD KICK :
- Reverse the direction of the joystick when the ball is in the air.
- 8.2 FLICK BALL :
- Press the F.B before you touch the ball.The ball is now in control.
- Keep the F.B pressed.Move the J/S forward and then reverse the direction
- of the J/S,releasing the F.B at the same time.
- The ball will be flicked in the air giving you the opportunity to do
- either a blinding header or a spectacular overhead kick.
-
- 9.0 PITCHES
- There are three additional pitches.
- 1 - ICY - Increases ball pace and travel.
- 2 - MUDDY - Ball travel reduced drastically bothin the air and on the ground
- Player stamina is greatly reduced.
- 3 - BUMPY - This is a non-league pitch.On hitting the ground,the ball is
- likely to fly off in any direction.
- 9.1 New graphics have been introduced for the normal pitch and the pitch
- is called WEMBLEY.
-
- 10.0 PLAYER ATTRIBUTES
- There is an additional player attribute called FLAIR. Players with a high
- degree of Flair are likely to play more of an intervidual game than a team
- game.
-
- 11.0 OFFSIDE
- The OFFSIDE - Rule only comes into play for the following player modes.
- TWO PLAYERS - Against each other.
- Three and Four player mode.
- RULES :
- A player is offside if he receives the ball while there is no opposition
- player (excluding the Keeper) between him and the goal.
- You Have the option of having the OFFSIDE on or off.
-
- 12.0 TACTICS
- 12.1 The tactics implementation has now been completely changed giving
- a totally newgameplay.The old tactics positioned the players
- dependingon the position of the ball on the pitch irrespective as to
- which side had the possesion of the ball.This created weakness in the
- game stratagy occasionally.Now players movements depend on the ball
- position and whether the team is attacking or defending.
- 12.2 Four standard tactics are provided on the disc,other tactics will
- be available on the WINNING TACTICS data disc.
- 12.3 P.Manager Designed Tactics - The tactics designed using the P.Manager
- tactics designer can still be loaded using Select Tactics Option which
- can be accessed via the OPTIONS MENU.
-
- 13.0 IMPORTING PLAYER MANAGER
- The name structure for the players in the Final Whistle has been altered
- to allow greater flexibility in the player names on future data discs.
- The new name structure is,however,incompatible with the name structure in
- KO2 and P.Manager . A P.Manager team loaded in Final Whistle will therefor
- lose the player names. All their skills and attributes are imported.
- To keep track of the players,make a note of each players name in the team
- and his squad number.
- For example T.J Smith listed as number 15 will appear in the no.15 position
- but under a different name.
-
- End.
-