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- _____
- /__ /\ ________ T.H.E ____________
- // __\_____ \/\________ \_______ _________
- ___ __/ / /\\ \ .\_____ \/\ /. / /\ ____ ____ ___
- Y \______ / \ \ \\ _ \ \// / \___ _ _\ Y
- . \_____/ / \ \________/\\ \ \____ / /\ \\ .
- \/ \_______/\ \____________/ / \ \ ______/[Sk!n]
- \_______/ \/ \ \_____/
- [Simply Nutty] \/
- -+------------------------------------------------------------------------+-
- | The LoOnS: Python Off The Guardian Action Man Chuck T-Leaf Fraz |
- | |
- | )/ideo /\/asty Bill |
- -+------------------------------------------------------------------------+-
- 20/3/94
- PROUDLY PRESENT
-
- MANCHESTER UNITED PREMIER LEAGUE CHAMPIONS FULL DOCS
- ----------------------------------------------------
-
- Typed By: Cornflake Supplied By: Python
-
- =============================================================================
-
-
- LOADING THE GAME
- ----------------
-
-
- Insert the PROGRAM disk into any disk drive and reset your computer.
- Note that if you have an external drive attached to your computer the
- PROGRAM and DATA disks may be placed in any drive simultaneously, negating
- the need for further disk insertion. Otherwise the user must replace the
- PROGRAM disk with the DATA disk in the disk drive when prompted, and the OK
- icon clicked on.
-
-
-
-
- GAME MANUAL
- ===========
-
-
- Manchester United Premier League Champions ( MUPLC ) consists of two main
- sections, these being the arcade part where the actual football matches are
- played out on the pitch, and the management part, in which the user selects
- the type of game to be played, sets up his team and formation and may view
- various statistic screens regarding his and other teams.
-
- During play within the managemaent section the user controls a small
- cursor to make selections. This is the small on-screen graphic which
- normally looks like an arrow. Occasionally, the cursor will change to look
- like a clock face, in which case the computer will either be busy thinking,
- or accessing the disk drive, in which case you must wait until the arrow
- returns.
-
- Note - during disk access, the disk must NOT be removed from the drive or
- the game will crash, and irreversable damage may be caused to your disk.
-
- The user controls the cursor using the joystick or mouse and must click
- over the on-screen icons (these are the coloured, rectangular text boxes
- which look like buttons) to access areas of the game. To do this you must
- position the cursor over the desired icon, using your joystick/mouse and
- press the left mouse button or joystick fire button to access a different
- area within the game. Icons may also be highlighted (given a white overlay)
- to show selection, or stippled out (given a black overlay) to show that the
- option is unavailable for selection.
-
- Most commonly these icons will contain the words OK, DONE or CANCEL and
- these self explanitory icons either enable the user to proceed or to
- disregard a selection.
-
- During the Tacti-Grid section you will encounter another type of icon,
- showing a small picture instead of text. Although these icons do not appear
- to depress upon selection, they are essentially the same as text icons.
-
- Also within the management section, the user may occasionally be asked to
- enter text or numbers. If a grey box pops up containing a flashing prompt
- within a rectangular boundary then the user is expected to make a textual
- or digital entry. This is achieved by typing in the desired text and
- confirming using either the return key or clicking on the OK icon.
-
- When viewing information lists within the game, the user may encounter
- instances where all the infomation will not fit within a single screen, in
- which case there will be a white bar placed to the right of the text
- window. By positioning the cursor over this bar, and moving the control
- device up or down whilst holding down the mouse or fire button, more
- information will be revealed as text moves out of the window. Alternatively
- moving the cursor to a point within the shaded grey area of the bar, and
- pressing your button will cause the bar to jump to that position.
-
- On many screens, where both a text window and icons appear, a name must
- be highlighted before the icon will have an effect. To do this position the
- cursor over the desired text and press your button. The line of text will
- appear inverse, and a further click over the relevant icon will take you to
- a different screen. Examples are the team selection screens within the
- Season and Single Match sections of the game.
-
- On statistic screens, a bar graph system is used to represent a players
- abilities. Each bar is displayed in a certain colour to give the user an at
- a glance idea of the players standard. The colours range from blue, showing
- a low grade, through green and yellow to red for good. Only the coloured
- portion of each bar represents player skill level, the white being empty.
-
-
-
- PLAYING THE GAME
- ================
-
-
- Once the game has loaded, and the OK prompt clicked on, you should be
- looking at the main menu which contains five icons, namely CUSTOM CUP,
- CUSTOM LEAGUE, SETUP, SINGLE MATCH and SEASON. These, with the exception of
- SETUP are the different types of game that may be played within MUPLC. An
- explanation of each icon and game type follows.
-
-
- SETUP
- -----
- Clicking on this will take you to a further set of icons which
- allow you to alter the general game options. These are:-
-
-
- IMPATIENT/PATIENT
- -----------------
- Temperament: This may be toggled between PATIENT (normal screen fade-out)
- and IMPATIENT (very quick fade-out) depending on your personal taste.
-
- ENGLISH
- -------
- Language: Click on this to change the text within the game to a different
- language. Choices are English (default), French, Italian and German.
-
- CONTROL 1/CONTROL 2
- -------------------
- Toggles between different cursor control methods, namely Auto Sense
- (the computer attempts to sense the control device being moved, and
- moves the cursor using either joystick or mouse) mouse only or joystick
- only for each control port.
-
- WEATHER ON/WEATHER OFF
- ----------------------
- Weather: Allows variation in pitch condition to be turned on or off.
- OK returns you to the Main Menu.
-
-
- CUSTOM CUP
- ==========
-
- This type of game allows the player, and up to three other human
- participants to play a cup competition of thier own design, containing
- between two and sixty four teams. The competition is easy to set up, and is
- done using the following icons:-
-
-
- SETTING UP
- ----------
-
- CUP NAME
- --------
- Clicking on this red icon will bring up a text input box as described
- earlier. The player may now type in a new name for the competition after
- deleting the existing name using the BACKSPACE (arrow pointing left) key.
- The new name may contain up to twenty four characters.
-
- ROUNDS
- ------
- This icon sets the number of teams that will participate in the cup, and
- therefore the number of rounds that are required. As the number of teams
- increases you will notice the column of green clickable icons grow as well,
- and these contain information regarding the number of legs required for each
- round as well as the option to play extra time or not, should the match end
- in a draw. Click on these icons to toggle the information within it.
-
- PITCH TYPE
- ----------
- Click on this blue icon to select the type of pitch you wish to play your
- cup matches on. Selecting RANDOM PITCH will choose any of the built-in pitch
- types at random. Click on OK to proceed with the competition or QUIT to
- abandon the cup and return to the main menu.
-
-
- SELECTING TEAMS
- ---------------
-
- Clicking on OK will take you to the team selection screen, in which the
- number of teams, and human players participating are selected. On the left
- of the screen you should see a window containing all of the games available
- teams. Note that the window includes a slide-bar, as described earlier, to
- enable you to see more of the teams. At the top of the screen a line of text
- tells you how many teams remain to be selected before the competition may
- take place, and this decreases as teams are entered into the cup.
-
- A team may be entered into the competition in either two ways. Firstly,
- and probably the easiest is by simply double clicking (clicking the button
- twice in rapid succession) on a name. Alternatively a team may be selected
- by clicking once over the name to highlight it followed by a single click to
- the ADD TEAM icon. Either way, the team name will turn red in the left
- window, and be added to the list of selected teams in the window on the
- right.
-
- A number of other icons can be seen near to ADD TEAM, their uses are:-
-
-
- DELETE TEAM
- -----------
- Obviously, the opposite of ADD TEAM. Highlight the team to be deleted in
- the window at the right of the screen, and click on the icon to remove the
- team from the competition.
-
- HUMAN TEAM
- ----------
- Highlight a team name in the right hand window, and click on this icon to
- enable human control of that team. This may be carried out on up to four
- teams each one assigned a different colour which is used throughout the
- competition for easy identifcation.
-
- COMPUTER TEAM
- -------------
- Works in a similar way HUMAN TEAM, but turns a human controlled team back
- to computer control, also turning its colour back to white. Works on the
- same system of highlight and click as in HUMAN TEAM.
-
- DELETE ALL
- ----------
- Removes all teams from the selected teams list.
-
- RANDOM TEAMS
- ------------
- Fills in the remainder of teams to be selected randomly. For example, if
- sixteen teams are required, and the user picks four teams, the computer will
- select a further twelve in order to fill the list. Any of these teams may be
- assigned human control or deleted in the usual way. Click on OK to proceed
- or QUIT to abandon the competition.
-
-
- PLAYING THE COMPETITION
- -----------------------
-
- OK, the teams are selected and you are ready to play. What next?
-
- You should now be looking at a screen showing the Competition name and
- current round, as well as the random draw for that round. You will notice
- that any human controlled teams appear in the colour assigned to them in
- setup, except for occasions when one human team is drawn to play another
- human team away from home, in which case the fixture will appear in the
- colour of the home team only. Click on DONE and you are ready to play.
-
- The next screen you will see will be the strip selection for the away
- team. At the top of the screen the name of the home team is shown, above a
- small representation of the strip that team will be wearing during the
- match. Below this the away team name is shown above the three available
- strips for that team, along with three icons. Clicking on any icon
- highlights it, and kits out the team in the relevant strip, although this
- will not be shown until the actual match is underway.
-
- With the strips selected, the next stage is the Tacti-Grid, which is
- explained later on in this text.
-
-
- CUSTOM LEAGUE
- =============
-
- This type of game allows the player, and up to three other human
- participants to play in a league competition of their own design, containing
- between two and twenty four teams. The competition is easy to set up, and is
- done using the following icons:-
-
-
- SETTING UP
- ----------
-
-
- LEAGUE NAME
- -----------
- Clicking on this red icon will bring up a text input box as described
- earlier. The player may now type in a new name for the competition after
- deleting the existing name using the BACKSPACE (arrow pointing left) key.
- The new name may contain up to twenty four characters.
-
- NO. OF TEAMS
- ------------
- The number of participating sides may be selected by clicking on this
- icon. Input is through text box.
-
- POINTS FOR WIN
- --------------
- Sets the number of points given for a win (one to five). The number is
- cycled with button clicks.
-
- POINTS FOR DRAW
- ---------------
- Similar to above icon, this time setting points for a draw (zero to five).
- The number is cycled with button clicks.
-
- PLAY EACH TEAM TIMES
- --------------------
- Sets the number of occasions each team must play each other. Can be once
- or twice.
-
- PITCH TYPE
- ----------
- Click on this blue icon to select the type of of pitch you wish to play
- your league matches on. Selecting RANDOM PITCH will choose any of the
- built-in pitch types at random. Click on OK to proceed with the competition
- or QUIT to abandon the league and return to the main menu.
-
- The next step is to select the teams to take part in the league. For a
- full explanation of this, see the SELECTING TEAMS text described in CUSTOM
- CUP.
-
- CUSTOM LEAGUE matches follow exactly the same format as CUSTOM CUP, with
- the addition of the following icons between matches:-
-
- LEAGUE TABLES
- -------------
- Shows the current league table in the usual league format of [P]layed,
- [W]on, [D]rawn, [L]ost, goals [F]or, goals [A]gainst and Points.
-
- TOP SCORERS
- -----------
- Shows all goalscorers in order of goals scores.
-
-
- SINGLE MATCH
- ============
-
- Allows one or two human players to play a one-off friendly match, with no
- results or tables retained.
-
- To select the teams, a name must be highlighted within the window on the
- left, and then a further click on either team name box assigns that side to
- the match.
-
- Beneath each team is another icon which toggles control control of the
- corresponding team between Human and Computer. Note that the colour of both
- icons also changes to indicate this, green for human and red for computer.
-
- Click on the light blue icon to alter the pitch type, and the dark blue
- icon to kick-off the match.
-
-
- SEASON
- ======
-
-
- Unlike the game types previously described, the League Season is not for
- the type of person with idle minutes to spare, consisting of a full league
- program over many game months, including major cup competitions. Obviously
- however, a Save and Load feature is implemented within this section for
- continual play over many seasons.
-
- Upon selecting the SEASON icon, a choice must be made between playing a
- new or previously saved game. Click on the relevant icon to select. Should
- LOAD be selected then a text box will request that you place your saved game
- disk into any disk drive, and click on OK to proceed.
-
- If NEW GAME is selected then between one and four human managers must be
- assigned to different teams. This is achieved in the following way:-
-
- Highlight a team name by clicking once over it to invert the text. To the
- right you will see four manager numbers, each accompanied by two icons
- bearing the text NOT ACTIVE, one of which is stippled out. Select a number
- and click on the uppermost icon for that manager. A text box should appear
- requesting a name, type one in and press RETURN or click OK. The name and
- selected club appear within the two icons. Repeat the process for another
- manager, or click DONE to proceed.
-
- Should you wish to remove a manager from the game simply click on his
- name, delete the text using BACKSPACE and press RETURN. The icons will
- return to their default state.
-
- After proceeding, the year selector will appear. Click OK to start the
- 1993 season, or type in a new year using the keyboard. The next screens
- displayed will be the draws for the F.A. and Coca Cola Cups, although these
- matches will not be played immediately. Any teams managed by human managers
- will appear in their colour, unless two humans are drawn together, in which
- case only the home team name will be coloured. If your team does not appear
- in either draw dont panic - your team is probably one of the better sides,
- and will be entered at a later round. Click OK to proceed on both screens.
-
- The next screen displayed is the Main Menu, consisting of a further set of
- icons. Look at the background colour and text at the top of the screen. This
- shows which of the human managers is currently active. Any other human
- players must wait until the previous manager has finished and clicked the
- PROCEED icon, so be patient.
-
- The other icons contained on the Main Menu have the following functions:-
-
- SQUAD
- -----
- This page allows the user to view squad information for any team.
- Highlight a team name and click on TEAM INFO to proceed. A similar screen
- will appear. This time select any player name, and click on PLAYER INFO to
- view information and statistics regarding that player. Statistics are
- displayed in the usual bar graph format.
-
- STATISTICS
- ----------
- Allows the player to access many information screens regarding all teams
- and players within the league. Highlight a team name and click on any of the
- following icons:-
-
- FIXTURES
- --------
- Gives a fixture list for selected teams which also shows the teams results
- so far. Other teams fixtures may be viewed from this screen by selecting
- first a division using the top set of icons, followed by a team name from the
- window at the top-left of the screen. The letters that can be seen to the
- left of the results a abbreviations for the following: H-Home game, A-Away
- game, W-Game won, D-Game drawn and L-Game lost.
-
- To the left of the fixture date more abbreviations may be seen with the
- following meanings: LGE-League match, CC-Coca Cola Cup match, FA-F.A. Cup
- match, CHA-Charity Shield match and PLO-Play Off match.
-
- DISCIPLINE
- ----------
- Shows the disciplinary points amassed by all players of the selected team,
- as well as any suspensions those players may be serving. Disciplinary points
- are given to all players shown a yellow or red card. When a player reaches
- the total of twenty one points he must serve a one match suspension. A player
- shown a red card during a match must serve an automatic two match suspension.
-
- SQUAD TOP SCORERS
- -----------------
- This icon is slightly different to the others, in that the information it
- shows is only relevant to your own team, regardless of the highlighted name.
- Shows the number of goals scored by all your players in both league and cup,
- in order of total goals scored.
-
- LEAGUE TABLES
- -------------
- Shows league order for any division, selected using the icons at the foot
- of the screen. Any human-managed teams will appear in thier chosen colour.
- Follows the usual format of [P]layed, [W]on, [D]rawn, [L]ost, goals [F]or,
- [A]gainst and Points.
-
- SQUAD FITNESS
- -------------
- Shows any injuries currently suffered by players within the selected team,
- plus injury type and duration.
-
- TOP SCORERS
- -----------
- Similar to SQUAD TOP SCORERS, but a list of all teams combined, once again
- recorded in order of Total.
-
- PERFORMANCE
- -----------
- Displays a line graph showing the league progress of selected team
- throughout the season. Matches played are placed along the horizontal axis,
- league position along the vertical.
-
- MANAGER HISTORY
- ---------------
- Information for this screen will only be shown after the completion of a
- full season, and records your teams ongoing league performance.
-
-
- MANAGERS
- --------
- Allows the human managers to leave the game at any time, handing temporary
- team control to the computer. Note however that at least one human manager
- must remain in play, and automatic management lasts for four matches only,
- after which the player will removed from the game.
-
- To suspend a player simply click once on his name. Upon rejoining the game,
- simply click on the same icon again to regain human control.
-
- DISK SHOP
- ---------
- Access this icon whenever you wish to save the current game position to
- disk. Data for all managers will be recorded. Also contained within this
- screen are icons to enable the user to load a saved position, or format a
- disk in preperation for saving. Always use a blank or unwanted disk, as
- saving the game will destroy any data contained on it. The MUPLC game disks
- should DEFINITELY not be used.
-
- CUP DRAWS
- ---------
- Allows the user to view pairings for the current round of both F.A. and
- Coca Cola Cups.
-
- FRIENDLY
- --------
- Only appears after completion of the league season, for a period of one
- game month, and allows players to arrange practise matches against the
- opposition of their choice.
-
- SETUP
- -----
- Clicking on this will take you to a further set of icons which allow you to
- alter the general game options. This works the same as described earlier on
- in this text.
-
- PROCEED
- -------
- Click on this when ready to play your next match, or to hand over to the
- next human manager. Upon selection a list of the days fixtures will be
- displayed, usually containing your own team. Your team will not appear
- however if no match has arranged for that day.
-
- A click of the DONE icon will take you to the strip selection screen,
- described in the CUSTOM CUP section of this text. This is followed by the
- Tacti-Grid screen, described in detail later on. Next you are ready to take
- to the field. Full instuctions on how to play the arcade section are given
- later on.
-
- Upon returning to the management section of the game the days results will
- be shown, and occasional information boxes regarding players from your, or
- any other human managers team.
-
- The sequence is then repeated until the season is finished. As in real life
- promotions and relegations will be made ,after which a new season will begin.
- Should a manager be relegated from the G.M. Conference he will be sacked and
- removed from the game.
-
-
-
- TACTI-GRID
- ==========
-
-
- The final section before taking to the field is Tacti-Grid. This is an
- immensely comprehensive but simple system for selecting not only your team
- and formation, but also the tactics each player will be assigned during the
- match. Even though this screen may seem daunting to the first time user, the
- following tutorial will show just how easy it is to use.
-
- Firstly, understand that there is no need to even use Tacti-Grid to its
- full extent, should you not want to, as a selection of pre-defined formations
- are included and the computer will pick what it considers to be your
- strongest team, although full use of Tacti-Grid allows the user to get the
- most out of his team, and adds a personal touch to the teams style of play.
-
- The Tacti-Grid screen, you will notice is split into seven distinct
- sections, each enclosed within a window. Each window is now explained:-
-
- SQUAD
- -----
- Contains a list of your complete playing squad. Player names appear in a
- number of colours, all of which basically show how selectable that player is.
- The meaning of each colour is:-
-
- White
- -----
- Any player with 100 percent fitness, and serving no suspension, will be
- shown in white. Any white player may be selected to play in the forthcoming
- match.
-
- Red
- ---
- Red players are the opposite of white, that is they are definitely
- unavailable for team selection. This may be caused by either a serious injury
- or through suspension. Players will return to white status either after a
- considerable recovery period, or suspension expiry.
-
- Blue
- ----
- Players coloured blue are also unselectable, due to to slightly serious
- injury. An injured player previously coloured red will eventually turn blue
- as the injury mends.
-
- Yellow
- ------
- A yellow name also signifies an injured player, although this type of
- injury is so slight that the player may be selected to play. Be aware however
- that a slightly injured player is not a totally fir player, and therefore you
- will notice a drop in his playing standards, particularly his speed. A player
- previously blue will eventually turn yellow as the injury mends.
-
-
- You will also notice within the SQUAD window a number of double arrow
- symbols pointing towards certain names. These symbols represent a selected
- player, that is one who will either take to the field or the substitutes
- bench when the match is underway. You may change selected players in the
- following way:-
-
- Firstly highlight a player within the SQUAD window by clicking the cursor
- over his name to invert it (remember, only white or yellow players may be
- selected, any other colour will not highlight). Next select another player
- within the TEAM window who you wish to swap with, and click on that name- you
- will notice that the arrow symbol changes posistion within the SQUAD window
- to point at the new selected player, whilst the players name will appear in
- the TEAM window in place of the other.
-
- TEAM
- ----
- Shows all players selected to play in the forthcoming match. Player
- positions within the window may be altered by clicking on one name, followed
- by clicking on another. You will notice that this action also changes the
- position of the player on the field within the FORMATION window.
-
- Alongside each player name, in the red coloured column you will see a
- number assigned to that player. This signifies the shirt number assigned to
- that player. Football fans will already be aware that there are two different
- types of player numbering, both of which are incorporated into the game.
- Firstly, if your selected player plays within the Premier League, then each
- player will be assigned his own personal squad number which will not change
- throughout the season. These numbers may go beyond the usual 1-11, and in
- some cases exceed 30. Should you change the position of these players within
- the TEAM window, then the shirt number will also move with it.
-
- The second numbering system regards those players who play outside the
- Premier League, that is Divison 1 to 3, and non league. These teams will
- always be numbered from 1-11, and moving a player to a new position within
- the TEAM window will not alter the position of the shirt number, the only
- exception being in cases where the match is underway, such as half-time.
-
- An important point to remember is that the goalkeeper always occupies the
- top position within the TEAM window. Placing an outfield player in the
- goalkeeper position can have a disastrous effect within the match, as these
- players usually lack the required handling and positioning skills.
-
- SUBSTITUTES
- -----------
- This is a similar display to the TEAM window, and shows those players
- assigned as substitutes, that is those players who replace selected ones
- during play. Note that the bottom position is always reserved for your
- substitute goalkeeper, so always ensure a player of that type occupies it.
-
- PLAYER STATS
- ------------
- Shows the abilities of your players using a series of coloured bars. The
- display only becomes active when a player name is highlighted within the
- SQUAD window. Each bar is accompanied by an abbreviation of the skill type,
- explanations of which follow:-
-
- SPD
- ---
- The speed of the player when running.
-
- STM
- ---
- The stanima of the player ie. how quickly the player tires.
-
- AGG
- ---
- The aggression of the player ie. how keen he is to tackle another player. A
- player with a high aggression factor combined with low tackling will foul
- players more frequently than others.
-
- The next two statistics vary depending on the player type, outfield or
- goalkeeper.
-
- POW
- ---
- Appears beside an outfield player, and represents shot power.
-
- ACC
- ---
- Another outfield staistic, representing shot accuracy.
-
- POS
- ---
- Used for goalkeepers only, showing the players positioning ability.
-
- HAN
- ---
- A goalkeeper statistic showing the players handling competence.
-
- CON
- ---
- The players ability to control the ball when dribbling. Also governs the
- amount of swerve a player is able to apply to shots.
-
- PAS
- ---
- Shows how accurate a player is at passing the ball.
-
- TCK
- ---
- Represents the tackling ability of a player.
-
- INT
- ---
- Denotes a players intelligence. Affects the player in a number of ways such
- as positioning on the field and decision making when shooting or passing.
-
- FIT
- ---
- The players fitness level.
-
- MOR
- ---
- Shows the morale of the player and affects many skills at once.
-
-
- SET PIECES
- ----------
- The small window beneath SUBSTITUTES allows you to select the takers for
- free kicks and penalties. To assign a player to a set piece simply highlight
- his name within the SQUAD window, and then click over the relevant set piece
- box. The players shirt number should then appear beside the text. Any player
- may be assigned as taker for any number of kicks. Should no player be
- assigned to a box, then the computer will select a taker during the game.
-
- FORMATION
- ---------
- Contains the grid itself. Using this grid, the player is able to design
- complex team strategies, with the minimum of fuss. You will notice that the
- window is divided into a block of 11x9 squares, with a larger goalkeeper slot
- at the top. Each one of these squares represents an area of the game pitch.
- The grid is sectioned into three distinct divisions, shown by different
- shades of green. These regions represent, from top to bottom, Defence,
- Midfield and Attack. To the right of each positional division you will see an
- area coloured red, each containing three small instuction symbols. By placing
- the shirt numbers of the grid in one of the three regions, players will be
- made to defend, attack or play in midfield. Adjusting a players position
- along the horizontal axis causes the player to line up in that area of pitch,
- whilst adjusting their height within that region gives that player specific
- instructions on how to play within that role, depending on the corresponding
- insruction symbol.
-
-
- EXPLANATION OF INSTUCTIONAL SYMBOLS
- -----------------------------------
-
- Defence region (top):
-
- __
- / \ The standard defender position. Instructs the player to stay back at
- \__/ all times.
-
-
- ____ Instructs the player to move upfield when your team is on the attack
- \ / in order to support midfield/strikers. The player will move to the
- \/ midfield region.
-
-
- ____
- \ / Similar to the above instruction, moving the defender upfield, all
- __ the way into the attacking region. Can leave defence severely
- \ / undermanned should you be caught with a quick counter-attack.
- \/
-
-
- As these players are placed within the defence region, they will always
- return to their original defensive positions when required.
-
-
- Midfield Region (middle):
-
-
- /\ Instructs a midfield player to move back when your team is defending
- __ in order to help out the defenders.
-
- __
- / \ The standard midfield position. Player will linger around the middle
- \__/ of the field in order to make passes upfield, or crucial tackles.
-
- ____
- \ / Instructs a midfield player to move upfield when your team is on the
- \/ attack, in order to support the strikers.
-
-
- As these players are placed within the midfield region, they will always
- return to their original midfield positions when required.
-
-
- Attack Region (bottom):
-
-
- /\ Instucts the attacker to move downfield when your team is defending
- __ in order to help out defence. Can lead to an undermanned attack,
- /\ should the ball be cleared.
- __
-
-
- /\ Similar to the above instruction, moving the attacker downfield,
- __ though to the midfield area only.
-
- __
- / \ The standard attack position. Player will linger upfield waiting for
- \__/ passes from defence or midfield.
-
-
- As these players are placed within the attack region, they will always
- return to their original attacking positions when required.
-
- Player positions may be swapped within the FORMATION window by clicking on
- a shirt number, followed by another.
-
-
- The ICON WINDOW
- ---------------
- Beneath the FORMATION grid you will see a set of icons and a formation
- name. Clicking on the formation name allows the user to alter the name of
- that formation, using the keyboard. Should you enter no name at all the
- computer will name the formation using the number of selected defenders,
- midfielders and attckers eg. 4-2-4.
-
- The icons have the following functions:-
-
-
- /
- \ Available to you are eight seperate formations, which you may alter
- at will. These icons cycle through the formations, and changes made
- \ to any of them will be retained throughout the season or competition.
- /
-
-
- /\ A quick option to allow you to adopt a instant defensive pattern.
- __ A single click on this moves all players downfield one step. Further
- ii clicks move the team back until they reach the limits of the region.
-
-
- _ii_ A similar icon to above, with the opposite function of moving all
- \ / players forward one step.
- \/
-
- __
- /i \ Allows you to study the squad, team and formation of the opposition
- \__/ Click again to return.
- /
-
-
- / Click on this when you are satisfied with everything, in order to
- / proceed to the match itself.
- \/
-
-
-
- THE MATCH
- =========
-
-
-
- Now its time for the fun bit. If you have played computer football games
- before you should have no problem getting straight in to MUPLC, even though
- it contains many features new to games of this type.
-
- CONTROL
- -------
- The joystick must be used to control your players. You will always take
- control of the nearest man to the ball, and the up, down, left and right
- directions move the player around the pitch. Moving into the ball will cause
- the player to take control, and with further movement the player will start
- to dribble the ball. A press of the joystick button will cause the player to
- kick the ball, with variable amounts of power and swerve, as explained in
- further detail below:-
-
- There are three distinct types of kick available to the player, these being
- a PASS, a SHOT and a VOLLEY.
-
- PASSING
- -------
- To pass the ball, the joystick button must be tapped quickly, whilst facing
- the player in the desired direction. Should another player from your team be
- standing within a reasonable range, then the ball will go directly to that
- man. The reasonable range will vary however, depending on the players own
- passing skill.
-
- SHOOTING
- --------
- The second type of kick available is the shot. This is quite a versatile
- type of kick, and may be executed with many varying heights and degree of
- power and swerve.
-
- The shot is achieved by holding down the joystick button for a little
- longer than a single tap. The strength of the shot is determined by holding
- the button down for varying amounts of time, and releasing. Once full shot
- power is realized, the player will automatically kick the ball.
-
- Whilst the joystick button is held down, the height and swerve of the shot
- may be altered. This is achieved by moving the joystick into a new position
- before the shot is released, as follows:-
-
- To alter the height of the shot simply hold the joystick in the opposite
- direction to the players movement, until the shot is made. The player will
- continue to move in the requested direction. Following the release of the
- ball, the player has a short amount of time in which to vary the height, by
- either releasing or maintaining the joystick direction. The longer the hold,
- the higher the shot will be.
-
- The swerve of the shot is applied in a similar way as the height, with the
- difference being that the joystick direction should be moved to the left or
- the right of the players direction of movement, until the shot is made. The
- player will continue to move in the requested direction. Following the
- release of the ball, the player has a short amount of time in which to vary
- the amount of swerve, by either releasing or maintaining the joystick
- direction. The longer the hold, the more swerve will be applied. The amount
- also varies depending on the players ball control abilities.
-
- Note that both styles of after-touch may be applied simultaneously, by
- moving the joystick into the diagonal positions.
-
- Whilst the controlled player is not in possession of the ball, a press of
- the joystick button will have varing effects:-
-
- VOLLEYING
- ---------
- If the ball passes your player at below-waist height, then a press of the
- joystick button will result in a volley shot, providing he is close enough to
- make contact.
-
- HEADING
- -------
- If the ball passes your player at head height or above, then a press of the
- joystick button will result in the player diving to attempt to head the ball,
- providing he is close enough to make contact.
-
- DIVING HEADERS
- --------------
- If the ball passes your player at around waist height, then a press of the
- joystick button will result in the player diving to attempt to head the ball,
- providing he is close enough to make contact.
-
- With the above 3 shots the ball can be directed within a 180 degree arc of
- the direction the player is facing by moving the joystick in the direction
- you wish the ball to travel at the point the player makes contact with the
- ball.
-
- SLIDE-TACKLE
- ------------
- The player may be made to slide towards the ball whenever the above
- criteria are not met. This may be used to tackle the ball from an opposition
- player, or to reach a free ball in order to knock it over a short distance
- eg. to score a goal when not in kicking range.
-
- The goalkeeper within the game differs from the outfield players in that he
- is mostly under computer control. The only time you will take control of the
- goalkeeper is when you pass the ball back to him, or whilst he is holding the
- ball. If the ball is passed to the keeper by a player from his own team, the
- rule is that he is not allowed to handle the ball, and therefore becomes
- under normal player control in order to kick or dribble the ball away. Should
- the joystick directions be left alone, then the goalkeeper will kick the ball
- away automatically.
-
- If the keeper picks up the ball following a kick from the opposition you
- must kick or pass the ball, using the same techniques as a normal kick, to
- apply power, height and swerve.
-
- FREE KICKS/CORNER KICKS/PENALTIES/GOAL KICKS
- --------------------------------------------
- These are all taken in the same way as a normal pass or shot, using the
- same techniques to apply power, height and swerve. Wait to hear the referees
- whistle before taking the kick.
-
- THROW INS
- ---------
- If the ball is kicked out of play beyond the touch-line (the vertical lines
- running along the edge of the pitch) then the opposite team is awarded a
- throw-in. To take the throw-in face the player in the desired direction, hold
- down the joystick button to build up power, and then release.
-
-
- General Features
- ----------------
-
-
- Pitch types
- -----------
- The game contains many different pitch types, which may be selected from
- within the management section, or given at random throughout a season. These
- have the following effect on the players:-
-
- Wet Pitch: Ball bounce and travel are reduced. Player control is made more
- difficult, players will occasionally slip and slide, and distance is
- increased.
-
- Dry Pitch: Ball bounce and travel are increased. Player control is
- unaffected.
-
- Muddy Pitch: Ball bounce and travel are vastly reduced.
-
- Frosty Pitch: Ball bounce and travel are vastly increased. Players will
- occasionally slip and slide, and distance is increased.
-
- Normal/Foggy pitches: Standard bounce and travel speeds.
-
-
- Deflections
- -----------
- If a shot is hat at a player, the ball may deflect in different ways. If
- the shot is hit at a particularly high speed, and a player is hit, he may
- even be knocked to the floor. Deflected shots will bounce at realistic
- angles.
-
- Injuries
- --------
- If a player is injured during a match, a message will appear at the base of
- the screen informing you of the severity of the fact. Injuries will effect
- the skills of the player to varying degrees depending on whether the player
- is slightly hurt,injured or seriously injured. It would be a sensible idea to
- substitute any player in pain or injured.
-
- Yellow/Red Cards
- ----------------
- Any player who fouls another, risks being shown a yellow or red card. A
- yellow card is given for what the referee deems to be a serious foul, and
- serves as a warning. A player shown two yellow cards will also be shown the
- red card which means he must leave the field, and also serve a suspension.
- Players shown any card will be given disciplinary points which may be viewed
- within the STATISTICS option in the Management Section of the game.
-
- Control Keys
- ------------
- During play, pressing certain keys on the keyboard will have the following
- effects:-
-
- F1- Access Tacti-Grid for the home team ie. the team printed on the left of
- the score panel. This allows mid-match tactical changes of substitutions to
- be made. Only works while the ball is out of play.
-
- F6- Access Tacti-Grid for the away team. Only works when the ball is out of
- play.
-
- P- Pauses the game. Press again to resume play.
-
- S- Displays the score. Any figures in brackets represent the first leg
- score, should the match be the second leg of a cup round. A more detailed
- version of the score panel, showing scorers and times is automatically
- displayed whilst the ball is out of play.
-
- Q- Aborts the match, and returns to the Management Section.
-
- R- Action replay. Press again to resume play. Action replays during the
- season are only available on machines with more than 1 Mb memory, but are
- always available during Single Match, Custom League and Custom Cup.
-
- During Action Replay mode, a further set of keys may be pressed for the
- following effects:-
-
- S- Toggles speed of replay between slow motion or normal speed.
-
- V- Toggles viewpoint of replay, front or back.
-
- B- Holding down this key winds back the replay sequence.
-
- F- Similarly, this key winds forward the replay sequence.
-
- T- Toggles time clock on and off.
-
- SPACE - Cycles view of replay to centre on each player in turn, instead of
- the ball.
-
- Substitutions
- -------------
- During play, pressing either key F1 or F6 whilst the ball is out of play
- will take the player to the Tacti-Grid screen, to allow substitutions or
- tactical changes to be made. To substitute a player you must use the same
- method os for team selection. The method is as follows:-
-
- Select the player you wish to remove from the field by clicking on his name
- within the TEAM window. His name should highlight within the SQUAD window.
-
- Next, select the player who you wish to bring on to the field in his place,
- and click on his name within the SUBSTITUTES window. The players will swap
- positions within the TEAM window, and the player brought off will be stippled
- out.
-
- Click on the tick icon to return to the match.
-
- Only two substitutions may be made per team, per match. This includes the
- substitute goalkeeper.
-
-
-
- GAME TIPS
- ---------
-
-
- Manchester United Premier League Champions has been designed to give you
- hours and hours of challenging gameplay, ensuring that the game never becomes
- too easy, but at the same time is enjoyable for the beginner. We can assure
- you that as you become more proficient at the game, the dream of you
- achieving the status of Premier League Champions will become closer to
- reality.
-
- We recommend that as a beginner you choose the CUSTOM LEAGUE option and
- choose a strong Premier side. You can study individual player stats to
- gauge how good a team is, but for a quick start we recommend choosing
- Manchester United (Except for when playing Aston Villa). Then select a
- mixture of non-league, GM Conference and 3rd Division sides to make up the
- balance of your division.
-
- As your skill improves you may configure further custom leagues with
- stiffer opposition until you are ready to meet similarly skilled opposition
- in the SEASON option.
-
- In the Premier League you will control and meet fast and skillful players.
- If you choose to play in the lower divisions you will find that the game is
- played at a slower pace, but your players will not be able to dribble as well
- and their passing and shooting will be weaker and less accurate,
-
- In any cup competition, including CUSTOM CUP, you should note that meeting
- lesser opposition will not guarantee you safe passage into the next round.
- Some teams will significantly raise their game in order to capture some cup
- glory.
-
- There is no one to goal. You can try short, fast passes through the
- midfield, or fast runs down the wings followed by accurate crosses into the
- box, or even kick the ball long ball style. All can bring success depending
- on your own ability and preferences, the individual skills of the players on
- your team and the skills and formation of the opposing team. The one tactic
- that will not work is running in a straight line through a bunch of opposing
- defenders. You will almost always be tackled or pushed off the ball and the
- best you can hope for is a foul.
-
- If during a match you do not seem to making much headway try to analyse
- what is going wrong and, if necessary, change your formation accordingly. It
- is surprising what results even moving one player to a new position can have.
- Likewise, if you are well in control of a match you may decide to pull
- players back into defence to consolidate your lead. But do beware, leaving
- yourself short in midfield will invite almost constant attack from the
- opposing team for the rest of the match.
-
- If you are playing as Man Utd. in the Coca Cola Cup, and you happen to play
- Aston Villa, then radical changes to the team will have to be made, in order
- to avoid an embarrassing 3-1 defeat. If Schmeichel is indisposed, due to a
- match ban, rather than putting Les Sealy in goal, Andrei Kanchelskis
- will make a good goalkeeper. At least he can get his hands on the ball,
- something which Les Sealy failed to do three times. Also, asking all your
- players to link hands and stand in front of the United goal should stop all
- but the most valiant efforts of the Villa attack, namely Dalian Atkinson and
- Dean Saunders. Leaving Mark Hughes up front in the case of a lucky tap in is
- also recommended. The purchase of a Tiny Tears doll, and naming it Alex, and
- sitting it on top of your monitor is also recommended, so you can have a
- good, long weep after your crushing defeat. Aston Villa are also availiable
- for childrens parties, wedding services and cockyness removal, which they
- proved at Wembley only the other day.
-
- Finally you should know that, as in the real world, referees sometimes make
- mistakes, except in the cases of hand-ball, Andrei.
-
-
-
- END
- ---
-
- ThE LoOnS - BraVeRy iN tHe fAcE oF LitTle fLufFy rAbBiTs...
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