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- SPEEDBALL II
-
- Typed in by SCOOTER. Edited by PARASITE.
-
-
- 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.
-