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- PLAYER MANAGER
-
- Typed in by LAWZ of THE POMPEY PIRATES. Edited by PARASITE.
-
-
- CONTROLS : MANAGER - MOUSE Control
- : THE MATCH - JOYSTICK Control
-
- INTRODUCTION
- The newly appointed PLAYER MANAGER of a third division club, an
- international class player, can use his skill and experience on the pitch
- and help his club to be promoted swiftly. Further promotion and success in the
- top division will require a balanced team and winning tactics.
-
- Four well proven tactics are provided and he can refine tactics or design
- totally new tactics.The transfer market gives the opportunity to strengthen
- his squad. There are over 1000 players in the league. Each player is an
- individual with a unique mixture of several attributes and playing skills.
-
- The financial control of the club rests with the board. The manager is kept
- informed as to how much money he has available to buy players.If extra money
- is required, he must seek the boards permission.The board may also ask him to
- sell players in order to help the club's finances.
-
- The actual match uses a refined version of KICK OFF, retaining the controls
- and the game play. The match lasts five minutes each half and the manager if
- he selects himself can play in the game.He can either control the player
- nearest the ball or play in his designated position.Only in his assigned
- position will he play as an international class player. In other positions he
- will assume the attributes of that player.He can substitute the players and
- change tactics when the ball goes out of play. If watching instead of playing
- he has the option to watch any one player on the field and study his game play
- in depth, an invaluable facility to study a player on the transfer market. He
- has the option to watch an accelerated version of the game on the scanner,
- still retaining the options to substitute the change tactics.
-
- The manager can greatly improve his chances of success by paying great
- attention to the player info. The player attributes and skills change with
- experience and training. A player improves his skills with his playing
- position, yet his talents may lie elsewhere. The manager may experiment by
- training a player in a different position and perhaps discover a hidden
- talent.
-
- The real task of a manager is to understand how events can effect the morale
- of an individual,player or the whole team and the measures he must take to
- counter the effect. The manager must be aware of his own contribution to the
- team as a player. When to hang up his boots finally, is the single most
- important decision he will make.
-
- The manager must at all time pay due attention to the individual player morale
- and the team morale notified in the coah report. The morale effects the
- individual player performance and the team performance.
-
- The MESSAGE screen appearing from time to time is used by the board and
- coach to keep the manager informed. It also displays interesting NEWS items
- which may or may not have a direct bearing on the managers decisions. He must
- at all times pay attention to the messages from the board. His job security
- rests with the board.
-
- MANAGEMENT
- NEW GAME
- * WARNING * - DATA DISK is required to save a NEW GAME. You may use a
- BLANK DISK or a disk with previously saved PLAYER MANAGER GAMES. A BLANK DISK
- or a disk with any other data will be FORMATTED for player manager format.
-
- Insert the disk and press any key. The computer takes approx. 8 mins to initi-
- lise. You will be asked to give the new game a filename. The next screen will
- show the player managers name and his playing record. It wills also give the
- club name. Use the keyboard to edit the player manager name and the club name.
- You will also be asked to select whether the manager will
-
- PLAY AS A TEAM - The option allows you to control all the players on the field
- if the manager is playing.
-
- PLAY IN POSITION - The manager plays in his selected position i.e. as a
- forward. This option is the right and best way to play the player manager
- game. A manager playing as a team is handicapped to compensate for the immense
- versatility of a human player.
-
- The next display allows you to see the teams in each div. of the league. You
- can edit the names of the clubs using the keyboard. If the name you have
- chosen for your team has already been used in one of the divisions, the name
- in that division will be replaced with BURY. You will not be allowed to use
- your club name in any of the other divisions. Please check the team name is
- only provided at this stage.
-
- You can also LOAD the division list from a previously played player manager
- game or a SAVE the current list for use in a later games.
-
- CONTINUE GAME: FILE NAMES of all previously played games are displayed.
-
- MAIN MENU : The options on the main menu take you to various aspects of the
- management. Select the option by clicking the mouse. The week No. of the
- season is displayed on the main menu and advances by 1 after returning to it
- from the match day.
-
- THE SQUAD - The squad screen shows the name, Age, Position, Shirt # and
- Status of all the players in the squad.
-
- POSITION - There are four categories of players, namely Forward, Midfield,
- Defence and Keeper.A player training and playing in a given category will
- over a time acquire the skills associated with that category.
-
- SHIRT # - With the exception of #1 shirt which is assigned to the keeper, all
- the shirt numbers are dictated by the shirt numbers selected in tactics
- design.
-
- STATUS - The status shows the availability of the player for selection. If he
- is injured or banned, letters I or B will appear. A player on the transfer
- LIST(T) or requesting transfer(R) is also displayed. This information can be
- useful to the manager. Click the status column for STATUS-SCREEN, a detailed
- information on each player.
-
- PLAYER INFORMATION : The details of a players attributes and skill levels are
- obtained by clicking the mouse pointer at the player name. The attributes and
- skill levels are rated on 100 being an average. A rating of 400 for pace e.g.
- signifies four times the average pace.The ratings are on an absolute scale.
- The information on each player should be studied with care by the manager and
- especially the change in the skills and attributes over a period.
-
- STATUS-SCREEN : Click on the status column for any player on the squad screen
- to display the status information of that player.This screen provides the
- following facilities
-
- INJURY-REPORT: Gives the manager the extent of players injury and the approx.
- period the player will not be available to play. If a player has been put
- on light training after a serious injury, the manager can play him but runs
- the risk of aggrevating the injury.
-
- DISCIPLINARY-REPORT: A red card means suspension for the next two matches
- To keep the behaviour record of a player , each red card equals 10 points.
- Exceeding 10 points results in automatic suspension for 2 matches. Each yellow
- card is equal to 4 disciplinary points.
-
- TRANSFER-REPORT : A players transfer request, the reason for the request and
- the duration for which he is waiting for a reply is shown. The manager has the
- option to ignore the request, take an action to cause the player to withdraw
- the request or deny request. His action will determine the player's
- performance. Info regarding a player put on the transfer list on his own
- request or by the managerial decision and the duration on the list is shown.
- If a player is not sold, the manager has the option to cancel the transfer or
- re-value the player.
-
- REVALUE : The manager has the option to revalue a player at an higher or lower
- figure. The former is basically to keep a good player requesting transfer and
- the other to unload an over-priced player.The manager can set his selling
- price independent of the boards valuation.
-
- OFFER-NEW-CONTRACT : A player coming to the end of his contract or
- requesting transfer may be offered a new contract. The manager has the option
- on duration but not the cost of the new contract. Long contracts are generally
- more expensive. The cost of a new contract on a lump sum basis will be
- deducted from the money available to him for buying new players.The manager
- should keep a close watch on the players nearing the end of their contract.
- The offer of a new contract should be made early as the player may refuse it.
- At the end of the contract, the player is on a FREE and not a member of the
- squad. The club is likely to get only a fraction of their valuation for a
- player on a free transfer. A manager can offer a new contract to a player only
- once in a week. He may accept or refuse the offer.
-
- THE CLUB : The following options are available.
-
- THE BOARD : The board informs the manager as to how much money he has
- available to buy players or the money the board needs quickly, i.e.
- instructing him to sell players. The board also informs the manager of their
- views on the team's and manager's performance.
- The club fixture list for the season and results.
- The club record in the league over the past five years.
-
- THE LEAGUE : The following options are available.
- List of clubs in the league.
- The division table.
- The fixture list and the results week by week.
-
- THE CUP : The cup matches are played in the same week as a league match. If
- there is no result, the result is settled by a PENALTY-SHOOT-OUT. Each team
- takes a penalty in turn. If after 5 penalties, there is a tie, the result is
- decided on the basis of sudden death. The cup menu takes you to the draw and
- the results.
-
- TACTICS : This feature allows you to design your own tactics. You can design
- and store as many tactics as you like. The screen is icon driven. The icons on
- the top are instructions operators while the icons on the right are for set
- pieces like corner kicks etc. The pitch divided in grids numb. 1 to 12 is also
- shown. Highlighting a sector by clicking the left mouse button places the ball
- in that sector. The tactics are designed for your team playing left to right
- as indicated by the arrow at the bottom. When your team switches sides at
- halftime a mirror image of the tactics with the players switched to the
- opposite wing is automatically produced by the computer. The tactics must be
- designed with the following rules in mind.
- 1. At kick off, the opponents must be outside the circle and each side in
- it's own half.
- 2. No more than 6 players of any side excluding the keeper can be inside the
- 18 yard box.
- 3. No opposing players can be inside the 18 yard box during the goal kick.
- 4. When a ball in grid numbers 1 or 5 or 9 no player except the keeper may be
- present in 4, 8 and 12. Similarly if the ball is 4 or 8 or 12, no player
- except the keeper can be positioned in 1,5 and 9.
-
- Tactics not obeying these rules cannot be saved. One of the players in the
- offending group of players will flicker if an attempt to save such tactics.
-
- To move a player, point the pointer at the player and press the left mouse
- button. Keeping the button pressed, place the pointer at the desired position
- and release the button.
- To exchange a player with another, place the pointer on the first player and
- press the RIGHT MOUSE button.The player will start flashing. Carry out the
- operation on the player with which you want to exchange position.
- The first 2 icons on top are SAVE and LOAD respectively. The next icon is flip
- icon. This places all players on the opposite wing.The next icon is RAY TRACE.
- RAY TRACE is very useful in testing the movement of the players as successive
- sectors or set piece icons are highlighted. The manager should make sure that
- his players have the pace to get to the required positions and that they're
- line of movements have a minimum of crossings.
- The best way to learn to design is to load any of the already provided and
- experiment with them.
-
- THE COACH : The coach menu provides the manager the opportunity to train his
- squad. Following options are provided.
-
- SQUAD TRAINING : The manager having studied the player information can now
- decide to change the playing position of the player.
-
- TACTICAL TRAINING : Though any number of tactics can be designed and stored,
- the squad can only use four tactics in any one week. A list of the current
- tactics in use is displayed. An option to replace one of the current tactics
- is provided. Only one tactic in a week can be replaced. Select RETRAIN option.
- Any of the current tacticsin use can be refined by selecting MODIFY TACTICS
- option.
-
- EXTRA TRAINING : The squad can be given extra training to improve their
- performance. Too frequent a use is not advised.
-
- HAVE A BREAK : This is a morale booster for the squad. This option can only be
- exercised at the start of the week.NO other activity except playing a match is
- possible if the squad and the manager are having a break.
-
- TRANSFERS : This option is solely used for buying a player. Select the type of
- player and the price range. All available players in that category are shown.
- To give greater variety of available players, overseas players marked INT.
- Under the club heading are also included. You can look at any players details
- information by clicking the mouse button on the players name. The skill and
- ability figures are an indication only and based on the average for the div.
- and not absolute. Once you have decided on a player to buy, select BUY option
- and the name of the player.
- The asking price and your offer will appear.You can increase your offer and
- the seller may reduce his price or quit dealing if your offer is to low. The
- deal is done only if your and the sellers prices match. If you need more
- money then you can ask the board for extra cash. You can only bid for 2
- players in a week.
- The maximum size of the squad is 24 Players.
- As an offer for your player on the transfer list can come at anytime, a
- selling screen operating as above can appear at the start of the week.
-
- MATCH DAY : The match day option takes you directly to a display on the
- opponents squad. Click mouse to look at the players details. Once again, the
- players skills and ability are based on the divisional average. The team
- details are also shown.
-
- SELECTING TEAM : The available squad and the current tactics are displayed.
- Select the tactics to be used. Select the shot number and then the player. You
- cannot exit until 13 players have been selected.
- If you are not playing, you can select to watch a normal game or an
- accelerated version of the scanner.
- When the team has been selected the LINEUP of the 2 teams and the referee
- is shown. The pitch conditions, the wind direction and strengt are shown
- before the toss. The winner of the toss has the choice to play up or down
- pitch. Now you can kickoff for the game of soccer on the pitch. On returning
- from the game, the match report, the results of the other games are shown.
- Returning from the match day to the main menu marks the end of the week.
-
- SAVE GAME : The game so far can be saved at any time to be continued later.
-
- THE MATCH
- The match is played on one of the following surfaces
-
- NORMAL - Normal playing conditions.
-
- WET - Increased ball speed and travel. Increased chance of player injury.
-
- SOGGY - Little ball bounce. Reduced ball travel. Reduced player pace and
- stamina.
-
- HARD - Increased ball bounce, speed and travel.
-
- The manager has 2 options.
-
- PLAY IN THE MATCH
- A manager on the field playing in position or playing as a team can :
- 1. Select type of corner kicks.
- 2. Assume the control of the keeper while taking goal kick or defending a
- penalty.
- 3. Take a penalty.
-
- WATCH THE MATCH
- 1. Focus the camera on the ball or any player on the field. The camera
- will follow the ball or the selected player.
- 2. Watch an accelerated version of the game.
-
- The manager can change tactics only at half time or while making a
- substitution. The substitution can only be made at half time or when the ball
- is out of play.
-
- PLAYER CONTROL
-
- MOVEMENT - The player moves in all 8 joystick directions.
-
- HEADERS - If the ball is in the air, pressing the FIRE BUTTON will make the
- controlled player jump. Move the joystick in the direction in which
- you wish to head the ball when the player is in the air.
-
- TACKLE - There are 2 types of tackles.
-
- BLOCKING TACKLE - The purpose of this tackle is to gain possession of the ball
- from the opponent. You cannot tackle a player from behind
- without fouling him.
- You must intercept the ball by running beside the opponent
- and get to the ball travelling ahead before he does or
- tackle from the front.
-
- SLIDING TACKLE - This tackle can be done from any direction. A sliding tackle
- from behind is a foul if seen by the referee.
-
- KEEPER CONTROL
- The keeper is controlled by the computer during the game. The control is
- transferred to the player for PENALTIES AND GOAL KICKS only if the manager
- is playing.
-
- JOYSTICK DIRECTIONS
- JUMP
- DIVE | DIVE
- \ /
- DIVE------ CATCH ------DIVE
- / \
- DIVE | DIVE
- STOOP
-
- Press fire button to start the move. The longer the fire button is pressed
- the bigger the movement.
-
- The player is also given the control of the keeper for goal kicks. If he
- so desires. To keep the game flow, if the player fails to excercise control,
- the computer assumes the keeper control. The player must therefore exercise
- the option quickly and well before the computer goes into default mode.
-
- There are 9 types of goal kicks :
-
- HARD AHEAD
- HARD LEFT | HARD RIGHT
- \ /
- MEDIUM LEFT ----- MEDIUM AHEAD ----- MEDIUM RIGHT
- / \
- SOFT LEFT | SOFT RIGHT
- SOFT AHEAD
-
- Move the joystick to the required position before the keeper kicks or throws
- the ball.
- Press the fire button to quickly boot the ball up field to catch the opponents
- out of position or to stop keeper wasting time. Use the scanner to select the
- direction and type of goal kick.
-
- BALL CONTROL
- The ball controls have been specially designed for ease of use. In a fast
- moving game and under pressure, there is no time to remember the complicated
- joystick movements. The action has to be instinctive. You are advised to learn
- the controls by using the practise skills option in the main menu.
-
- DRIBBLE BALL - The ball travels in front of the player. The distance it
- travels depends on the speed of the player when he made
- contact with the ball.
-
- SHOOT BALL - Press fire button after touching the ball shoots the ball in
- the direction the player is facing.
-
- STOP BALL - Press fire button before touching the ball will stop the ball
- and give you total control.
-
- PASS BALL - You must STOP the ball before you can pass it. Keep the fire
- button pressed and move the joystick in the dirction you wish
- to pass and release the fire button.
- Releasing the fire button when joystick is centred and the
- ball is stationary takes you back into dribble action. The
- player will turn in the joystick direction and start dribbling
- the ball in that direction and if the fire button is pressed
- again, shoot in that direction. The ball will remain
- stationary as long as joystick remains centred.
-
- CHIP BALL - Reverse the direction of the joystick on making contact with
- the ball.
-
- SET PIECES
- CORNER KICKS - There is a choice of 9 corner kicks. A selection panel
- appears. Look at the scanner to see position of your players
- and select The option by highlighting it and pressing fire
- button the computer takes the corner. The arrows on the ball
- show the direction of the ball movement relative to the goal.
- The options allow you to curl the ball in or out. A ball
- kicked at the top will travel along the ground, in the middle
- at half height and at the bottom to the bar height.
-
- PENALTIES - The angle and the height of the shot are controlled enabling
- the penalty taker to put the ball anywhere in the net.
- There is a bar with a pointer moving rapidly from left to
- right This indicates the horizontal position of the ball. The
- height of the ball is determined by how long the button is
- pressed before the contact with the ball is made. The longer
- the fire button is held down, the higher the ball will travel
- It is therfore possible to overshoot or hit the goalposts &
- bar. As soon as the button is pressed, the pointer in the bar
- freezes giving the keeper as split second chance to gauge the
- direction of the shot and a fighting chance to save.
- The penalty must be taken as soon as possible after the ref
- blows the whistle.
-
- SUBSTITUTION - Press F5 to bring player 12 on to field or F6 for player 14.
- Captions S12 or S14 will appear on the screen to indicate that
- the ref has noted your request. The game will stop when the
- ref decides to let you make a substitution. The number and
- name of the player last to touch the ball will appear. Use up
- & down CURSOR KEYS to change the player name. Press SPACE to
- make the substitution. the named player will be substituted
- and the game will restart.
-
- CHANGING TACTICS
- If you wish to make a change of tactics while making a
- substitution, use keys F1 to F4 to select the new tactics
- BEFORE pressing the SPACE BAR.
-
- HALF TIME - You can make substitutions or change tactics or both at
- halftime. Follow the instruction detailed above. Press SPACE
- to start the next half.
-
- CAMERA - If watching the match, the manager can focus the camera so
- that it either follows the ball or any player on the pitch.
- Press 'F' to toggle between the 2 options. When the option to
- watch a player is selected, the players name and shirt # are
- displayed. Use UP & DOWN CURSOR KEYS to change name. Use LEFT
- & RIGHT KEYS to toggle between teams.
-
- GOAL POSTS
- To aid the playing in passing the ball quickly, a white dot appears at the top
- or bottom of the screen, depending on which half of the pitch the ball is
- present. The dot shows the position of the goal posts relative to the ball.
-
- KEYBOARD OPTIONS
- X = CHANGE SCANNER SIZE
- D = SCANNER ON/OFF
- P = PAUSE GAME ON/OFF
- Q = SOUND ON/OFF
- C = CROWD SOUND ONLY ON/OFF
-