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- ¦ |_____¦ ¦ | : \__________/ \ ¦ \_
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- . »»»» PRESENTS ««««
-
- PLAYER MANAGER 2
- ================
-
- INSTRUCTION MANUAL
-
- TYPED BY SHARD - N&B
-
- BRING BACK THE GLORY DAYS
-
-
-
-
- Dear Customer
-
- You can play this game without even reading this manual, but it is
- unlikely that you will get to the top. This game is far far deeper than
- any game you have played. It punishes mistakes, tolerates occasional
- misnomers and rewards good judgements. Judgement is based on the
- information in the manual. How you use the information is half the fun.
-
-
- We hope you enjoy this product.
-
- Any constructive suggestions are most welcome.
-
- Anco software Ltd
-
-
- 1.0 INTRODUCTION
- ----------------
-
- At the age of 28, you are at the peak of your career a capped player.
- You have been appointed the Player Manager of a 2nd division club. Your
- superior skills and experience on the pitch will be a great advantage
- for gaining promotion initially, but as you grow older and the
- competition gets tougher the only way to the top is by assembling the
- best squad, employing brilliant tactics and having enough money in the
- bank.
-
- 1.1 Player Manager 2 is a 1 - 4 player game. All four managers are
- appointed to neighbouring clubs. Even in a 1 player game, the other
- three computer managers will keep a close eye on you.
-
- 1.2 The manager's office is the nerve centre of the management part of
- the game. Here you can assess the squad, look at the individual
- player's attributes and skills, buy and sell players renew contracts,
- loan in and loan out players, in fact control all the most important
- aspects of club management.
-
- 1.3 Another important aspect is, of course, coaching. Not only must you
- continually strive to improve the skills of your whole squad, you must
- also ensure that young players develop and become an asset. They need
- playing experience yet must be used sparingly. You need to keep a very
- close eye on player fatigue and the fitness of the injured players.
-
- 1.4 For those who want to concentrate on management only there are
- Predict, Watch and Fast Scanner options.
-
- 1.5 For those who wish to play on the pitch, two playing options are
- available. Normal and Role Play. The NORMAL option is controlling the
- player nearest to the ball and ROLE PLAY is playing in a pre-selected
- position i.e. Midfield etc.
-
- 1.6 You also have four views of the pitch to play on. Each view has
- certain advantages. The views are Overhead, Up and Down, Overhead Side
- to Side, Perspective and Isometric.
-
- 1.7 There are four divisions in the league, PREMIER, 1st, 2nd and 3rd.
- Three clubs are promoted and three clubs are relegated. There are two
- domestic and three European Cup Competitions.
-
- Like all simulations, the final outcome depends on a multitude of
- factors and their mix. We leave you to learn from your experience.
-
- 1.8 ASSISTANT MANAGER
-
- The Manager has to hang up his boots at the age of 36. You will be
- allowed to appoint an Assistant Manager after one year i e for a year
- you can not play on the pitch and must concentrate on management. Once
- the assistant manager has been appointed, he can play on the pitch i e
- you can play on the pitch. The assistant manager has a contract of 3
- years. On the expiry of the contract, the manager will have to wait for
- one year before appointing another assistant manager.
-
-
- 2.0 MENU CONTROLS
- -----------------
-
- 2.1 You will need a mouse or a joystick for controiling the menus, but
- to play on the pitch you will need a joystick.
-
- 2.2 Mouse : Use the LEFT mouse button to SELECT an item.
-
- Use the RIGHT mouse button to QUIT the menu.
-
- Some menus have a DONE icon in the bottom right corner. Select Done to
- quit the menu.
-
- 2.3 Joystick :
-
- Two button Joystick : Use as the mouse.
-
- One button Joystick : Use ESC instead of right mouse button.
-
- 2.4 Multiple Players : Each player takes his turn to complete his
- management. The number on the cursor corresponds with the player in
- control. Once a player has finished the management part, he clicks on
- the Boot Room to finish his turn. The number on the cursor will change
- and the next player takes control. When the last player has completed
- the management, the Boot Room will be displayed. The cursor will
- display the player number playing the first match. The name of the team
- controlled by the player will also be displayed on the wall.
-
-
- 3.0 OPENING MENUS
- -----------------
-
- These menus set up the game environment before you assume the management
- responsibilities.
-
- 3.1 The opening menu gives you the three following choices.
-
- 3.1.1 NEW GAME : You start a totally new game.
-
- 3.1.2 CONTINUE GAME : This option is used to continue a previously saved
- game. A directory of the saved games is displayed. Select the file
- name of the game you wish to continue.
-
- 3.1.3 DEMO GAME : This is a tutorial mode to get you acquainted with the
- game. The season week 16 and at the end of the season the Demo Game
- returns to the main menu. This gives you an opportunity to explore the
- whole game.
-
- 3.2 GAME SET UP
-
- 3.2.1 No of Players : 1 to 4 players. Select the icon.
-
- 3.2.2 Game Set Up : There are 11 different set-ups A to K. A set up
- creates a game environment. It creates a different mix of numbers and
- quality of 11 categories of players i.e. keepers, strikers, midfield
- generals etc. for the whole league of 64 English and 64 European clubs.
- Since each player is a unique mixture of 15 physical attributes and
- skills, the players for a particuiar set up are very different. Each
- set up therefore gives a very different game play which gives you a
- variety of problems and solutions within the game.
-
- 3.3 SEASON : This is the starting date of the Player Manager career.
- Click on it to edit the year.
-
- 3.4 APPLICATION FORM
-
- 3.4.1 Manager Name. The default name is given. To edit the name, click
- on it, flashing cursor will appear. You can now change the name using
- the keyboard. To terminate the input press the Return key.
-
- 3.4.2 Style : To change the style, click on one of the four styles to
- select a replacement.
-
- 3.4.3 Position. You have a choice of ten positions. This choice is of
- great importance as it has significant influence on your performance on
- the pitch. To change a current position, select the required position.
-
-
- 3.4.4 Mode. You can select Normal or Role play (see 1.5 for details).
- You play in the position selected in 3.4.3 if you select the role play
- option.
-
- 3.5 The style selected will now be implemented. The players created
- under Set Up (3.2.2) will now be distributed to all the clubs in the
- league. Your team wiil get the players to suit your style i.e more
- defenders if you selected defensive style.
-
- 3.6 Appointment : You will be appointed manager of a club. In a
- multiple player game, select the small scrolls to see the appointments.
-
-
-
- 4.0 PRE-SEASON
- --------------
-
- On your appointment, you have 6 weeks Pre-Season before the real season
- starts. The first week is spent on the beach then five weeks in the
- office. During this time you can buy and sell as many players as you
- like. The minimum squad size is 16 and the maximum is 24. You must
- also organise rigorous fitness training as your squad is semi fit. The
- tasks in the first week are as below.
-
- 4.1 Sponsorship (Entry : book) : You have three types of sponsorship.
- Straight cash, cash + gate receipts and cash + cup win bonus. Highlight
- the offer you wish to accept and then select Accept to confirm the
- choice.
-
- 4.2 Arrange Friendlies (Entry : telephone) : You have five friendlies to
- arrange. You can select any team in the league or teams in Europe.
- Click on PS. Wk2 ( pre-season week 2) to display the divisions, click
- of your choice and the teams in that division will be displayed. Select
- a team. Repeat for PS Wk 3, 4, 5 and 6.
-
- 4.3 Make Appointments (Entry : laptop) : The contracts of the scout,
- physio and coach are yearly so their contracts must be renewed each
- year. They all have a rating which is reflected in their salary. The
- ratings range from 1 to 5 with 1 being the lowest rating . A five star
- coach will import a lot more skill in your squad in a shorter period
- than a one classed coach. You must select a coach, physio, scout and a
- specialist keeper coach before you can exit the pre-season. menu.
-
- 4.4 School Boy Contracts : From the 2nd season onwards, you can sign on
- schoolboys to :he squad. You can coach the young talented players and
- sell them in time to Premier division clubs. You can bid for up to
- eight players as long as you do not exceed the maximum squad strength of
- 24.
-
- PREMIER DIVISION CLUBS CAN NOT BID FOR SCHOOL BOYS.
-
- 4.4.1 Signing on School boys : Scan through the list of players and
- select which players you wish to buy. Once you have selected, your bid
- will be considered against other bids. If your bid succeeds, the young
- players will join your squad.
-
- 4.5 When all tasks have been completed, select Done to go to your office
- complex.
-
-
- 5.0 THE OFFICE COMPLEX
- ----------------------
-
- The office complex consists of eight rooms-
-
- ARCHIVES : Information on the league, clubs, hot shots, club history etc.
-
- FINANCIAL DIRECTORS : Gives you an overall picture of the club's finances
-
- PRESS ROOM : All the gossip and all the information you will ever need
-
- BOARD ROOM : Habitat of your bosses.
-
- MANAGER'S OFFICE : The nerve centre of the club
-
- COACH'S ROOM: Coaching and training.
-
- PHYSIO ROOM : Takes care of all Injured players.
-
- BOOT ROOM : Final preparation before match day.
-
- The functions of each office will now be described in more detail.
-
-
- 6.0 MANAGERS OFFICE
- -------------------
-
- As you move round the managers office, the functions of the various
- items will be displayed at the bottom of the screen. Selecting the item
- will take you to the menu. The menus are self explanatory but a brief
- description is given below.
-
- 6.1 THE SQUAD (Entry : Picture on the wall)
-
- Your squad is the heart of your club. Take good care of it.
-
- 6.1.0 Team Rating : Your Team Rating is shown at the top. There are 64
- teams in the league. The rating shows your position based on the
- ability and strength of your squad. It has nothing to do with the value
- of your squad or your position in the division.
-
- 6.1.1 Tactics : The current match tactics is shown at the top. You can
- change the tactics by clicking on it. It will cycle through 4 selected
- match tactics. To change Match Tactics, see 7.4.
-
- 6.1.2 The shirts colour in the 2nd column will change according to
- tactics indicating the type of player required for the selected tactics.
-
-
- Green Keeper
-
- Blue Defender
-
- Yellow Midfield
-
- Red Forward
-
- 6.1.3 Now you know the type of player required for the selected tactics,
- select the right type of player for the position. The 3rd column shows
- the natural playing positlon of the player. There are 10 types of
- specific players. The type is colour coded as above. To get the right
- type of player in the right position, match the two colours.
-
- 6.1.4 A shirt number for a given tactics defines the functions of the
- player wearing that shirt. We have broadly defined these functions as
- 10 positions. The positions are as follows:
-
- Centre Back (CBK) : A Central Defender
-
- Full Back (FBK) : Defender playing wide Player generally has
- better than average pace.
-
- Defender (DEF) : Utility defender
-
- Playmaker (PMK) : A midfielder used for distributing the ball
-
- Midfield (MID) : Good Passing ability.
-
- Midfield General (MGN) : Battling type of mldfielder
-
- Winger (WNG) : Playing wide. Has high pace.
-
- Centre Forward (CFW) : A forward playing in central position.
-
- Target Man (TMN) : Used in conjunction with wingers as receiver of
- crossed balls.
-
- Striker (STK) : A good goal scoring forward.
-
- Players playing in these positions have a unique mix of physical
- attributes and skills. See 16.0 for a detailed explanation.
-
- 6.1.5 AVAILABILITY : An unavailable player can not be used for a match.
- The reasons for availability are injury, sickness, suspension after 4
- yellow cards, red carded or on International duty.
-
- 6.1.6 AGE : Age range is 16 - 35. A 16 year school boy is not really
- ready for a league game and if used, should be used sparingly. His
- stamina is also a bit suspect. On his 36th birthday a player is
- retired.
-
- 6.1.7 RATING : A player is rated from 1 to 5 in that division. A 5 star
- player in the 1st division may only rate 3 stars in the Premier
- division. The ratings give you a broad comparison of the abilities of
- the players in the squad.
-
- 6.1.8 RANKING : This is a league ranking. There are 20 ranked keepers
- from 1 to 20. These are the 20 best keepers in that order in the 64
- clubs in the league. There are 20 ranked defenders, midfielders and
- forwards.
-
- 6.1.9 CARDS : It shows the number of yellow cards received by the
- player. A player receiving his 4th yellow card is suspended for the
- next 2 weeks and is unavailable for 2 matches. A red carded player is
- suspended for 3 weeks.
-
- 6.1.10 CONTRACT : A player displaying 0 in this column will leave at the
- end of the current year. You can renew his contract in the Player Data
- menu.
-
- 6.1.11 TRANSFER OR LOAN LIST : Following messages appear:
-
- Tr Listed : Player has been transfer listed
-
- Tr Request : Player is requesting a transfer
-
- Bid Recd : Bid has been received for the player
-
- Loan Lstd : Player is on loan list
-
- 6.2 PLAYER DATA
-
- 6.2.0 The player as an action menu data gives very comprehensive details
- of the player. It is an information as well as an action menu.
-
- ACCESS : Click on the Availability column of the required player in the
- squad.
-
- 6.2.1 The following information is displayed NAME of the player and his
- CLUB VALUATION Player's AGE, playing POSITION, RATING, RANKING,
- NATIONALITY and his LAST CLUB.
-
- 6.2.2 RANKING. While Rating is a divisional indicator of the players'
- ability, ranking is a league measure, See 6.1.8. As the player's
- ability changes all the time, ranking can change from week to week. A
- player may be ranked one week and not the next.
-
- 6.2.3 NATIONALITY The league contains players from 16 nations. If you
- have non-English players in the squad, it has two effects.
-
- 6.2.3.1 European Competitions : You are allowed to use only 4 overseas
- players in a European Competitions. Any player of other than an English
- nationality is a foreign player.
-
- 6.2.3.2 Internationals : The player may be called away to play for his
- country.
-
- 6.2.4 SKILLS AND ATTRIBUTES
-
- A combination of skills and physical attributes uniquely defines a
- player. The bar graph displays each skill and attribute. A marker
- gives you the divisional average as a guide, so you can see how the
- player compares with the rest of the players in that division.
-
- 6.2.5 The bar colours are as follows:
-
- Red Below Average
-
- Orange Average
-
- Yellow Above Average
-
- The assessment of skills and attributes of each individual player is the
- most important aspect of a Manager's job.
-
- 6.2.6 ATTRIBUTES
-
- 6.2.6.1 PACE : Speed of the player. The pace decreases as the player
- gets tired. You know how useful it is to have that extra yard of pace.
- Pace is the main attribute of a winger and to some extent of a Full
- Back.
-
- 6.2.6.2 ACCELERATIDN : Determines how quickly a player gets to his
- maximum pace.
-
- 6.2.6.3 STAMINA Directly affects pace and skills. A tired player can't
- be that agile or accurate in shooting. See 7.2 for improving stamina.
-
- 6.2.6.4 RESILIENCE : A player with low resilience is liable to get
- injured more often.
-
- 6.2.6.5 AGILITY : Determines how quickly a player can get the ball under
- control.
-
- 6.2.6.6 VISION : Vision is about reading the game. A player with good
- vision will not automatically pass the ball to the nearest Playmaker
- player but see which player can utilise the ball best. An important
- requirement for a Playmaker.
-
- 6.2.6.7 ADAPTABILITY : A player with high adaptability will play
- competently out of his natural position.
-
- 6.2 6.8 AGGRESSION : A player with high aggression will go for the ball.
- He is also liable to fall foul of the referee unless he has good
- tackling and control skills and good temperament.
-
- 6.2.6.9 FLAIR : A player with high flair is greedy, an important
- requirement for a striker
-
- 6.2.7 TEMPERAMENT : A player with good temperament will keep cool under
- pressure and not get wound up by the opposition.
-
-
- 6.2.8 PLAYER SKILLS
-
- 6.2.8.1 PASSING : Passing skill is probably the most important skill for
- a player specially for midfielders.
-
- 6.2.8.2 SHOOTING : Shows the accuracy of player shooting, very important
- for a forward.
-
- 6.2.8.3 TACKLING : The ability to get the ball and not foul the player
- is the measure of tackling. The measure of tackling is an important
- skill for a defender or midfielder.
-
- 6.2.8.4 CONTROL . The skill in controlling the ball.
-
- 6.2.9 KEEPER SKILLS
-
- The Keeper has his own measure of skills. Special Keeper skills are as
- follows
-
- 6.2.9.1 THROWING : How far the keeper throws or rolls the ball
-
- 6.2.9.2 KICKING : How far the keeper kicks the ball.
-
- 6.2.9.3 KEEPING : This determines the keeper's diving and catching
- ability.
-
- 6.2.9.4 JUMPING : The height he can jump to tip the ball over the bar.
-
- 6.2.9.5 HANDLING : His anticipation to come off the line.
-
-
- 6.2.10 COMPARISDNS : If at any time you wish to see one particular
- attribute or skill for the whole squad together select that attribute or
- skill i e. select pace and the whole squad's pace will be displayed.
- The word pace will be displayed over the bars. Click on it to cycle
- through all the skills and attributes.
-
- 6.2.11 ACTION PANEL : This is displayed on the right.
-
- 6.2.11.1 AVAILABILITY : If a player is available for selection, a tick
- mark is displayed. If he is not available the duration and reason for
- his absence is displayed.
-
- 6.2.11.2 CARDS : Shows disciplinary cards.
-
- 6.2.11.3 INT. STATUS : Shows whether the player has been capped and
- whether he is Current International or Past International.
-
- 6.2.11.4 INT CAPS : Number of caps gained by the player.
-
- 6.2.11.5 WAGES. The player gets appearance money equivalent to his
- wages if he plays on the pitch. If he plays twice in a week, he gets
- two appearance fees plus the wages shown.
-
- 6.2.11.6 LOAN OUT : If you wish to loan out a player click on this
- option. you can loan out a player for 4 to 7 weeks. Select the number
- of weeks. The player will then become Loan Listed.
-
- 6.2.11.7 TRANSFER : If you wish to transfer a player select this option.
- The player will be transfer listed. You can only transfer list 2
- players in 1 week.
-
- 6.2.11.8 CANCEL TRANSFER : You can cancel the transfer listing by
- selecting the transfer option. You can't cancel it in the same week in
- which the player was transfer listed. You can loan out a maximum of 4
- players in a year.
-
- The transfer list is closed from week 25. All transfer listing is then
- closed.
-
- 6.2.11.9 SELLING PRICE : You can set a different selling price to the
- price shown for the player. If you want to sell a player quickly,
- reduce the price. You can also set it higher if you dont really want to
- sell a player requesting a transfer.
-
- 6.2.11.10 CONTRACT : You can renew a player's contract. Max. duration
- is 3 years. Select the duration.
-
- 6.2.11.11 SEASON APPEARANCES AND GOALS : Displays the number of times
- the player has played on the pitch and the number of goals he has scored
- in the present season.
-
- 6.2.11.12 CAREER APPEARANCES AND GOALS : Cumulative total of the above
- in his entire career.
-
- 6.3 FIXTURE LIST (Entry : Board on wall) : The fixture list gives you a
- list of all the known fixtures for the season. The cup fixtures,
- replays and postponed fixtures are added as they become known.
-
- 6.3.1 Attendance: The last column shows the attendance for each match, a
- very good indicator of your performance.
-
- 6.4 THE ACCOUNTS ( Entry: Laptop ) : The accounts in the managers office
- are weekly. The balance is carried forward to the next week. All the
- fixed expenses are calculated after Saturday's match. If there is a
- mid-week match, the gates and appearance money of the players are
- included in expenses immediately. The accounts are self explanatory.
- You must keep a close eye on the accounts, failure to do so may lead to
- your sacking.
-
- 6.5 THE SCOUT ( Entry: Laptop ) : There are 5 grades of scouts. The
- quality determines the class of player he finds. You can instruct him
- to look for 3 players at any one time. Select the header Player 1. Now
- click on each sub header to display the choices available, for example
- click on Type and Keeper Defender Midfield and Forward are displayed.
- Make your choice. You can now give the scout detailed instructions.
-
- 6.5.1 When all the instructions have been given, the scout will give 1
- of 4 responses:
-
- No Problem, Do my Best, Very Difficult or Impossible
-
- 6.5.2 The last two indicate that you may have to wait a long time to
- find a player. You can relax conditions sufficiently to get one of the
- first two responses.
-
- 6.5.3 You can cancel scout instructions at any time by clicking on
- Cancel Inst.
-
- 6.5.4 Bidding For a Scouted Player : When the Scout Report for a player
- turns from no to Yes, click on Yes to go to list of players he has
- found. Select the player you wish to bid for and you will go straight
- to the bid screen. Follow the procedure detailed in 6.10.
-
- 6.6 THE OPPOSITION ( Entry : Laptop ) : The opposition option gives you
- the following information.
-
- 6.6.1 The Squad : Shows the full opposition's squad.
-
- 6.6.2 Comparison : This compares your current selected squad against the
- opposition squad used in the last match. It compares the keepers,
- defence, midfield and forwards in the pertinent skills.
-
- If the bar is to the right, the opposition has the advantage and if the
- bar is to the left, you have the advantage. The length and colour of
- the bar displays the degree of the advantage. Light colours 0 to 50 %,
- Dark colours 51 to 100 %.
-
- 6.6.3 Form : The form shows the opposition results in the last 5 home or
- away games depending on whether they are playing home or away.
-
-
- 6.7 LEAGUE TABLES ( Entry : Filofax ) : A Handy reference to see the
- league tables, results and fixtures of your own division.
-
-
- 6.8 TACTICS DESIGNERS (Entry : Easel ) : Eight tactics are provided in
- the program. These are fairly standard tactics and may not accommodate
- the special needs of your squad. You can now fine tune any of these
- tactics or design any number from scratch.
-
- 6.8.1 The basis of the tactics design is that you move the ball from
- square to square and position the players on the pitch relative to the
- ball. You can design the tactics with your player in possession of the
- ball (Attack) or the opposition with the ball (Defence).
-
- 6.8.2 You can use the Ray Trace facility to ensure that the players'
- paths don't cross and that you do not ask them to move too far as they
- may not have enough pace to get to the new position.
-
- 6.8.3 There are various icons at the top and to the left of the pitch.
-
-
- The icons are as follows:
-
- 6.8.3.1 Attack : When you have the possession of the ball.
-
- 6.8.3.2 Defence : Tactics when the opponents have the ball.
-
- 6.8.3.3 Ray Trace : Traces the position of the players for up to 5
- movements of the ball.
-
- 6.8.3.4 Copy : Copies the position of the players for one position of
- the ball to the next position of the ball.
-
- 6.8.3.5 Load and Save : You can load any existing tactic, modify it and
- save it on your disc.
-
- 6.8.3.6 Position : Specify the shirt numbers used in defence, midfield
- and forward areas.
-
- 6.8.3.7 View : Your team is on the pitch.
-
- 6.8.3.8 Opposition : Opposition team is on the pitch.
-
- You can view both teams simultaneously.
-
- 6.8.3.9 Top Corner
-
- Attack: Position of your players when you are taking a corner.
-
- Defence: Position of your players when the opponents take a corner.
-
- 6.8.3.10 Goal kick
-
- Attack: Position of your players when the opponent's keeper takes a goal
- kick.
-
- Defence: Position of your players when your keeper takes the goal kick.
-
- 6.8.3.11 KICK OFF
-
- Attack : You kick off.
-
- Defence : Opposition kicks off.
-
- 6.8.3.12 Bottom corner: As in 6.8.3.9
-
- 6.8.4 Making a start : When you go to tactics design, a default tactics
- is already loaded. You can modify and adapt this tactics or load
- another tactics to modity or form a basis of a new tactics.
-
- 6.8.5 Loading a Tactics : Select the Load icon. A directory of eight
- pre-designed tactics will be displayed. You can also load a previously
- designed tactics. Select the disc icon to load a saved tactics.
-
- 6.8.6 Saving a Tactics : Use the Save option. You CAN NOT save a
- tactics under the heading already used for pre-designed tactics.
-
- 6.8.6.1 You will need a formatted disc to save the tactics. Insert a
- formatted blank disc in the drive before selecting the Save option. The
- SAVE disc can store 10 tactics and 5 save games.
-
- 6.8.7 Moving the Ball : Move the cursor to the ball. Press left mouse
- button. Keep the button pressed and drag the ball to the new position.
- Release the button.
-
- 6.8.8 Moving a Player : Move the cursor to the player and move the
- player as you do the ball.
-
- 6.8.9 Attack and Defence tactics are different. Select one or the other
- say : Attack and move the ball to each square in turn. For each
- position of the ball, move the players to their new positions. You need
- to fix the position of the players for corners, kick off and goal kicks.
-
-
- 6.8.10 Use the Ray Trace facility to ensure that players do not cross
- each others paths. The movements of the players should be limited
- otherwise the players will not be in position. Of course you can design
- deep runs.
-
- 6.8.11 Copy : This facility allows you to copy the position of the
- players for the ball position to another square. For example if you
- wish to make the square 2 position the same as the square 5 position,
- select the Copy option. You then click on 5 then on 2.
-
- 6.8.12 Positions : Before going to the Save option, you must define the
- playing position of each player i e defence, midfield or forwards. When
- you option, the pitch will be divided into three sections - Forward,
- Midfield and Defence. Place your forwards in the forward section and so
- on. Placing them accurately in the position they will play is also
- important, ie. if 7 is a winger and midfielder and tactics is 4 2 4,
- place him wide in the midfield area but right on the boundary joining
- the forward area. The display you arrange will be used in Team Talk.
- Study one of the tactics for an example.
-
- 6.9 TRANSFERS ANO LOANS
-
- Transfers and loans options are a very important part of the management.
-
- 6.9.0.1 Transfers and loans are accessed in the Player Data for a
- player. To get Player Data of any player, simply click the availability
- column of the required player in the Squad in the Manager's office.
-
- Transfer and Loan List closes from week 25. Any players still on the
- Transfer or Load List are removed from the list.
-
- 6.9.0.2 Transfer and loan out options are displayed in the green column
- on the right.
-
- 6.9.1 Selling A Player : To sell a player, you put the player on the
- Transfer list.
-
- 6.9.11 Click on Transfer and 'Tr Listed' will appear against the option.
-
- 6.9.2 RULES.
-
- 6.9.2.1 You can only put 2 players on the Transfer List in one week.
-
- 6.9.2.2 You can not Transfer List an injured player or a player who has
- been loaned out to another club.
-
- 6.9.2.3 If a player gets injured after being Transfer Listed a red cross
- will appear against his name in the Transfer List.
-
- 6.9.2.4 Removing A Player From Transfer List : To remove a Tr Listed
- player from the Transfer List, simply click on the transfer.
-
- 6.9.2.5 Player must remain on the Transfer List for one week i.e. you
- can not change your mind immediately.
-
- 6.9 3 Loan Listing A Player Select Loan Out option. You can loan out a
- player for 4 to 7 weeks. Select the period.
-
- 6.9.3.1 Removing Player From Loan List : Click on Loan Out to cancel the
- instruction.
-
-
- 6.9.4 BID RECEIVED
-
- If your player is on a transfer list, keep a close eye on the Transfer /
- Loan column in the squad screen. If a club bids for your player, a
- message 'Bid Received' will appear. This message may appear even if
- your player is not transfer listed. Your player has been scouted by
- another club.
-
- 6.9.4.1 To sell this player, click on the Bid Received message and you
- will go straight to the Bid Screen.
-
- 6.9.5 BID SCREEN
-
- The bid screen is used for both buying and selling a player.
-
- 6.9.5.1 SELLING A PLAYER
-
- If you are selling a player, your selling price appears at the top. The
- price bidders are prepared to pay is displayed. A cursor will flash to
- give you the opportunity to change the price. The bidder may bid again
- with a higher price or go away.
-
- 6.9.5.2 If there is more than one bidder, the bidders may compete
- against each other until only one bidder is left. All you have to do is
- press the Return key to show you are not changing your price.
-
-
- 6.10 BUYING A PLAYER
-
- The selling price is displayed. You can enter your bid, Press the
- Return key to terminate the input. The seller will respond in one of
- three ways:
-
- a. Give a new price.
-
- b. A BLUE cross will appear against the bid to invite you to increase
- the bid.
-
- c. A RED cross will appear to terminate the transaction i e Go away.
-
- 6.10.1 You can, in the case of a or b, enter a new bid. The transaction
- is complete when two prices are equal.
-
- When a red cross appears, you have no option but to leave the bid screen
- as the seller has gone away.
-
- The sale might be blocked after the price has been agreed by your board
- if they feel it will imperil the club finances.
-
- 6.11 SAVING GAME ( Entry : Drawer in Manager's desk )
-
- You can save a game so far at any time. Before you save a game for the
- first time, you must have a blank formatted disc ready (Amiga). For
- formatting a disc, refer to your Amiga manual. This disc can be used to
- save five games and ten tactics. This will be called SAVE disc. You
- can have as many Save discs as you like.
-
- 6.11.1 Click on the drawer. A menu with five slots will be displayed.
- Use the keyboard to insert the file name.
-
-
- 7.0 THE COACH
- -------------
-
- After the manager, the coach probably plays the most important part in
- the development of the squad. There are five grades of coach. Higher
- the grade, the better the coaching.
-
- 7.1 THE COACH ( Entry : The Sofa )
-
- The details of the coaching staff and their specialities is displayed.
- If an assistant manager has been appointed, he will be a part of the
- coaching staff. The keepers are trained by a specialist keeper coach.
- The specialist is appointed in the Pre-Season menu.
-
- 7.1.1 The coaching activities are divided into two parts :
-
- TEAM PRACTICE and GROUP COACHING.
-
- During the season, the number of hours assigned to the coach are 20.
- During the five weeks of pre-season, the number of hours are 40.
-
- 7.1.2 You must divide the available time between Team Practice and Group
- Coaching. Adjust the slider to allocate the hours. The Team Practice
- is taken by the whole staff together, while the Group Coaching is done
- by each member of the staff individually. You should vary the hours
- each week depending on the need.
-
-
- 7.2 TEAM PRACTICE ( Entry : Footballs )
-
- There are seven items for the Team Practice. You can allocate time to
- each activity. The more you practice, the more familiar you get and the
- better the execution.
-
- 7.2.1 Four Match Tactics : Usually you use two of the four tactics, You
- should become familiar with these two. The other two need occasional
- refreshing.
-
- Corners need a lot of practice to make a real difference. Set Piece
- Free Kicks also need practice but they do not occur in the game very
- often. Five a Side improves the team's stamina.
-
- Tactics you use all the time do not need familiarising. High
- familiarity will be displayed.
-
- 7.2.2 Following our suggestions -
-
- Tactics 1 and 2 70 % minimum familiarity
-
- Tactics 3 and 4 40 % minimum familiarity
-
- Corners 70 % minimum familiarity
-
- Free Kicks 30 % minimum familiarity
-
- Tactics 3 and 4 are usually the replacement tactics for Tactics 1 and 2.
- When the familiarity gets better than 70 %, you can replace one of the
- top 2 tactics and use it in the match.
-
-
- 7.3 GROUP COACHING ( Entry : Cones )
-
- Each member of the coaching staff can be allocated two activities. The
- activities are Shooting Passing, Tackling, Control and Fitness.
-
- 7.3.1 If you select any activity, the bar display shows their current
- status. The marker shows the skill at the start of the new season i.e.
- WK 1. If you coach the player, you will see his skill improving and the
- improvement in the skills is reflected in his price.
-
- 7.3.2 To give the player coaching, select the skill you wish to coach
- and then select one of the coaching staff. Select the players for the
- coaching before you select the players, bear the following in mind.
-
- 7.3.3 Suitability of the Coaching Staff : All the staff have a
- speciality and therefore will give better coaching in their particular
- speciality.
-
- Shooting Passing Tackling Control
- Defender Worse So - So Best OK
-
- Midfield O.K Best So - So OK
-
- Forward Best So - So Worst OK
-
- 7.3.4 The optimum number of players that one member of staff can handle
- for a skill is eight. Any more than eight players being coached at the
- same time will dilute the coaching. Each member of the staff can be
- allocated a maximum of two skills. Select the players to be coached
- carefully. Do not waste time e.g. by giving a defender shooting
- coaching.
-
- 7.3.5 Fitness : At the start of the pre-season, the players are semi-fit
- and you have 40 hours of coaching available. Use it to get the players
- fit and improve skills. The players recovering from injury are given
- fitness training until they are fit. They can not be given any skills
- coaching.
-
- 7.3.6 Fatigue : As the season wears on, the players get tired especially
- if you have not rested them. Young players get tired easily and become
- prone to injuries. Look at the fatigue factor and rest good players for
- unimportant matches to give other players experience, and keep them away
- from requesting transfers. Be very careful how often players are used.
- Do not burn out a young player. You have the opportunity to select
- squad, in this menu based on the above considerations.
-
- 7.4 TACTICS ( Entry : Easel ) : You are allowed to take four tactics to
- a match. The top listed tactics is the START Tactics. You can exchange
- tactics i.e. make any of the four tactics a START tactics.
-
- 7.4.1 To load a new tactics discard one of the match tactics. Select
- the tactics to be discarded and then click on the trash can.
-
- 7.4.2 Select the tactics to be loaded from the directory and then click
- on the vacant slot.
-
- 7.4.3 Exchange the new tactics with the vacant slot in the match tactics
- tables.
-
- 7.4.4 Usually the top tactics is used. The second and the third tactics
- are reserve tactics, one for all out attack and the other for all out
- defence.
-
- The fourth tactics is a nursery tactics which is fine tuning of the
- first tactics. You train for this tactics and when the players are
- sufficiently familiar replace the start tactics with the New tactics.
- You can then fine tune the second tactics.
-
-
- 7.5 ASSESSMENT ( Entry : Wall Chart ) : The coach gives the assessment
- of the first team forwards, midfield, defence and keepers in the
- important skills for that position.
-
- 7.5.1 He also assesses the whole squad
-
-
- 7.6 COACH MESSAGES ( Entry : Paper on the Table ) The coach is your eyes
- and ears in the dressing room. Pay heed to his messages.
-
-
- 8.0 PHYSIO
- ----------
-
- The physio looks after the injured and sick players. There are five
- grades of physio. The better the physio, the better is the treatment,
- hence the shorter the injury time of the player.
-
- 8.1 INJURY LIST . ( Entry : Chart at tHe end of Bed ) : All the injured
- players are listed. Against each name the duration of the recovery from
- injury is given. The diagnosis is also given. In the first week of
- injury, you have the option to select the treatment.
-
- 8.2 Recovery time is displayed if you use the club doctor. You have the
- option to use Private treatment or engage a specialist. These two
- options cost extra but they may reduce the recovery time. Player
- fitness deteriorates as the weeks pass. When he has recovered from
- injury or illness, the physio takes over.
-
- 8.3 Against each player is also listed 3 other periods which will be
- needed before the player is fully fit.
-
- 8.4 PHYSIO. This is the time the physio needs to get the player to a
- certain level of fitness.
-
- This time depends on the quality of the physio and deterioration in
- player fitness.
-
- 8.5 Physio and Coach work together to get the patient to 90 % fitness.
-
- 8.6 COACH. This specifies the time required to get fully fit provided
- the coach gives fitness training (See 7.3.5).
-
-
- 9.0 FINANCIAL DIRECTOR (F.D)
- ----------------------------
-
- As you would expect, the Financial Director has overall responsibility
- for the clubs finances. Managers come and go, but the clubs are there
- forever. The books in the F.D. office are very useful for an overview
- of the club finances.
-
- 9.1 WAGES ( Entry : Books ) : This gives the up-to-date wages of each
- player. Against each player are recorded his basic wage to date,
- appearance money, bonuses and total amount paid to date.
-
- Each player gets a basic wage and appearance money equal to his basic
- wage every time he plays on the pitch. If there is a mid week fixture,
- he can get appearance money twice.
-
- 9.2 INCOME ( Entry : Safe ) : This totals all the income to date.
-
- 9.3 EXPENDITURE ( Entry , Cheque Book ) : This details all the
- expenditure to date.
-
- 9.4 BONUS (Entry : Cash Box ) : There are two types of bonus that can be
- given.
-
- WIN Bonus : This is an incentive bonus given to the players selected for
- the next match. They only get the bonus if they win.
-
- CASH Bonus : Unconditional bonus given to the whole squad as a morale
- booster.
-
- 9.5 To give a bonus, select the type and the amount. Use cancel to
- cancel the bonus.
-
- 9.6 Once you have quit the menu, you can not go back to cancel the bonus.
-
- 9.7 CONSOLIDATED ACCOUNTS ( Entry: Laptop ) : Shows consolidated
- accounts to date.
-
-
- 10.0 BOARD ROOM
- ---------------
-
- The board on the whole is very supportive of the manager. However it
- keeps a close eye on finances and will block your bid for a player if
- the bid will endanger the club's finances. It will also stop you from
- selling a player too cheaply. The board expects you to produce results
- with your team rating.
-
- 10.1 RATINGS ( Entry : Diary )
-
- 10.1.1 Manager's Rating : Keep a close eye on this. It shows how the
- board rates your performance. Low ratings means impending sack.
-
- 10.1.2 Team Rating. This rating is based on the class of players in
- your squad. The rating is a percentage out of 100. Higher the team
- rating, the better the board expect you to perform. Rating has no
- connection with the value of the squad. You may have paid too much for
- players or been a shrewd buyer.
-
- 10.1.3 FINANCIAL RATING ( Entry : Book ) : This is based on how well you
- have managed the club finances.
-
- 10.2 BOARD MESSAGES : From time to time, the board sends you messages.
- It may be warnings or messages of encouragement or the dreaded
- termination of contract.
-
- 10.3 SUPPORTERS MESSAGES : The messages convey the views from the
- terraces.
-
- 10.4 TAKE A BREAK : This is a morale booster. There is a choice of
- location, activities and duration. When you have selected all three,
- the cost will be shown. You can cancel the choice and make new
- selections.
-
- 10.4.1 Before making a selection, check how many days are available and
- that you can afford it.
-
- 10.5 STADIUM IMPROVEMENTS
-
- You will need to improve the capacity of your stadium right from the
- start. You will require large gates to survive in the higher division.
- The improvements can be ordered at any time but take place after the
- current season is over and are finished before the start of the season.
-
-
- 10.5.1 The money for the improvements is deducted as soon as the
- improvements are ordered. It is best to order improvements as the
- season is closing.
-
-
- 11.0 PRESS OFFICE
- -----------------
-
- 11.1 International Squad (Entry : Notice Board) The players selected for
- England are listed. The second list shows the foreign players in the
- league called for International duty by their countries.
-
- 11.2 ANCO TIMES (Entry : News Rack) : Factual match reports. One for
- each manager.
-
- 11.3 HOT NEWS (Entry : Paper On Table) : Gossips, scandals, sackings and
- much more. The news keeps you informed of what is Happening elsewhere
- and can be useful.
-
- 11.4 RANKED PLAYERS (Entry : Printer) : The movement of ranked players
- is chronicled.
-
- 11.5 PROMOTIONS AND RELEGATIONS (Entry : Laptop) This lists last year's
- promotions and relegations.
-
- 11.6 VACANCIES AND APPOINTMENTS (Entry : Fax Machine)
-
- The league is notified of the new appointments and termination of
- contracts either by resignations or sackings.
-
- If you are interested in a vacancy, click on the vacancy to see the
- details.
-
- You will have the opportunity to apply for the vacancy. If the board
- agrees, you will be given an answer straight away. You will assume
- responsibilities at the new club immediately.
-
-
- 12.0 ARCHIVES
- -------------
-
- This gives you full information on all the 64 clubs in the league and
- lots more. This information can be used to great advantage.
-
- 12.1 There are in total five racks labelled as:
-
- The League , Records, Clubs, Champions and Cups
-
- 12.2 THE LEAGUE
-
- The rack has four shelves, one for each division. Each shelf gives that
- division's Fixtures Results and Tables.
-
- 12.3 CLUBS
-
- This rack also has four shelves, one for each division. Select the
- division to display the names of the clubs in the division.
-
- 12.3.1 Select the club to view History, Background, fixtures and the
- Squad.
-
- 12.3.2 HISTORY This shows the club's position in the league, promotions,
- relegations and the number of times they won any of the domestic or
- European cups.
-
- 12.3.3 SQUAD : Gives a list of the players' names, ages, positions,
- ratings, rankings, nationalities and international caps.
-
- 12.3.4 BACKGROUND : A source of very useful information on the club.
- All you need to know about the club.
-
- 12.3.5 FIXTURES : The club fixture list.
-
- 12.4 RECORDS : This gives you information such as the highest gate, top
- scorer etc.
-
- 12.5 HOT SHOTS : Top scorers for each division are listed.
-
- 12.6 RANKED PLAYERS : Top 20 Keepers, Defenders, Midfielders and
- Forwards in the league are listed.
-
- 12.7 PAST TRANSFERS : Details of 50 past transfers are given, as the new
- transfers come in, the old transfers scroll off from the top.
-
-
- 13.0 BOOT ROOM
- --------------
-
- This is the final room before you go to the match. Once you have
- selected the Boot Room, you can't go back to any other room in the
- office complex until that match has been played.
-
- 13.1 Multiple Players
-
- If more than one player is playing, each player goes to the Boot Room.
- When he has done all his tasks, he clicks on the window for Match day.
-
- 13.2 The cursor will change for the next player and he will complete his
- tasks and end his turn by clicking on the window. When all the players
- have taken their turn, clicking on the window will take you to the Match
- day of the first fixture which is independent of the player number.
-
- 13.3 SQUAD ( Entry : Shirts ) : Your match squad is shown giving you the
- opportunity to change it. Referee name is given.
-
- 13.4 PRE MATCH ASSESSMENT. There is a pre-match assessment by Alan
- Hansen.
-
- 13.5 TEAM TALK ( Entry : Easel ) : Your squad is shown on the pitch.
- You can give each player a maximum of two instructions. To give
- instructions, click on the instruction and then on the player to be
- instructed. The instructions are:
-
- 13.5.1 Play Wide : The instructed player will move towards the side line.
-
- 13.5.2 Push Forward : The instructed player will move forward.
-
- 13.5.3 Tuck In : The instructed player will move towards the centre.
-
- 13.5.4 Drop Back : The instructed player will drop back.
-
- 13.5.5 Run With THe Ball : The player will take the game to the
- opposition.
-
- 13.5.6 Get Stuck In : The instructed player will put himself about.
-
- 13.5.7 You can change the tactics by clicking on the current tactics.
-
- 13.6 END OF SEASON : When all your fixtures have been completed, the
- Boot Room will be closed to you. You can browse round the office
- complex and look at archives, accounts etc.
-
- The Boot Room will now change to a Beach Scene. Click on this to end
- the season.
-
-
- 14.0 MATCH DAY
- --------------
-
- 14.1 The two opposing teams are shown along with the referee.
-
- You have four choices:
-
- 14.1.1 PLAY : You can play on the pitch provided you have selected
- yourself to play. If you get injured, sent off or substitute yourself,
- the game will revert to Watch mode.
-
- 14.1.2 WATCH : You watch the game. You can implement substitutions and
- change tactics.
-
- 14.1.3 PREDICT : The result is predicted.
-
- 14.1.4 FAST SCANNER : The game is played at high speed.
-
- Selecting one of the options will take you to the next screen.
-
- 14.2 This display shows the kit colour of both teams. You have the
- option to play in FOUR VIEWS
-
- Top Down - Up and Down, Top Down - Side to Side, Perspective, Isometric
-
- 14.2.1 Each view has advantages and disadvantages.
-
- 14.2.2 Isometric is the nicest looking. It gives you a good overall
- view of the game but is not menable for controlling a player.
-
- WARNING : As nearly all the players are visible a lot of the time, the
- game is likely to slow down from time to time.
-
- 14.2.3 Top Down Views - Excellent for playing but moves like volley etc
- are not so evident.
-
- Perspective: Is a good compromise between Top down and Isometric views.
-
- 14.2.4 TOSS : Click on the coin for it to flip. If you win the toss,
- you can select.
-
- Up or Down pitch for Isometric or Top Down - Up and Down pitches.
-
- Right to Left or vice versa for the other two pitches.
-
- Once the selection has been made, you will go to the match.
-
- If you have selected Predict, the result will be predicted.
-
- 14.3 This gives the headlines of the four match reports. Click on the
- headline to get the full match report.
-
-
- 15.0 GAME CONTROLS
- ------------------
-
- Joystick Required
-
- Movements : Players move in the eight joystick directions.
-
- 15.1 SHOOTING : Press fire button to shoot the ball.
-
- 15.2 PASSING : You must trap the ball before you can pass. Press fire
- before you touch the ball. The ball is then trapped. Move the joystick
- in the direction you wish to pass and release the fire button.
-
- 15.3 CHIP THE BALL : Reverse the joystick quickly.
-
- 15.4 HEADER : If the ball is in the air, press fire button to jump.
- Move the joystick in the direction you wish to Head the ball.
-
- 15.5 CROSSING : If the ball is in the crossing area ( near the byline of
- the opposition goal) reverse the joystick to cross the ball into 18
- yards box.
-
- 15.6 TACKLING : If the opposition has the ball, press F8 to do a sliding
- tackle.
-
- 15.7 THROW INS : Press the fire button and move the joystick in the
- direction you wish to throw and release the fire button. The longer you
- keep the FB pressed the longer the throw.
-
- 15.8 CORNERS AND SET PIECE FREE KICKS : These are computer controlled.
- THE MORE YOU PRACTICE IN TEAM COACHING, THE BETTER THEY ARE.
-
- The corners are lethal. If practiced a lot they can be real match
- winners.
-
- 15.9 SUBSTITUTION :
-
- 15.9.1 Substituting A Player.
-
- Press F1 if you want to bring on Player 1, 2 or F2 for player 14. The
- message "Substitute warming up" will be displayed when the ball goes out
- of play, one of the player names and his shirt no will appear. Use the
- up and down cursor keys to cycle through the squad. Press Enter key to
- implement the substitution. The player whose name is in the panel will
- go off and the substitute will run on to the pitch. Team 2 uses F9 and
- F10 keys.
-
- 15.9.2 Substituting an Injured Player
-
- Substitute 1 2 or 1 4 and the name will appear in the panel. Use up and
- down cursor keys to cycle through them. Press Enter key to implement
- the substitution.
-
- 15.10 CHANGING TACTICS
-
- You can change Tactics when you make a substitution. Use F4, F5, F6 and
- F7 to change tactics.
-
-
- 16.0 CUPS AND COMPETITIONS
- --------------------------
-
- 16.1 LEAGUE : There is a four division league. Three teams are
- relegated from the Premier division. The 1st and 2nd divisions have
- three teams promoted and three teams relegated. The 3rd divisions has
- three teams promoted.
-
- 16.1.1 The win in a league game secures 3 points, a draw - one point and
- a loss - no points. If the points are equal, the difference in Goals
- For and Goals Against decides the position.
-
- 16.2 F.A CUP : This is a knock out competition. If there is a draw then
- a Replay is ordered.
-
- 16.2.1 If at the end of full time, the result is still a draw, extra
- time is played. If the result is still a draw then sudden death penalty
- shoot out takes place.
-
- 16.3 LEAGUE CUP : Rounds 1, 2, 3, quarter finals and finals are played
- according to the rules described in 16.2.1.
-
- 16.3.1 The Semi Final however is played as a two leg competition. The
- winner is decided on aggregate. However if the aggregate is the same,
- the result is decided by extra time and if still unresolved a penalty
- shoot out.
-
- 16.4 U.E.F.A CUP, CUP WINNERS CUP and EUROPEAN CUP
-
- If an English team is the holder, the team qualifies automatically, if
- not a preliminary round takes place. The preliminary round and the
- other rounds excluding the final consist of two legs one home and one
- away. Matches are decided on the aggregate score of the two legs. If
- the aggregate is the same it is then decided on away goals. Away goals
- count double. If both sides are still equal then extra time is played
- followed by a penalty shoot out if necessary.
-
-
- 17.0 UNDERSTANDING STATS
- ------------------------
-
- 17.1 There are two types of stats
-
- 17.1.1 Personality Stats : These are the stats a player is born with and
- do not change very much. The stats are Aggression, Flair and
- Temperament.
-
- 17.1.2 Curving Stats : These stats change with age. The stats are Pace,
- Stamina, Resilience, Agility, Adaptability, Acceleration and Vision.
-
- 17.1.3 In PM2, there are 50 curves for each of these stats i.e. 50
- curves for pace, 50 for stamina and so on.
-
- Each curve is of different shape. As a player ages he will be on one of
- these curves for each attribute. During the ageing period, he will move
- to different curves depending on the coaching, type of manager
- opportunities, experience etc. ie. the factors that shape a career
- With a few glaring exceptions, all 16 year olds joining a professional
- club as school boys are much the same. Some make it to the top while
- others either languish in the lower divisions or leave professional
- football. All depends on the managers, coaches and the breaks they get.
-
-
- Skills : A player is born with skills. There are 50 curves for each
- skill. These skills improve with coaching, experience and a player, can
- move dramatically from one curve to another.
-
- 17.1.4 After a steady rise, some of these curves flatten out as the
- player ages, for instance passing skill, Another curve may rise, flatten
- for a while then fall. On the other hand it can keep on rising as the
- player gets experience.
-
- 17.1.5 Once you can appreciate the significance of the changes, you will
- be able to get better players for your money - and use your staff more
- effectively.
-
- 17.1.6 When you are looking for a player, the information below may help
- you to access the player. The important stats for each type of player
- are listed.
-
- KEEPER Agility, vision, handling and keeping.
-
- FULL BACK Pace, aggression, acceleration and tackling - high
-
- CENTRE BACK Stamina and passing - so so.
- Aggression, tackling and heading - high
-
- DEFENDER Vision - so so
- Pace, stamina and aggression - high
-
- MIDFIELDER Vision -so so. High if using as a sweeper
- Stamina - high
-
- PLAYMAKER Aggression, shooting and vision - so so
- Vision, control and passing - very high
- Shooting and tackling - so so
- Pace and aggression - low
-
- MIDFIELD GENERAL Stamina and aggression - very high
- Passing and tackling - high
- Resilience, shooting and heading - so so
-
- WINGER Temperament - low
- Pace, passing and acceleration - high
- Agility, flair control and shooting - so so
- Heading - low.
-
- CENTRE FORWARD Shooting and Heading - high
- Pace, stamina, aggression and flair - so so
-
- TARGET MAN Control and Heading - high.
- Passing and shooting - average
-
- STRIKER Pace - low
- Agility, acceleration and shooting - very high
- Pace, agility and control - high
- Control and heading - average
- Flair, vision and tackling - low
-
- These are ideal stats and the correct mix will be expensive to buy
-
-
- SOME HlNTS AND TIPS
- -------------------
-
- 1. You are advised not to save the game more than 6 times in one
- season. There is a penalty for doing so.
-
- 2. Employ the best staff you can afford, especially the coach.
-
- 3. Listen to the coach.
-
- 4. Keep a careful eye on the fatigue, rest players especially good
- ones, use school boys sparingly but do use them.
-
- 5. A squad full of Internationals can leave you vulnerable.
-
- 6. Decide your tactics in pre-season but stick to it. Refine it by all
- means.
-
- 7. Buy players of talent from lower divisions.
-
- 8. Improve your stadium year after year.
-
- 9. Leave room in your squad at the end of the season for school boys.
- There is a fortune to be made.
-
- 10. Above all do coaching seriously. It is an integral part of the
- game.
-
-
- DATA DISCS
- ----------
-
- The first data disc will be released in August before the start of the
- season. The details are not yet fully finalised. Product information
- will be sent to all registered users by the end of July.
-
- There will be two versions Amiga 500 and Amiga 1200.
-
- Amiga 500 version will be suitable for 500, 500+ and 600 users.
-
- Amiga 1200 will have enhanced 256 colour graphics and a host of extra
- features. Amiga 1200 upgrade will be a 4 to 5 disc product. This
- product will only be available to registered users.
-
-
-
- ------------------------------------END--------------------------------
-