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- __________ _ __________ _ __________ _
- _ ______/ _ _____ / _ _____________ / _ _____________
- _ __ / / _ ¬\/ _ ¬\
- / ___________/ _________/ / /
- / \ /\________ / / /
- / / / / / / /
- / / / / / / _ _
- \_____________ _ /\_____________ _ /\_____________ _ ______ _
- _ __________/ _ __________/ _ __________/.aXY!
-
- - --- --> L S D C R A C K E D T O D A Y <-- --- -
-
-
- -- --- --> pLAYER mANAGER 2 EXTRA <-- --- --
-
- - --> fULL dOCS! <-- -
-
-
- GETTING STARTED
- ---------------
-
- A. AMIGA
- --------
-
- Insert Disk 1 in the drive and switch the computer on. Insert the required
- disc when requester appears.
-
- B. PC COMPATIBLES
- -----------------
-
- INSTALLING PROGRAM: Insert key disc and log on to the relevant drive. When
- A: or B: appears, type Install and press return.
-
- B.1 RUNNING THE PROGRAM: The program needs 4MByte memory and 550K of
- conventional memory. Type PM2 and press return.
-
- THE KEY DISC MUST BE LEFT IN THE DRIVE TO RUN THE INSTALLED PROGRAM
-
- B.2 CLEARING ENOUGH MEMORY TO RUN THE PROGRAM
-
- B.3 PC DOS: If you have DOS 6 or above, press F5 when message Starting
- MS-DOS is displayed on Power Up. If DOS 5 or lower, you will have to make a
- boot disc. Please note you will still need to load a mouse driver. If you
- don't know what it is called, follow section B.9 to find the line
- containing mouse, write it down on paper, exit program. Now type the line
- in and press return. This will install your mouse driver. Now you can run
- PM2.
-
- B.4 CD ROM: Usually removal of smart drive which occupies nearly 1 M.Byte
- memory will cure the problem, otherwise you will have to make a BOOT disc.
-
- B.5 To remove SMART DRIVE: You will need a DOS EDITOR or some kind of
- Editor to do this action. DOS EDIT is in your DOS directory.
-
- B.6 TYPE: EDIT C:\AUTOEXEC.BAT (Return)
-
- B.7 Listing of Auto EXEC will be displayed. Look at the listing and
- identify the line starting with word SmartDrv. Insert Rem before word
- SmartDrv. It may look as below.
-
- Rem SmartDrv 512K
-
- Now save the file and exit the program by holding down ALT and pressing F
- then X.
-
- Press Y to save the edited file.
-
- B.8 CREATING A BOOT DISC: Before you make a boot disc, you have to find
- some lines. Type
-
- B.9 Edit C:\Autoexec.bat (Return)
-
- Look for a line containing word MSCD. Copy this line on paper. (This will
- be called line 1). Look for a line containing the word Mouse. Copy this
- down as well (Line 2). Quit the program by holding down ALT key and then
- press F then X.
-
- B.10 Now type
-
- Edit C:\config.sys (Return)
-
- Look for the line containing words MSCD. Copy the line down (Line 3).
-
- Quit the program.
-
- B.11 You are now ready to create a BOOT disc. Insert a blank disc in your
- drive and type:
-
- B.12 Format A:/S
-
- When the disc has been formatted, type Edit A:\Autoexec.bat (Return).
-
- B.13 A blank screen will be displayed. Type:
-
- @ECHO OFF
-
- prompt $p$p
-
- Path = c:\Dos
-
- Line 1 i.e. type Line 1 from paper
-
- Set Blaster = A220 15 D1 H5 P330 T6
-
- Line 2 i.e. type Line 2 from paper
-
- Line 1 may look something like C:\DOS\MSCDEX.EXE/D:MSCD001/V/M:15
-
- Line 2 may look something like LH C:\Mouse\Mouse.Com.
-
- Hold ALT key down and press F then X
-
- Answer Y to save edited file.
-
- B.14 Now type
-
- Edit A:config.sys (Return)
-
- device = C:\dos\himem.sys
-
- device = C:\dos\emm386.exe noems
-
- Line 3 i.e. type line 3 from the paper
-
- dos = high,umb
-
- shell = C:\command.com c: /P
-
- Line 3 may look like device =C:\SB16\drv\sbcd.sys/d=mscd001/p:220
-
- Hold ALT key and press F then X. Answer Y to save edited files.
-
- PC-DOS follow the instructions in B.12, B.13 and B.14.
-
- In B.13 omit instruction to type Line 1
-
- In B.14 omit instruction to type Line 3
-
- C. CD ROM
- ---------
-
- Place CD in the CD ROM drive.
-
- When the MS DOS prompt appears, type the prompt letters for the drive e.g
- D: and press return.
-
- Type SETUP and press return.
-
- The SETUP will be loaded. Now follow on screen instructions.
-
- To run the game, ensure the CD is in the CD ROM drive.
-
- Type CD\PM2 or the given directory name and press return.
-
- Type PM2 and press return.
-
- CLEARING ENOUGH MEMORY TO RUN THE PROGRAM - See B.4
-
- D. WINDOWS 95
- -------------
-
- D.1 From the Windows 95 desktop, select the `Start' button, then the
- `Shutdown' option.
-
- D.2 At this point a dialog will appear. Select `Restart the computer in
- MS-DOS and press the `YES' button.
-
- D.3 The computer will unload Windows 95 at this point, and return you to
- the DOS prompt.
-
- D.4 Here, simply enter the letter for your CD-ROM drive, for this example
- it will be `D'.
-
- D.5 Type D: and press enter.
-
- D.6 From this point simply install and run the game as normal.
-
- D.7 Note: If your CD ROM drive letter, does not appear to be available
- after entering MSDOS mode, that is probably because the CD ROM drive is not
- properly supported under Windows 95.
-
- D.8 To counter this, simply re-install the CD software that came with your
- drive and reset the computer.,
-
- D.9 Next follow the above instructions, and when you re-enter MS DOS mode,
- the drive letter should be available to you.
-
- E. JOYSTICKS
- ------------
-
- E.1 You need a joystick to play on the pitch.
-
- E.2 A two player game requires a two port game card. If you have such a
- card, make sure that you have disabled the joystick port on the sound card.
-
- You cannot use a joystick splitter for a 2 player game on the pitch.
-
- E.3 Do not touch the joystick when you leave the Menus until KICK OFF is to
- take place. During this time the joystick is being automatically
- calibrated.
-
- F. SOUND CARDS
- --------------
-
- F.1 The program supports Sound Blaster or hardware compatible cards.
-
- F.2 The sound card menu will be displayed with commonly used default
- values. If your sound card has a different IRQ or PORT channel settings,
- alter the values using the keyboard.
-
- F.3 The modified file will be saved on the hard disc.
-
- F.4 No Sound: Check settings for Port Address, DMA, and IRQ have been set
- correctly in the set up utility.
-
- F.5 If you do not know the settings, use the software that came with your
- card to determine the correct values.
-
- F.6 Once you know these values, run the SET UP program on your CD.
-
- F.7 Save the settings by choosing the Save Settings option.
-
- G. QUIT PROGRAMME (PC ONLY)
- ---------------------------
-
- When office complex is displayed, press Escape button.
-
- H. HARD DISC REQUIREMENTS (PC ONLY)
- -----------------------------------
-
- The programme requires about 20 M.Byte of Hard Disc space to run
- efficiently.
-
-
- 1.0 INTRODUCTION
- ----------------
-
- 1.1 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, using
- tactics that maximises the strength of your squad and having enough money
- in the bank to buy success when shove comes to push.
-
- 1.2 Player Manager 2 is a 1 - 4 player game.
-
- 1.3 PM2 is a game of great depth. Each aspect of the management has
- significance. You can't ignore an aspect and not pay the penalty.
-
- 1.4 For those who want to concentrate on Management only, there are
- Predict, Watch, Management Scanner and Highlight options available. In
- early years, against weak teams, playing on the pitch may give you more
- favourable results, specially if you are a good player. This advantage
- disappears as you get older and opposition gets tougher.
-
- 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 There is a SAVE GAME facility. DO NOT SAVE MORE THAN SIX TIMES IN A
- SEASON. There are severe penalties if you exceed this limit.
-
- 1.9 ASSISTANT MANAGER: The Manager has to hang 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 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 joystick for controlling 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 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.
-
- 2.5 When the KEYBOARD is used to enter a value, TERMINATE the input by
- pressing ENTER or RETURN key.
-
- 2.6 Sound (PC ONLY). Use the specified keys to switch the sound ON and OFF
- at any time.
-
- Background Music M
-
- Menu Sound Effects S
-
- Use the + and - keys to adjust the volume.
-
- The sound effects in the planning part can not be switched off.
-
- 3.0 OPENING MENUS
- -----------------
-
- These menus set up the game enviroment before you assume the management
- responsibilities.
-
- 3.1 MAIN MENU
- -------------
-
- 3.1.1 NEW GAME: You start a totally new game.
-
- 3.1.2 CHALLENGE: This is a personal challenge. After one season, you are
- set a target of points to achieve in the next season. The points are
- awarded for a range of achievements like promotion, F.A Cup Quater final
- victory, etc.
-
- 3.1.2.1 The points gained can be used to start a NEW GAME in higher
- divisions. Enough points will enable you to manage teams like Newcastle,
- Liverpool, Manchester United, etc., powerful and rich. The points can also
- be used by any time during the game to seek appointment as a manager of
- another club.
-
- 3.1.3 KNOCK OUT: A game for 2 to 4 players. The players start in the same
- division. The game continues as normal until one of the players is promoted
- or relegated. The clock starts and unless within a set period, all players
- are in the same division again, the bottom player is eliminated. The game
- continues until there is a winner.
-
- 3.1.4 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.
-
- 3.1.5 DEMO GAME: This is a tutorial mode to get you acquainted with the
- gane. The season starts in week 12 and at the end of season the Demo Game
- returns to the main menu. The Demo Game gives you an opportunity to explore
- the whole game.
-
- 3.2 GAME SET UP
- ---------------
-
- 3.2.1 NEW GAME
-
- 3.2.1.1 THE MANAGER: As you come to the menu, four manager faces are
- displayed. You can click on the face to cycle through the available faces.
- (PC CD ROM only)
-
- 3.2.1.2 MANAGER NAME: Click on the manager name then use the keyboard to
- insert the name. Terminate the input by pressing the Return key. If you
- have accidently clicked on a manager name, press ESC key to get the Ball
- cursor back.
-
- 3.2.1.3 POSITION: Default position is displayed. To select a new position,
- click on the current position to cycle through other positions.
-
- 3.2.1.4 CHALLENGE POINTS: Your Challenge points are displayed. The higher
- the points, the better the choice. You can manage top teams like Newcastle,
- Man. Utd, Liverpool, Leeds etc. Click on your team name to display the
- available teams.
-
- 3.2.1.5 TEAM NAME: A team in the 2nd division is allocated to each player.
- You can select another team. Click on your team name to display the teams
- available for selection.
-
- 3.2.1.6 ROLE PLAY: Default value NO is displayed. You will control the
- player nearest to the ball. Click on it to change it to YES. You will now
- only control the player playing in the position specified in 3.2.1.3.
-
- 3.2.1.7 DIVISION: All players normally start in Division 2 unless challenge
- points are used. The division in which each manager starts is displayed.
-
- 3.2.1.8 SKILL LEVEL: There are 3 skill levels namely NORMAL, EASY and VERY
- EASY. The skill level spplies to all the managers. Click on the option you
- wish to select.
-
- 3.2.1.9 SEASON: To change the year, click on the numbers to delete. Use the
- keyboard to enter new numbers. Press ENTER key to terminate the input.
-
- 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 follows.
-
- 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 Done 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 P.S. Wk2 (pre season week 2) to display the
- divisions, click on the division of your choice and the teams in that
- division will be displayed. Select a team. Repeat for P.S. Wk 3, 4, 5 and
- 6. To benefit from the Friendlies, you should start with either lower div.
- clubs and build up to stronger clubs. Watching the game or getting some
- useful joystick practice will be a good idea.
-
- 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 15 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 star coach. You must select a coach, physio,
- scout and a specialist keeper coach before you can exit the pre-season
- menu. Only a 5 star scout can look for players in Europe. Getting the best
- you can afford is money well spent.
-
- 4.4 SCHOOL BOY CONTRACTS
- ------------------------
-
- From the 2nd season onwards, you can sign on schoolboys to the 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.
-
- 4.4.1 The schoolboys are reborn players who retired or left football for
- one reason or another. They retain their names and playing positions i.e. a
- winger will be reborn as a winger but their stats are different and
- coaching and handling determines what sort of players they develop into.
-
- 4.4.2 The schoolboys start with 3 years contract and can be bought and sold
- like any other player. Their price during early years is very low.
-
- PREMIER DIVISION CLUBS CAN NOT BID FOR SCHOOL BOYS
-
- 4.4.3 SIGNING ON SCHOOL BOYS: Scan through the list of players and select
- which players you wish to buy. Click on the selection to cancel it. Once
- you have selected, your bid will be considered against other bids. If your
- bid succeeds, the young players will join your squad.
-
- 4.4.4 The schoolboys are very important to you financially. You can train
- him and generally look after him and sell them later on for a good price.
-
- 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 infomation you will ever need.
-
- BOARD ROOM: Habitat of your bosses.
-
- MANAGER'S OFFICE: The nerve center of the club.
-
- COACH'S ROOM: Coaching and training.
-
- PHYSIO ROOM: Where injured players are cared for.
-
- BOOT ROOM: Final preparation before match day.
-
- The functions of each office will now be described in more detail.
-
- QUITTING THE GAME: Press Escape key.
-
- 6.0 MANAGER'S OFFICE
- --------------------
-
- As you move round the manager's 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. You will find the manager's office in darkness (PC CD ROM
- only) on weekday matches. Just switch on the lights.
-
- 6.1 THE SQUAD (Entry: Picture on the wall)
- ------------------------------------------
-
- Your squad is the heart of your club. Take good care of it. Minimum size of
- the squad is 16 and the maximum 24. You can edit the names of the players
- in your team.
-
- 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 solely on the average
- value of 16 of the best players in your squad. If you have spent a lot of
- money buying players, your TEAM RATING will get higher. If your league
- position then does not improve dramatically, you have bought foolishly and
- the board will not be very pleased. Try to get a League position higher
- than the team rating. The bigger the gap, the better you have done in
- transfer market. Use your expertise in Buying and Selling of players to
- impress the board and their assessment.
-
- 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.
-
- 6.1.1.1 The shirt colours in the 2nd column will change according to
- tactics, indicating the type of player required for the selected tactics.
- The colour of the shirts are as follows. This is a broad classification.
-
- Green --> Keeper
-
- Blue --> Defender
-
- Yellow --> Midfield
-
- Red --> Forward
-
- 6.1.2 NAMES: The first coloumn details the names of all the players in the
- squad. You can edit the names of the players in your squad.
-
- 6.1.2.1 EDITING PLAYER NAMES: The names are edited on the Player Data
- screen. See 6.1.3.2 for access to the screen. Click on the name. Use
- the keyboard to enter the new name and press the Return key.
-
- 6.1.3 PLAYER INFOMATION
-
- 6.1.3.1 The Player infomation provides detailed infomation on each player
- in the squad to help you to manage the squad.
-
- 6.1.3.2 ACCESS: Select the player first. A panel is displayed in the bottom
- left corner with arrows on either side. Click on the arrows to display one
- of the following options and then select the option.
-
- a) PLAYER DATA See 6.2
-
- b) ASSESSMENT See 6.1.9
-
- c) PERFORMANCE: This is a record of a player's match data for 28 weeks
- LEAGUE performance. The cup records are not displayed. If he has not played
- in a match, a cross will be displayed. To give you as much infomation as
- possible, the performance figure is displayed on a rolling basis i.e. if it
- is only 6th. week of the season, the performance figures are up to wk 5 for
- the current season and the remainder are from the last season.
-
- d) RECORDS: The personal records of the player are displayed.
-
- e) COMPARISON: Displays the skills or attributes of the whole squad. Click
- on the header to cycle through skills and attributes.
-
- 6.1.4 SELECTING MATCH SQUAD: You can only select available players. The
- first column shows the availability of the player. A player can be
- unavailable for the following reasons.
-
- (a) Injured : Red Cross
-
- (b) Sick : Green Cross
-
- (c) Unfit : Red Heart
-
- (d) Int. Duty : Red Cap
-
- (e) Suspended : S - Shows Red Card
-
- A yellow heart shows that player is SEMI FIT and can be played if
- necessary.
-
- 6.1.4.1 The 2nd column shows 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 position of the player. There are 11 types of
- specific players. The type is colour coded as in 6.1.1.1. To get the right
- type of player in the right position, match the shirts. If it is not
- possible to do so, then look for a player who will suit best. For example,
- the tactics requires a Centre Back but you have defenders. Look at his
- adaptability besides other stats.
-
- 6.1.4.2 To move a player from one position to another, simply click on the
- two names.
-
- 6.1.5 A shirt number for a given tactics defines the functions of the
- player wearing that shirt. We have broadly defined these functions as 11
- positions. The positions are as follows:
-
- Centre Back (CBK) : A Central Defender.
-
- Full Back (FBK) : Defending playing wide. Player generally
- has beter 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 midfielder.
-
- 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
- reciever 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 19.0 for a detailed explanation.
-
- 6.1.6 AGE: Age range is 16 - 35. A 16 year old 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. As a
- player gets older, some, not all of his attributes and skills detoriate.
-
- 6.1.7 STAR 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 star ratings give you a broad comparison of the marketable abilities of
- the players in the squad.
-
- 6.1.7.1 AMIGA - PC DOS: If a player is ranked, his ranking is displayed
- instead of his skill level.
-
- 6.1.8 COACH ASSESSMENT: This is an overall assessment of a player by the
- coach. He takes various factors like experience, match performance into
- account. A coach is only as good in his assessment as his rating and
- experience.
-
- 6.1.9 MANAGER'S RATING: When you first go to the squad screen, this column
- will be blank. Select ASSESSMENT as detailed in 6.1.3.2. A new panel will
- be displayed. Select the player to assess by clicking against his name in
- this column.
-
- You can now do your own assessment of any player. You can decide which
- skills you wish to take into account and how much importance you wish to
- give it in overall assessment. For example, a forward can have all the
- skills but if he has a short temper i.e. his temperament is low, he is not
- going to be of much use.
-
- 6.1.9.1 Skills: The ratings for each skill is displayed. The important
- skills according to player position are highlighted and the overall skill
- rating is shown. You may include other skills or remove a selected skill
- from consideration by clicking on it. The overall rating may change as a
- different combination is made up.
-
- 6.1.9.2 Attributes: As 6.1.9.1
-
- 6.1.9.3 Assessment: The table shows a list of 7 factors that can be
- important in arriving at an overall assessment. See UNDERSTANDING STATS at
- the back of the manual for the skills and attributes you should concentrate
- on for a given type of player. The factors are:
-
- Skills and Attributes
-
- Stamina: You need stamina if the pitch is heavy or there may be extra time.
-
- Adaptability: Only to be considered if you have to play him out of
- position.
-
- Experience: Player skills and some attributes decline but his experience
- can be valuable, specially on big occasions like cup or derby matches.
-
- Performance: This rating is based on recent match performances.
-
- Disciplinary: If you get a tough referee, your disciplinary record can be a
- problem.
-
- Temperament: Can the player keep his cool when under pressure?
-
- 6.1.9.4 Against each heading, a rating is given. You can decide how
- important an aspect is. For instance, you may give skill - 50%, Attributes
- - 30%, Experience - 5%, Performance - 15%, Others - 0% importance. Each
- player has to be assessed differently and regularly during the season.
-
- 6.1.9.5 The overall rating will be displayed as Manager's rating. Once you
- have a good coach, you will be able to rely on his advice.
-
- 6.1.10 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. Ranking is
- assessed every week.
-
- 6.1.10.1 AMIGA - PC DOS: See 6.1.7.1
-
- 6.1.11 CARDS: It shows the number of yellow cards recieved by the player. A
- player recieving 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.
-
- 6.1.12 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.
- The player may refuse the contract. The main reason for refusal is that the
- player is unhappy at the club. He has not been given enough opportunities
- to play for the club.
-
- 6.1.12.1 You have two options:
-
- a. Give him a few games to lift his morale and try again.
-
- b. Negotiate a contract with him.
-
- 6.1.12.2 When a player refuses a contract, a requester will come up to ask
- you if you wish to negotiate the contract.
-
- 6.1.12.3 If you select YES option, a panel is displayed showing your
- current offer and the player's demand. You can change the weekly wage and
- the contract period. The player may modify his demand. You can quit
- negotiations at any time or reach an agreement with the player.
-
- 6.1.12.4 WARNING: Think hard before you negotiate an individual contract as
- it destroys the wage structure of the club. Other players will ask for more
- money when their contract comes up for renewal.
-
- 6.1.13 TRANSFER OR LOAN LIST: Following messages / icons (PC CD ROM only)
- appear.
-
- Red Telephone :Tr. Listed :Player has been transfer listed.
-
- Yellow Telephone :Tr. Request :Player is requesting a transfer.
-
- Green Telephone :Bid Recd :Bid has been received for the
- player.
-
- White Telephone :Loan Lstd :Player is on loan list.
-
- 6.1.14 INTERNATIONAL CAPS: The caps awarded by the national teams are
- diaplayed.
-
- RED CAP :Player is on International duty.
-
- YELLOW CAP :Past International.
-
- BLUE CAP :Current International.
-
- 6.1.15 APPEARANCES: The number of club appearances made by the player are
- displayed.
-
- 6.1.16 NATIONALITY: The Nationality of the player is displayed.
-
- 6.1.16.1 AMIGA - PC DOS : The Nationality of the player is only displayed
- if selecting the squad for European fixtures. It then replaces the
- appearances.
-
- 6.2 PLAYER DATA
- ---------------
-
- The player data gives very comprehensive details of the player. It is an
- infomation as well as an action menu.
-
- ACCESS: See 6.1.3.2
-
- 6.2.1 The following infomation is displayed - NAME of the player and his
- CLUB VALUATION, Player's AGE, playing POSITION, RATING, RANKING and
- NATIONALITY.
-
- 6.2.2 RANKING: While Rating is a divisional indicator of the players'
- abiltiy, 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.
-
- 6.2.3.1 European Competitions: You are allowed to use only 4 overseas
- players in a European Competitions. Any player not of English nationality
- is a foreign player.
-
- 6.2.3.2 Internationals: The player may be called away to play for his
- country.
-
- 6.2.3.3 A representive player's face is displayed. It shows player MORALE.
- It has 5 stages from very happy to depressed. (PC CD ROM only).
-
- 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 The ATTRIBUTES are as follows:
-
- 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 ACCELERATION: 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 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,
- control skills and good temperament.
-
- 6.2.6.9 FLAIR: A player with high flair is greedy, and important
- requirement for a striker.
-
- 6.2.6.10 TEMPERAMENT: A player with good temperament will keep cool under
- pressure and not get wound up by the opposition. The higher the
- temperament, the cooler the behaviour.
-
- 6.2.7 PLAYER SKILLS
-
- 6.2.7.1 PASSING: Passing skill is probably the most important skill for a
- player especially for midfielders.
-
- 6.2.7.2 SHOOTING: Shows the accuracy of the player shooting, very important
- for a forward.
-
- 6.2.7.3 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.
-
- 6.2.7.4 CONTROL: The skill in controlling the ball.
-
- 6.2.8 KEEPER SKILLS
-
- The keeper has his own measure of skills. Special Keeper skills are as
- follows:
-
- 6.2.8.1 THROWING: How far the keeper throws or rolls the ball.
-
- 6.2.8.2 KICKING: How far the keeper kicks the ball.
-
- 6.2.8.3 KEEPER: This determines the keeper's diving and catching ability.
-
- 6.2.8.4 JUMPING: The height he can jump to tip the ball over the bar.
-
- 6.2.8.5 HANDLING: His anticipation to come off the line.
-
- 6.2.9 COMPARISONS: If at any time you wish to see one particular attribute
- or skill for the whole squad together, select comparisons in the bottom
- left corner.
-
- 6.2.10 EDIT PLAYER NAMES: You can edit a player's name. Click on the name
- to delete the current name. Use the keyboard to enter a new name. Terminate
- the input with Return key.
-
- 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 don't 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 attandance for each match, a
- very good indicator of your performance.
-
- 6.4 THE ACCOUNTS (Entry: Laptop)
- --------------------------------
-
- The accounts in the manager's 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 player's
- appearance money 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. Only a 5 star rated scout can look for
- players in Europe. The quality determines the class of the 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 anytime 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.
-
- 6.5.5 VISIT: When you select this option, you can give the Scout some
- specific instructions.
-
- 6.5.5.1 VIEW: You can see the predicted results of as many matches as you
- wish. The predict will show you the players used, the incidents, player
- performances etc. Every match is played in real time and can therefore
- provide valuable infomation on other teams. The selection is made from that
- week's fixture list and is therefore only valid for 1 week. Select the
- division to display the divisional fixture list and select the games to
- view.
-
- 6.5.5.2 FOLLOW: Select any team in the league to follow. The instruction
- will remain operational until cancelled. Select the division to display the
- teams in the division.
-
- 6.5.5.3 WATCH: You can instruct your scout to watch any player in the
- league. Select the team to display the squad. Select the player.
-
- 6.5.5.4 The purpose of this instruction is to watch the player before
- buying him. As you select the player, the following infomation is
- displayed.
-
- Name, Age, Position, Rating, Ranking, Carrier and Season goals and
- appearances and Scouts estimated price which depends on his ratings.
-
- 6.5.5.5 At this stage, you have the option to change your mind and select
- another player. Once you proceed with the selection, this option is closed
- for 3 weeks. The Scout will report after 3 weeks.
-
- 6.5.5.6 SCOUT REPORT: The Scout will come back with the following
- additional infomation.
-
- Player performance, Scout Assessment, Contract duration, Expected Price.
-
- 6.5.5.7 BUYING SCOUTED PLAYER: You can bid for this player by selecting YES
- option. It will take you straight to the bid screen.
-
- 6.5.5.8 CANCEL: Cancels the Follow instruction.
-
- 6.6 THE OPPOSITION (Entry: Laptop)
- ----------------------------------
-
- The opposition gives you the following infomation.
-
- 6.6.1 The Squad: Shows the full opposition squad. The names of the players,
- their playing position and the top 5 scorers. To see the performance record
- of any player, click on the name. His performance over 28 weeks of league
- games will be displayed. If the current week is 7, then first 6 weeks will
- be from current season and the remainder from the last season.
-
- 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 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.
-
- 6.7.1 KNOCK OUT: The positions of the players are shown.
-
- 6.7.2 THE CHALLENGE: The state of challenge so far is displayed.
-
- 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: Tactics 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 / hard drive.
-
- 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 Designer, a default tactics
- is already loaded. You can modify and adapt this tactics or load another
- tactics to modify 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 icon. You CAN NOT save a tactics under
- the heading already used for pre-designed tactics.
-
- 6.8.6.1 AMIGA: 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.
-
- PC: The tactics are stored on the hard drive.
-
- 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
- e.g. 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
- other's paths. The movemnets 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 faciltiy allows you to copy the position of the players
- for the ball position to another sqaure. 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 select this 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, i.e. 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 AND 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 the Player Data of any player, simply click the availability column
- of the required player in the Squad in the Manager's office.
-
- The transfer and Loan List closes from week 25. Any players still on the
- Transfer or Loan 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.
-
- 6.9.1.1 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 LOAN LIST: To remove a Tr. Listed player
- from the Transfer List, simply click on the transfer.
-
- 6.9.2.5 A player must remain on the Transfer List for one week i.e. you can
- not change your mind immediately.
-
- 6.9.2.6 You can't Transfer List a player you have bought before he has been
- with you for 4 weeks.
-
- 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" or a GREEN TELEPHONE 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
- --------------------
-
- Select the type of player you wish to buy. A list of players will be
- displayed. Select the player you wish to buy.
-
- 6.10.1 You can buy or attempt to buy 2 players and look at total of 4
- players in one week.
-
- 6.10.2 When you select a player from the list, you are looking at the
- 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.
-
- 6.10.3 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.
-
- You can save a game so far at any time. If you are playing a Challenge
- game, at the end of a successful challenge, you will be asked to save the
- game. If your next challenge fails, you can load the saved game and
- continue the challenge again. Please take care not to OVERWRITE this
- particular slot.
-
- 6.11.1 CLICK ON DRAWER. A menu with 20 slots will be displayed. Select the
- slot you wish to use. If a game is already atored, it will be overwritten.
- Use the keyboard to insert the file name and terminate the input with
- Return key.
-
- 6.11.2 AMIGA: Before you save a game for the first time, you must have a
- blank formatted disc ready. 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.
-
- 6.11.3 PC: Each SAVE GAME will need 350K space on the hard disc.
-
- 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. The higher the
- grade, the better the coaching.
-
- 7.1 THE COACH (Entry : The man near the black board)
- ----------------------------------------------------
-
- 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 for coaching are 20.
-
- 7.1.2 The coaching is done on 4 days of the week namely Monday, Tuesday,
- Thursday and Friday. Each day session is of 5 hours. The Team Practice is
- taken by the whole staff together, while the Group Coaching is done by each
- member of the staff individually.
-
- 7.1.3 You can only do one activity on any one day. Select an activity for
- each day.
-
- 7.2 TEAM PRACTICE (Entry: Running Machine)
- ------------------------------------------
-
- There are eight items for the Team Practice. You can allocate time to each
- activity. The more you practice, the more expert 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.
-
- 7.2.2 Corners and Free kicks need a lot of practice to make a real
- difference. Both are taken automatically on the pitch. The greater the
- familiarity, the more you are likely to score. Familiarity is also taken
- into account when predicting the result.
-
- 7.2.3 Five a Side improves the team's stamina and morale. On heavy pitches,
- players need a lot of stamina.
-
- 7.2.4 Fitness affects player skills and attributes. A player needs to be
- fully fit to produce results.
-
- 7.3 GROUP COACHING (Entry: Standing Player)
-
- Each member of the coaching staff can be allocated one skill coaching a
- day. The activities are Shooting, Passing, Tackling, Control and Heading.
- The squad is split in 3 categories, Defenders, Midfield and Forwards.
-
- 7.3.1 The bar display against each player shows their current skill status
- for the activity displayed by the header. The marker shows the DIVISIONAL
- avergae of the skill. If you coach the player, you will see his skill
- improving and the improvement in skill is reflected in his price.
-
- 7.3.2 Five icons, one for each skill are displayed at the bottom. To give
- the player coaching, first select the staff member and then the day. The
- appropriate day column will be highlighted. Select the skill you wish to
- coach. An appropriate letter i.e. S for shooting will appear against the
- selected staff member. Before you select the staff member, 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. The
- proficiency for each skill against each type is given below:
-
- Shooting Passing Tackling Control
-
- Defender BAD AVERAGE BEST OK
-
- Midfield OK BEST AVERAGE OK
-
- Forward BEST AVERAGE BAD OK
-
- 7.3.4 The optimum number of players that a member of staff can handle for a
- skill is his star rating + 1. A bar is displayed against each member of the
- coaching staff with a marker. The marker denotes the maximum number of
- players he can coach.
-
- 7.3.4.1 Select the players for coaching. As you select the players, the bar
- will start filling up. The colour of the bar will change from yellow to red
- if you exceed the no. of players beyond his capability, denoting that
- coaching will be poor.
-
- 7.3.4.2 The same player can't be coached on the same day by two different
- members of the staff.
-
- 7.3.4.3 Select the players to be coached carefully. Do not waste coaching
- time e.g. by giving a defender shooting coaching. If you are in doubt,
- click on the icon in the bottom left corner. He will indicate by a tick
- mark which player needs that particular skill coaching. A cross indicates
- NO.
-
- 7.3.4.4 CHANGE: The Bar display now shows the change in skill since the
- start of the season. Click on the Header to cycle through other skills.
-
- 7.3.5 FATIGUE: 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.
-
- 7.4 TACTICS (Entry: Board on wall)
- ----------------------------------
-
- You are allowed to take four tactics to a match. The top listed tactics is
- the match 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 skillsfor that position. Select the
- icon to display his assessment of the first team and the squad e.g. the
- first team defenders and all the defenders in the squad.
-
- 7.5.1 COMPARISON: The coach also gives the relative assessment of the
- overall strengths of all the teams in the division.
-
- 7.6 FACT SHEET (Entry: First Drawer)
- ------------------------------------
-
- The Fact Sheet is an at a glance display and record of important aspects of
- the squad performance to date. Against each player name and his playing
- position, the following match data is displayed.
-
- 7.6.1 Shirt No., Match Performance Points, Goals and cards if any. If the
- player was injured, Red Carded, Suspended, On Int. Duty etc., the
- infomation will be displayed instead of the shirt no..
-
- 7.6.2 You will be able to see if you have played a player in the same
- position, match after match and his performance in that position. You can
- see whose performance is improving. As a matter of fact, quite a lot can be
- read on this sheet.
-
- 7.7 TEAM REPORTS (Entry: Second Drawer)
- ---------------------------------------
-
- Graphical display of effects of coaching on team skills and performance.
-
- 7.7.1 SQUAD SKILLS: All five skills for four types of players are
- displayed. The graph displays a comparison of each skill against the
- divisional average of that skill. If the average of, for example, the
- shooting skill of all the forwards in the squad is less than the divisional
- average of shooting skills of the forwards, the bar display is in red. If
- yellow it is greater. The overall bar in the list compares the average of
- all the skills of selected type of players against the divisional average.
- The OVERALL bar display compares the average of all the skills of the whole
- squad to the divisional average. The display colour is in red, orange or
- yellow depending on the squad average being less, equal or greater than the
- divisional average.
-
- 7.7.2 FIRST TEAM SKILLS: As above for the first team.
-
- 7.7.3 SKILL RECORDS: The average of the skills of Keepers, Defenders,
- Midfielders and Forwards of the whole squad are plotted over the whole
- season.
-
- 7.7.4 TEAM PERFORMANCE: This shows the results and the average of match
- performance points of Keepers, Defenders, Midfielders and Forwards for
- every match in the season.
-
- 7.7.5 STAMINA - FIVE A SIDE: The stamina depends on Five A Side training.
- The graph displays the average of Team Stamina for the whole season. The
- hours spent on Five A Side training are also displayed so that the effect
- can be seen directly. The improvement or deterioration are not immediate.
-
- 7.7.6 FITNESS - FITNESS TRAINING: The average of squad Fitness (Excluding
- injured players) is plotted for the whole season as well as the Fitness
- Training given to the squad. Again the effects are not apparent
- immediately.
-
- 7.8 PLAYER PERFORMANCE
- ----------------------
- (Entry: Select Player Name In Match Facts)
-
- A report on every player in the squad.
-
- 7.8.1 CARDS: Shows when the player received yellow and red cards during the
- season. His aggression and temperament are also displayed.
-
- 7.8.2 The TIME lost by the player through injury until he was fit to play
- is displayed for the season. Player's Resilience is also displayed.
-
- 7.8.3 FITNESS - FATIGUE: Player's Fitness and Fatigue over the season is
- displayed.
-
- 7.8.4 PERFORMANCE: Player's performance points are displayed.
-
- 7.8.5 OVERALL SKILLS: The average of the relevant skills of the player
- compared to the divisional average are plotted for the season.
-
- 7.9 COACH MESSAGES (Entry: Third Drawer)
- ----------------------------------------
-
- 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 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 the 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.
-
- 9.0 FINANCIAL DIRECTOR (F.D)
- ----------------------------
-
- As you would expect, the Financial Director has overall responsibility for
- the club's 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
- ---------
-
- This gives the up-to-date wages of each player. Against each player are
- recorded his basic wage to date and the 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. Click on the name to get full details.
-
- 9.2 INCOME
- ----------
-
- This totals all the income to date.
-
- 9.3 EXPENDITURE
- ---------------
-
- This details all the expenditure to date.
-
- 9.4 BONUS (Entry: Picture On The Wall):
- ---------------------------------------
-
- There are two types of bonus that can be given.
-
- 9.4.1 WIN BONUS: This is an incentive bonus given to the players making
- appearance in the next match. They only get the bonus if they win.
-
- 9.4.2 CASH BONUS: Unconditional bonus given to the whole squad as a morale
- booster.
-
- 9.4.3 To give a bonus, select the type and a cursor will appear. Use the
- keyboard to input the amount and terminate the input with Return Key.
-
- 9.4.4 Use CANCEL to cancel the bonus. Once you have quit the screen, you
- can't cancel the bonus.
-
- 9.4.5 The BOARD may block the bonus. A cross will appear and your entry
- will be deleted. Enter the new bonus.
-
- 9.4.6 The total amount of bonus is displayed.
-
- 9.5 STADIUM IMPROVEMENTS
- ------------------------
-
- You need to improve the capacity of your stadium right from the start.
- Bigger capacity will enable you to have larger crowds for cup matches if
- you are lucky to draw a premier div. club. You will require big gates to
- survive in the higher divisions.
-
- 9.6.1 You must provide full cover for the spectators i.e. cover both sides
- and ends of the stadium before the club can be promoted to the first
- division. Failure to do so will result in loss of promotion even if you
- have won the division.
-
- 9.6.2 The stadium must have extra floodlighting and undersoil heating
- before you can be promoted to the Premier division.
-
- 9.6.3 You can order the improvements at any time but will take place after
- the season is over and ready at the start of the new season.
-
- 9.6 TAKE A BREAK (Entry: Picture On The Wall):
- ----------------------------------------------
-
- This is a morale booster. There is a choice of location, activities and
- duration. When you have made all three choices, the cost will be shown. You
- can cancel the choice and make new selection.
-
- 9.7.1 Before giving the squad a break, make sure you can afford it.
-
- 10.0 BOARD ROOM
- ---------------
-
- The board on the whole is very supportive of the manager. However it keeps
- a close eye on the 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 in line with
- your team rating.
-
- 10.1 You can go to the Board Room at any time. You will see the secretary
- busy at work. There are 3 books on her table. Each book contains important
- infomation.
-
- 10.2 BOARD MESSAGES (Entry: Red Book)
- -------------------------------------
-
- From time to time, the board sends you messages. They may be warnings or
- meessages of encouragement or just comments on your or the team
- performance.
-
- 10.2.1 Your current Board Rating and the rating over the season is also
- displayed. The rating is done on monthly basis and is a measure of Board's
- satisfaction with your performance at the club. If it drops below a
- certain point, you will be summoned to the Board Room and carpeted. If the
- performance continues to deteriorate, you will be sacked.
-
- 10.3 RATINGS (Entry: Blue Book)
- -------------------------------
-
- The ratings show your performance in that field so far. This infomation is
- used to assess the Manager's overall rating. All ratings are done on
- monthly basis.
-
- 10.3.1 FINANCIAL RATING: Shows how well you have managed club finances.
-
- 10.3.2 COACHING: Displays the overall improvement in all aspects of
- coaching.
-
- 10.4 VITAL INFOAMTION (Entry: Yellow Book)
- ------------------------------------------
-
- This is perhaps the most useful infomation on which you can assess your
- performance so far.
-
- 10.4.1 LEAGUE ATTENDANCE: It shows the relationship between performance in
- the League and attendance
-
- 10.4.2 TEAM RATING: Team Rating and League Position are plotted on the
- same graph. The gap between the two shows your ability in the Transfer
- market. If your League Position is higher than your Team Rating, you have
- done WELL. The bigger the gap, the better you have done. If your Rating is
- higher than your league position, the chairman is going to get nervous. If
- the gap gets big, he will be after your head on a plate.
-
- 10.4.3 RESULTS: This displays HOME and AWAY results of the League matches.
- The result displayed for each week is the difference between your and the
- opposition goal.
-
- 10.5 SUMMONS TO BOARD ROOM:
-
- These are priority messages from the board which the chairman delivers
- personally to the manager. The summons come when you are in your office.
- The door marked Board Room opens and you are summoned to the Board Room.
-
- 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)
- ----------------------------------
-
- Factaul match reports. One for each manager.
-
- 11.3 HOT NEWS (Entry: Television )
- ----------------------------------
-
- Gossips, scandals, sackings and much more. The news keeps you informed of
- what is happening elsewhere and can be useful.
-
- 11.4 PROMOTIONS AND RELEGATIONS (Entry: Cup Picture On Wall)
- ------------------------------------------------------------
-
- This lists last year's promotions and relegations.
-
- 11.5 VACANCIES AND APPOINTMENTS (Entry: Fax Machine)
- ----------------------------------------------------
-
- The league is notified of the new appointments and termination of contracts
- either by resignations or sackings of the manager.
-
- 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
- responsibility at the new club immediately.
-
- 11.6 MANAGER AND PLAYER RANKINGS (Entry: Laptop)
- ------------------------------------------------
-
- The bar at the top displays:
-
- a) Manager, Player, U 21.
-
- b) Month, Year.
-
- c) Prem., 1st, 2nd, 3rd and Club.
-
- One of the options of in each group will be highlighted.
-
- 11.6.1 MANAGER OF THE MONTH: Displays Manager Of The Month for each
- division and the ranking of each manager in the division.
-
- 11.6.2 PLAYER OF THE MONTH: Player of the month and top players of each
- division are displayed.
-
- 11.6.3 UNDER 21 PLAYER OF THE MONTH: As 11.6.2 for players under 21.
-
- 11.6.4 CLUB RANKING: Displays top 16 players of the club from start of the
- season.
-
- 11.6.5 MANAGER OF THE YEAR: Shows the ranking of the managers so far for
- each division and Manager Of The Year for each division.
-
- 11.6.6 PLAYER OF THE YEAR: Shows the ranking of the 16 top players in each
- division so far for each division.
-
- 11.6.7 UNDER 21 PLAYER OF THE YEAR: As above for under 21 player.
-
- 11.7 ROLL OF HONOUR (Entry: Book On The Table)
- ----------------------------------------------
-
- Records of Manager, Player and U 21 Player of the year for each division in
- the previous year.
-
- 12.0 ARCHIVES
- -------------
-
- This gives you full infomation on all the 64 clubs in the league and lots
- more. This infomation 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 positions 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 player' names, ages, positions, ratings,
- rankings, nationalities and international caps.
-
- 12.3.4 BACKGROUND: A source of very useful infomation 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 infomation such as the highest gate, top scorer etc.
-
- 12.4.1 HOT SHOTS: Top scorers for each division are listed.
-
- 12.4.2 RANKED PLAYERS: Top 20 Keepers, Defenders, Midfielders and Forwards
- in the league are listed.
-
- 12.4.3 PAST TRANSFERS: Details of 50 past transfers are given. As the new
- transfers come in, the old transfers scroll off the top.
-
- 13.0 BOOT ROOM
- --------------
-
- This is the final room before you go to the match. Once you have selected
- the Boot Toom, 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 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 PRE MATCH ASSESSMENT:
- --------------------------
-
- There is a pre-match assessment by Alan Hansen.
-
- 13.4 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 the
- following choices.
-
- 14.1.1 PLAY: (Entry: Football) 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. JOYSTICK is required.
-
- 14.1.2 WATCH: (Entry: Binoculars) You can watch the game. You can implement
- substitutions and change tactics. Joystick is not required.
-
- 14.1.3 PREDICT: (Entry: Crystal Ball) The result is predicted. An animated
- scoreboard shows the progress of the match. You can quit the animated
- display by pressing right mouse button.
-
- 14.1.4 HIGHLIGHTS: (Entry: T.V) Match highlights are shown.
-
- 14.1.5 MANAGEMENT SCANNER: (Entry: Pitch) The game is played on the scanner
- and is exactly the same as the game in Watch mode except that you can see
- the whole pitch and therefore the action. The scanner is the best way to
- play your part as a manager.
-
- 14.1.6 Selecting one of the options will take you to the next screen.
-
- 14.2 PLAY AND WATCH: If you have selected Play or Watch, the next screen
- will display the kit colour of both teams. You have the option to play in
- FOUR VIEWS.
-
- a) Top Down - Up and Down
-
- b) Top Down - Side to Side
-
- c) Perspective
-
- d) 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 so amenable 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 or Left or vice versa for the other two pitches.
-
- Once the selection has been made, you will go to the match.
-
- WARNING: DO NOT TOUCH THE JOYSTICK AS YOU LEAVE THIS SCREEN AND GO TO THE
- PITCH UNTIL KICK OFF. During this time the joystick is being automatically
- calibrated.
-
- 14.3 MANAGEMENT SCANNER:
- ------------------------
-
- The scanner displays the pitch. The players are displayed by dots inteam
- colours. The game played is exactly same as a Watch game but with many
- advantages. Use a keyboard (PC only) or joystick to give instructions.
-
- 14.3.1 The Home team is displayed on the left and the visitors on the
- right. Under each team the performance of Forwards, Midfield and Defenders
- is displayed. At the top of the screen, possession by two teams is shown as
- a bar display.
-
- 14.3.2 The squad and the two substitutes are displayed for both teams.
- Against each name appears the player's shirt no., performance and a marker
- to indicate that he has received Team Talk instruction. As the game
- proceeds player performance will fluctuate.
-
- 14.3.3 MULTI SPEED SCANNER: The scanner has 3 speeds - Normal, 2X and 4X
- normal speed. You can change the speed at anytime during the game by
- selecting the appropriate box. It also has Step by Step movement. If you
- select the step by step mode each selection will do one movement.
-
- 14.3.4 Use the Mouse or Joystick to move the pointer when the game is
- paused.
-
- 14.3.5 SUBSTITUTION: Press F1 for player 12 and F2 for player 14. (F9 and
- F10 for team B). When the ball has gone out of play substitutions can be
- made. Select the player to be substituted.
-
- 14.3.6 Substituting an Injured Player: When one of your players is injured,
- select the substitute.
-
- 14.3.7 PAUSE: Press the Space Bar to Pause and Unpause the game.
-
- 14.3.8 TEAM TALK: You can give each player in the squad one of the
- following eight instructions. Select the player and then the instruction.
-
- a) PUSH UP: The player will play 1 square ahead of normal position.
-
- b) DROP BACK: Reverse of above
-
- c) TUCK IN: The player will play 1 square `in' towards the centre.
- Instruction usually for Wingers and Full Backs.
-
- d) PLAY WIDE: Reverse of above.
-
- e) LONG BALL: The player will kick the ball up pitch. Instruction for
- defenders.
-
- f) TIME WASTE: The players will pass the ball around.
-
- g) SHOOT ON SIGHT: The players will shoot at goal whenever they can.
-
- h) GET TOUGH: The players get aggressive.
-
- i) AS YOU ARE: Cancels instruction given to player.
-
- 14.3.9 TACTICS: Click on tacticsto change the tactics.
-
- 14.3.10 PLAYERS: You can swap players i.e. move a player from defence to
- midfield. Click on the two players to exchange the positions.
-
- 14.3.11 STEP BY STEP: Press F.B. for each move.
-
- 14.4 AFTER MATCH REPORTS
- ------------------------
-
- There are various kinds of reports after the match.
-
- 14.4.1 EVENT RECORD: Shows the time of goals, injuries, knocks, cards, and
- substitution for both teams.
-
- 14.4.2 PERFORMANCE RECORD: Shows Performance points, goals, cards, injuries
- and substitution for both teams.
-
- 14.4.3 HEAD LINES: Head Lines in ANCO TIMES of the matches involving human
- players.
-
- 14.4.4 FULL MATCH REPORT: Click on the headline to get the full match
- report. The headline for the first player is shown. Click on the headline
- to see the full match report. The results of the whole division are
- displayed below the headline. If one of the other players are in the same
- division, the fixture result will be highlighted. To display the headline
- for other players, click on the fixture. Click on the turn the page marker
- to display other divisional results.
-
- 15.0 GAME CONTROLS
- ------------------
-
- JOYSTICK IS REQUIRED TO PLAY ON THE PITCH.
-
- MOVEMENTS: Players move in the eight joystick directions.
-
- F.B. - Amiga = Fire Button
-
- F.B. - PC = Button A
-
- 15.1 SHOOTING:
- --------------
-
- Press F.B. to shoot the ball.
-
- 15.2 PASSING:
- -------------
-
- You must trap the ball before you can pass. Press F.B. before you touch the
- ball. The ball is then trapped. Move the joystick in the direction you wish
- to pass and release the F.B.
-
- 15.3 CHIP THE BALL:
- -------------------
-
- AMIGA : Reverse the joystick quickly.
-
- PC : Press Button B
-
- 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 (Amiga) or press button B (PC) to cross the ball
- into the 18 yards box.
-
- 15.6 TACKLING:
- --------------
-
- If the opposition has the ball, press F.B. to do a sliding tackle.
-
- 15.7 THROW INS:
- ---------------
-
- Press the F.B. and move the joystick in the direction you wish to throw and
- release the fire button. The longer you keep the F.B. presses the longer
- the throw.
-
- 15.8 CORNERS AND SET PIECE FREE KICKS:
- --------------------------------------
-
- These are computer controlled. THE MORE YOU PRACTISE THEM IN TEAM COACHING,
- THE BETTER THEY ARE. The corners can be lethal. If practised 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 12 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
- panel will go off and the substitute will run on to the pitch. Team B uses
- F9 and F10 keys.
-
- 15.9.2 Substituting an Injured Player: Substitute 12 or 14 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:
- -----------------------
-
- Pause the Game. Press F5 (F6 for Team B) to display the cureent tactics.
- Use up and down cursor keys to cycle through the 4 match tactics.
-
- 15.11 TEAM TALK:
- ----------------
-
- You can give each player one of the 8 individual instructions. Pause the
- game and press F4 (F7 for Team B). Use up and down cursor keys to select
- the player and left and right cursor keys to cycle through the
- instructions. To give Squad instructions, give the instruction to any
- player for the whole squad.
-
- 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 division has three teams promoted.
-
- 16.1.1 A 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 this 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 a sudden death penalty shoot
- out takes place.
-
- 16.3 LEAGUE CUP:
- ----------------
-
- Rounds 1, 2, 3, quarter finals and finals are played according to rules
- described in 16.2.1.
-
- 16.3.1 The Semi Final is played over 2 two legs. The winner is decided on
- aggregate. However if the aggregate is the same, the result is decided by
- extra time and if still unresolved by 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 as two. If both
- sides are still equal then extra time is played followed by a penalty shoot
- out if necessary.
-
- 17.0 CHALLENGE
- --------------
-
- 17.1 This is an individual challenge. There are 20 rounds. At the beginning
- of each round, you are set the task of getting a set number of points in a
- fixed duration. Different points are awarded for Home wins, Away wins, Away
- draws etc. The points are also a function to show the quality of the
- opposition.
-
- 17.2 At the start of the challenge, you are informed of the number of
- points to get and the no. of years allowed. If you are successful, you can
- go to the next round. If you fail, you must start the failed round again.
- You can see the progress of the challenge at any time by clicking on the
- filofax in the manager's office at any time. You can SAVE the game so far
- at any time (See 6.11).
-
- 17.3 You can't apply for another job.
-
- 17.4 On the successful completion of a round, the bonus points are added to
- the total points. You are given a financial bonus. The amount will be
- greater if you achieve more than the set target.
-
- 17.5 After the last match of the season, the state of the Challenge will be
- displayed. If the duration is not finished, you can continue as normal by
- quitting the menu.
-
- 17.5.1 If the duration is finished and you have been successful, you will
- be asked to SAVE the game.
-
- 17.6 BONUS POINTS: The bonus points can be used in the main game to get the
- manager's job at a higher div. club of your choice. Higher the points,
- bigger is the choice.
-
- 17.6.1 You can select a team using the bonus points at the start of a new
- game in Game Setup menu.
-
- 17.7 Display: You can see the state of the challenge in the book in the
- manager's office.
-
- 18.0 KNOCK OUT
- --------------
-
- 18.1 This is a 2 to 4 player game. All players start in the same division.
-
- 18.2 As long as all the players are in the same division, the game
- continues as normal. As soon as one player gets promoted or relegated, the
- clock starts. At the end of 2 years, the bottom placed player is knocked
- out. The clock is re-set. If all the players are in the same division, the
- game continues as normal. If however that is not the case, the clock is
- re-started immediately and set for 1 year.
-
- 18.3 You can't apply for a new job.
-
- 18.4 You can see the state of the competition in the book in the manager's
- office.
-
- 19.0 UNDERSTANDING STATS.
- -------------------------
-
- 19.1 There are two types of stats.
-
- 19.1.1 Personality Stats: These are the stats a player is born with and do
- not not change very much. The stats are Aggression, Flair and Temperament.
-
- 19.1.2 Curving Stats: These stats change with age. The stats are Pace,
- Stamina, Resilience, Agility, Adaptability, Acceleration and Vision.
-
- 19.1.3 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 he
- ages a player 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. i.e. 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 smae. 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. Once again there are 50 curves for
- each skill. These skills improve with coaching, experience and a player can
- move dramatically from one curve to another.
-
- 19.1.4 Some of these curves after a steady rise 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.
-
- 19.1.5 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.
-
- 19.1.6 When you are looking for a player, the infomation below may help you
- to assess the player. The important stats for each type of player are
- listed:
-
- KEEPER Agility, handling and keeping.
-
- FULL BACK Pace, passing and tackling - High.
-
- Stamina, control, shooting and acceleration - Good.
-
- CENTRE BACK Passing, tackling and heading - High.
-
- Vision, control and stamina - Good.
-
- DEFENDER Pace, tackling, passing and heading - High.
-
- Control and stamina - Good.
-
- Vision - Very High if using as a sweeper.
-
- MIDFIELDER Passing, tackling, shooting - High.
-
- Aggression, control, shooting and vision - Good.
-
- PLAYMAKER Vision and passing - Very High.
-
- Shooting and tackling - High.
-
- Pace and control - Above Average.
-
- MIDFIELD GENERAL Shooting and agression - High.
-
- Passing and tackling - Very High.
-
- Vision and control - Good.
-
- WINGER Pace and passing - Very high.
-
- Shooting and Tackling - High.
-
- Acceleration and stamina - Good.
-
- CENTRE FORWARD Shooting and pace - High.
-
- Heading, stamina, agility and control - Good.
-
- TARGET MAN Pace and shooting - High.
-
- Heading, agility and control - Above Average.
-
- STRIKER Shooting - Very High.
-
- Pace, agility and control - High.
-
- Heading - Good.
-
-
- These are ideal stats and the correct mix will be expensive to buy.
-
- HINTS AND TIPS
- --------------
-
- Game Set Up: Selecting your playing position is important. You are advised
- not to select the position of Midfield General as you are liable to
- collect red cards more often. Avoid the positions of winger and full back
- as the effect on pace can be telling. The suggested positions are centre
- forward or a midfielder, preferably a midfielder.
-
- Pre Season: Select the best coach you can afford and a good scout. Make
- sure that the coach has a different speciality to yours. A defence
- speciality is advised for the coach.
-
- Schoolboys: These players are your lifehood in the lower divisions. Before
- the end of the season make sure that your squad is well less then 24. You
- are allowed to bid for up to 8 schoolboys. The suggested bid for good
- schoolboys is £50K. Train him, coach him and use him sparingly and see the
- money rolling in.
-
- Pre Season Coaching: Get the players fit and tuned in. Experiment with all
- the players in the squad. Use the pre-season matches to experiment with
- players and tactics.
-
- Manager's Office: The most important thing is to select the right squad and
- right tactics.
-
- Tactics: To begin with select the tactics to suit the players you have.
- Over a period of time get the players to suit your own style of tactics.
- The computer managers make wholesale changes depending on their style when
- a new manager is appointed to the club. It is therefore an advantage to
- keep an eye on incoming and outgoing managers.
-
- Assessment: This is to help you judge every player for yourself. The
- computer gives you a rating for each player and the coach gives his own
- assessment. You can view the usefulness of a player as you want and take
- your tactical requirements into account. As you get experienced you will
- find this feature essential.
-
- Secretary: She thrives on gossip.
-
- Scout: A good scout gives good instructions, these produce results. The
- secret lies in these instructions. Look at your requirements carefully.
-
- Coaching: Take coaching very seriously. Read the coaching section in the
- manual thoroughly, it plays a vital part in the game. Get the best coach
- you can afford. Be very selective in who you coach. Don't overload the
- staff. Change the coaching schedule at least once a fortnight if not once a
- week.
-
- Press Conference: Be careful!
-
- Board Roon: Keep a very close eye on your ratings. The higher your league
- position the more the board expects of you. Rightly so. If you are at a big
- club, coming second is not good enough. Keep the difference in league
- position and Team Rating as low as possible, otherwise you are in trouble.
- Pay attention to the messages from the chairman. He pays your wages. He is
- the boss and he has a personality.
-
- Personality: Your chairman, referee, computer managers, players and many
- others have a personality. How they react to a given situation is half the
- fun.
-
- Challenge: Gets you a good team so it is worth the effort.
-
- Skill Levels: Sorts out the men from the boys. Normal skill level is for
- men.
-
- Squad: Decide right from the word GO what you are aiming for - Domestic or
- European honours. If it is domestic, you can afford to buy foreign players,
- but not too many international players otherwise for an important match,
- you may be reduced to a skeleton staff.
-
- Money: Keep a very close eye on the club finances. There is no overdraft
- from the bank. You take risks and the Financial Director will come down on
- you like a ton of bricks.
-
- Saving: You are advised not to sva the game more than 6 times in one
- season. There is a penalty for doing so.
-
-
- Copyright 1995 Anco Games.
-
- Published by:
- Anco Software Ltd,
- 7 Millside Industrial Estate,
- Lawson Road,
- Dartford,
- Kent,
- DA1 5BH
- Tel: (01322) 292513
-
- Illicit/LSD on 23/12/95. Phew! Completed the docs at last! :) Later guyz!
-
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