PLEASE NOTE, THESE ARE THE INSTRUCTIONS FOR THE FULL GAME. MANY OF THESE FEATURES ARE NOT AVAILABLE IN THE INTERNET DEMO. WE HAVE INCLUDED THEM TO GIVE YOU AN IDEA OF WHAT YOU CAN EXPECT IN THE FULL VERSION.
Note: You will need to have Microsoft's DirectX 5 installed on this machine to run this demo. DirectX 5 is available from Microsoft's web site at http://www.microsoft.com. We cannot provide technical support for this demo.
The AFL 98 Internet demo will allow you to one 4 minute quarter between the Adelaide Crows and the St Kilda Saints in a rematch of the '97 Season Final. Enjoy!
Introduction
Welcome to EA Sports AFL '98. Get ready to experience a state of the art interactive version of Australia's number one spectator sport. We think that Australian Rules Football makes an ideal basis for an interactive game and we're pretty sure that you'll agree. It is the one sport we know of that combines the free flowing play of Soccer with the hard hitting action of American Football or Rugby.
Our goal with this game was to capture the essence of the sport in a free flowing open style of play, so you can expect to see a very spectacular game of Footy, complete with big speccy marks, heroic kicks and solid thumps & bumps. Not only have we included all the skills and moves that make the game exciting and challenging, but we've also used Motion Captured real player to make all of the animations as true to life as possible.
Knowing full well that we're not the most athletic blokes on earth we consulted with experts about all aspects of the gameplay. Bruce McAvaney provided not only the commentary but also expert advice on how the game should play to make it extra 'special'. The AFL also did more than just give us a license, they made a significant contribution to the game. And last but not least we were sure to take into account the feedback and suggestions that we received from the many gamers who have been asking us for an AFL game for as long as we can remember.
So you asked for it, here it is. I hope you enjoy playing it as much as we enjoyed making it.
System Requirements
Required
Pentium 100 Ö CPU
Windows 95
16MB RAM
Double Speed CD ROM Drive
80MB Hard Drive Space
Direct X Compliant 1MB SVGA Video Card
Recommended
Pentium 133 Ö CPU
Windows 95
32MB RAM
Quad Speed CD ROM Drive
Direct X Compliant 16 bit Sound Card
180MB Hard Drive Space
4 Button Joypad
Supported
Keyboard
Mouse, Joystick & Joypad
Gravis GrIP Ö
Direct X Installation Notes
Please read this section completely before playing AFL 98 or installing the DirectX drivers.
DirectX is an Application Programming Interface provided by Microsoft, which gives Windows 95 based applications high-performance, real-time access to your hardware. This makes the DirectX API well suited for Windows 95 games. AFL 98 uses the DirectX 5 API (the latest iteration of DirectX at the time of release) and includes the DirectX 5 files which you can install.
Two DirectX components, DirectDraw and DirectSound, may require updating your video card and sound card drivers respectively, for proper operation of these components. Using video card and sound card drivers that do not have DirectX support will result in display and audio problems in DirectX applications. During the installation of DirectX, your video card and sound card drivers will be updated if required. The DirectX 5 files included with AFL 98 include drivers for most video cards and sound cards from the major manufacturers of these peripherals. For new hardware, and for lesser known brands of peripherals, you may have to contact your manufacturer to obtain drivers that support DirectX.
After installing DirectX 5, you can check to see if your video card or sound card drivers support DirectX:
1.Click the Start button on your Windows 95 Taskbar. Then click Runà
2.From the Run dialog box, type D:\redist\directx\dxsetup then click OK.
(Substitute the correct letter of your CD drive if other than 'D:')
3.Look at Display Driver and Audio Driver
The second column displays the driver version number; the third, whether or not your driver is Certified by Microsoft as supporting DirectX.
If your Display Driver or Audio Driver says "No Hardware Support" in this column, you must contact the manufacturer to obtain updated drivers, which have DirectX support.
If your Display Driver or Audio Drivers says "Certified" in this column, your video card or sound card supports DirectX and should work properly in DirectX applications.
If your Display Driver or Audio Driver is blank in this column, your video card or sound card driver supposedly supports DirectX, and is waiting for Certified approval from Microsoft.
IMPORTANT NOTE: During DirectX 5 installation, if you are using a video card or sound card driver from your manufacturer that has DirectX support, but is not yet Certified by Microsoft, you are asked if you want to replace the driver with a Certified driver. For video cards, we recommend that you do not replace your manufacturer's video card driver in this situation. Some manufacturers rely on their own specific driver for functionality of their display utilities programs. Replacing the manufacturer's driver with Microsoft's driver may disable the functionality of these utility programs.
Installation
1.Start the Windows 95 operating System.
2.Insert the AFL 98 CD into your CD drive. The Autorun menu appears.
NOTE: If the Autorun menu does not automatically appear, click the Start button on your Windows 95 Taskbar, then click Runà At the Run dialog box:
Type d:\setup, then click OK. The Autorun menu appears.
(Substitute the correct letter of your CD drive if other than 'D:')
3.Click INSTALL AFL. The AFL 98 Setup menu appears.
You may exit the AFL 98 setup program at any time by clicking Exit.
4. If you already have DirectX 5 installed on your system, tick the box that states "Do not install/upgrade Direct X".
NOTE: If you do not already have DirectX 5 installed on your system, make sure that the AFL Install box is not ticked. Click "back" to exit this installer.
5. Once the install program begins, select the directory in which to install the game by clicking on the "change install destination" text. The default directory is c:\AFL.
6. Next, select the size of the install, Typical install requires 80Mb, Maximum requires 180Mb of hard disk space. Click on the left or right arrows to change the install size.
7. Once ready to continue, click Ok and the files will begin to copy. To stop the installation procedure, press ESC or the "back" button at any time.
8. Once the game installs, AFL 98 will start automatically.
Getting Started
1. Start the Windows 95 operating system.
If the AFL 98 CD is already in your CD drive, double-click the AFL 98 shortcut icon on your desktop. The program begins.
If the AFL 98 CD is not already in your CD drive, insert the CD in your CD drive. When the Autorun menu appears, click PLAY. The program begins.
NOTE: If the Autorun menu does not automatically appear, double-click the My Computer icon on the Desktop, double click the icon corresponding to your computer's CD drive, then double-click on the Setup.exe file.
Gameplay Controls
Arrow Keys: Direction
Bounce Up
Button 2: Jump and catch Ball
Button 4: Jump and Hit-Out
In Possession of the Ball
Button 1: Kick
(with Direction) Press quickly for pass or kick for goal
Hold and release for a longer kick to space
Note: Shaded arrow indicates directions to pass in.
Darker shaded arrow indicates goal is in range.
Button 2: Handball/Disposal
(with Direction)
Note: Short shaded arrow indicates direction to pass in.
Button 3: Speed Burst/Evasion
(1+2 on 2 Button Joystick)
Button 4: Bounce
Defending (Other Player in Possession)
Button 1: Select Player
Button 2: Tackle
Charge Down Kick - if not in tackling range
Button 3: Speed Burst - in open
(1+2 on 2 Button Joystick) Jostle/Bump - when contesting ball
Harder Tackle (with Button 2)
Shepherd - if own team player in Possession
Loose Ball (Not in Possession by a Player)
Button 1: Select Player
Button 2: Jump - on field marking to take a Mark.
Kick Ball on the Ground
Note: If you continue to move after a mark you will be considered to have "played on"
Button 3: Speed Burst
(1+2 on 2 Button Joystick) Jostle Player/Bumping - when contesting ball
Button 4: Jump and Spoil/Knock Ball Away
Free Kicks and Marks
D-Pad Move Target Marker around the field
Button 1
First Press Start the power bar moving upwards
Second Press Set the power of your kick (there is a mark on the power bar which corresponds to the position of your marker)
Third Press Set the accuracy of your kick by stopping the descending marker at the centre of the 'Accuracy Meter'.
Button 2 Move the Target Marker to one of your team mates
Virtual Stadium Camera's
F1-F9 Select Camera
F2 Camera Auto Orientating Radar Mode
Ctrl + Up/Down Arrows Change Angle of Elevation
Ctrl + Left/Right Arrows Change Angle of Perspective
Game Speed
Ctrl + F9-F12 F9 = Slowest Speed, F12 = Fastest
Other Keys
R Replay Mode
Esc Return to Menu
P Pause
Ctrl P Capture Screenshot
Ctrl S Display Score
Ctrl L On-field Logos on/off
History
Australian Rules Football ("Aussie Rules") is the only sport currently played that was actually developed in Australia.
Early games, which started in the 1840's, borrowed scrimmaging from Rugby and kicking off the ground from Soccer. Most of this was discarded over time and the current game developed with skills like high marking, long kicking, handpassing and bouncing. The game was actually played for almost 20 years before the rules were written down in 1859, and even then they fitted onto a single sheet of paper!
Footy was first played in parklands near the site of the Melbourne Cricket Ground (MCG) on rectangular grounds much larger than the ovals of today. Even back then the sport was very popular and crowds as large as 30,000 were common. Then, as now, people loved the spectacular long runs, high marks and physical clashes.
From these rather humble beginnings the sport has developed into a truly national institution which has gone from strength to strength in recent years. In 1996 AFL match attendances actually passed the 6 million mark, more than 3 times the level of attendance for any other sport in Australia!
Rules
How the Sport is Played
Each team consists of 18 players. The players can move freely around the field at any time as there are no "off sides". Fifteen are placed in five lines of three from the backline to the forward line. in AFL. The other three players form the "following division" - a ruckman, ruck-rover and rover - who follow the ball anywhere around the field. Three reserve ("interchange") players can be exchanged with players on the ground at any time.
Starting Play (or restarting after a goal)
The field umpire bounces the football up in the air in the centre circle. The opposing ruckmen try to knock the ball away to their team mates.
Scoring
The objective of the game is to score more points than the opposing team (pretty obvious really).
A goal is scored when the ball is kicked between the two larger ("goal") posts. This is worth six points.
A behind which is worth one point is scored in three possible ways,
1.The ball goes between the main posts but is touched on the way (by either a player or the post itself).
2.The ball is kicked between the goal post and one of the smaller "behind" posts.
3.The ball goes between a goal post and a behind post and is touched on the way.
Defenders cannot score "own goals". If a defender puts the ball through their opponents goal it only counts as a behind.
The Play
Opposing players contest vigorously and try to move the ball downfield towards their goal by running, kicking and handballing to team-mates. Opponents try to the gain possession of the ball through tackling or bumping the player with the ball, or by intercepting kicks and handpasses.
Marks are awarded by the umpire to any player who catches a kick on the full, provided that the ball has travelled at least 10m in the air without being touched. Free kicks are awarded against any player who breaks the rules. After a mark is taken the player needs to stop moving in order to get the free kick, otherwise he will be considered to have "played on".
Free Kicks
Players cannot be tackled unless they have the ball. A tackle must be above the knees and below the shoulders of the player with the ball. When tackled a player must immediately dispose of the ball - otherwise a free kick is awarded for "holding the ball". If the tackled player cannot get rid of the ball the field umpire calls for a ball up. If the force of the tackle makes the player drop the ball, or if the ball is knocked from the hands there is no free kick. The field umpire calls "play on" because the idea is to keep the ball moving at all times.
Main Menu
Getting Around in the Menu's
The easiest way to navigate through the menu's is with the mouse. You can select options by positioning the mouse pointer over them and left clicking. To scroll through a range of options position the mouse on the arrows you will see beside or below the list, the arrow will become highlighted and if you hold down the mouse button the list will scroll in the direction selected. When you have selected the options which you require go down to the spinning ball marked "done" and select it and you will be taken to the next screen. If you want to go to the previous screen select "back". Couldn't be easier. The arrow, tab and enter keys will also enable you to go between the various options. If you have a joypad this can also be applied to the task.
Once you enter the game you will be greeted with a number of different options.
Play a Match Self explanatory really.
Load Game Load a save game from a previous session.
View Replays View a previously saved replay.
Configuration View the game setup features and adjust them as required.
Hints & Tips Tips and Hints, but not necessarily in that order.
Quit to Windows Exit AFL 98 (you'll be back)
Play Match
"Competition Options"
Once you decide to begin a new game, you are taken to this screen which allows you to decide which type of game you'd like to play.
Exhibition: A quick "one off" game.
Pre Season: Enables you to play in a pre-season competition which is a 16 team Elimination series.
Premiership: Click this option to play the entire 22 rounds of the Premiership season
Final 8: Choose this option to go straight to the season "crunch-time"
Practice: In this mode you are able to manually adjust the statistics of your team to make the game easier (or harder) and become familiar with the skills needed.
Load Game
Once you've found the game you'd like to continue, double click the save game name to restore it.
View Replays
Pretty much the same sort of setup as the Load Game screen. Once you've found where you've stored your replay, double click on it to restore it.
Configuration
This screen enables you to change the game parameters
Sound
Here you can go ahead and adjust the various game sound settings to suit your taste.
Keyboard
This option allows you to configure the keyboard keys to your liking.
Joystick
The place to go to calibrate and setup your joysticks.
Set Replay Buffer
This option allows you to set the buffer for replay files. The default setting is 1Mb.
Exhibition
The Exhibition match is a one on one contest between two teams of your choice.
Once you've gone through the match options you will enter the following screens.
Team Selection:
Here you can check out the standard of your team and the players.
Controller Setup:
If you move your controller direction control to the right or left it will move across to the team that you want to control. Alternatively you can use the mouse to highlight the arrows and click to move the controller across. Also you can click on the controller to directly configure the button set up.
After you have set up your controllers you're just about ready to jump into the game. Select Start Game and you'll go straight to the Bounce Up.
Match Settings Menu
This menu enables you to change the parameters for the particular game you're about to play.
Auto Offload
This enables the player to automatically get rid of the ball when they've been tackled. The default setting for this is ON.
Auto Bounce
This enables you to bounce the ball every 15 yards. The default for this is ON. If you'd like to bounce the ball yourself, turn this option OFF.
Names
This allows you to determine whether you want to display the players name at his feet on the field or not.
Configuration
Takes you to the configuration screens as per the main menu.
Exit Game
Competitions
With the competition series (Pre Season, Premiership & Final 8) you need to determine which team you will play in the competition. You can do this in the Team Selection screen. In the top right corner of the screen you can select which controller that you want to use. You can then click on this with your mouse and drag it onto the team that you want to play as for in the competition. With the Final 8 you can also change the selection of the 8 teams which are included and adjust them from the '97 Finalists. This is also done by clicking on the team you want to select and dropping it over the team which you want to replace.
In Game Options
If at any time during the game you press the Esc key you will be taken to the In Game Options menu where you have a number of different choices from which to select.
Resume Game
Can you guess? Here's a clue - it resumes the game!
Interchange
If you select this option you can change which 18 players out of your squad of 21 are on the field. Just click on the player in the "squad" who you want to select and drag him up into the team list, dropping him on the player you want to replace.
Save Replay
Did you just pull off the mark of the Century and you think the world should see it? No worries just go into this option and you can save your most recent replay.
Control Setup
This returns you to the Control Setup screen - no surprises there.
Match Setup
Allows you to reconfigure your match settings.
Match Statistics
The score doesn't tell the whole story.
Team Statistics
Want to see how each member of your teams performing? This is the place to look.
Configuration
Changed your mind about how you want things configured, well go and change it.
Exit:
We're not sure why you'd want to, but if you gotta go you gotta go.
Replays
When you go into replay mode you will see a "video recorder" on the screen, most of the functions operate as per a normal VCR with a play, fast forward, rewind, slow motion and pause button. If you press "E" on the VCR the front panel will open and you will be able to edit your replays as well. Press the "R" button to Record.
The Lower Panel
Click on the lower panel to open the editing menu where you have the following options.
M1 "Mark 1" Defines the start of the replay section you wish to save
M2 "Mark 2" Defines the end of the replay section you wish to save
IN Will save the contents of the replay in between the two marks
OUT Will save the contents of the replay outside of the two marks
CUT Deletes the section of the replay which is not marked
Also you can select different camera perspectives in the Replay mode. With the F3 camera you can zoom in and out and rotate around the camera to your hearts content using the mouse. Click the left mouse button to zoom while moving the mouse forward or back or click the right mouse button and rotate around the field by moving the mouse left and right. You can also click on any player and the camera will immediately zoom to them.
Hints and Tips
A great starting point is to Use the Training Mode. This will enable you to get proficient at passing, kicking and marking so that when you enter the premiership you will stand a fighting chance.
The Key to Victory!
Once you've mastered the basics the key to victory lies in gaining and maintaining possession of the ball. One of the most important tactics to achieve this is to focus on making effective passes to your team mates rather than just kicking into open space. Make sure you use the "pass indicators" (the shaded arrows on the field) to see where you have available team mates to pass to. As you get better you will also be able to use your radar to enable you to target your passes to players who aren't under pressure from the opposition, or to determine how much clear space you have before you will be forced to offload the ball.
Running with the Ball
You will soon notice that you are at a speed disadvantage if you are running with the ball compared to your opposition. If you focus on running with the ball to gain territory you will probably be tackled and the other team will have a good chance of gaining possession. Always try to pass or kick before you are under too much pressure from the defence - this will help you keep control of the game.
Marks
Taking effective marks, particularly if they are contested is a good way to gain both possession and territory. The key to this lies in positioning your player on the mark and timing your jump. Once again as you get better you will be able to time your jump for the mark so that you can launch off opposing players.
Jumping from behind other players for a mark will increase your chances of catching the ball.
The Goal Zone
When you are inside the 50m line you are in the "Goal Zone", as soon as you are in this area start thinking about taking a shot for goal. If you are defending inside the opponents Goal Zone it can be a good idea to do a big clearing kick (hold down the kick button) out towards your team mates on the wings, then they can bring the ball back into the corridor and turn defence into attack.
Defence
Going in hard in defence can be an effective way of regaining possession. When you've got the player with the ball lined up you can use your speed burst button to go in extra hard in the tackle. The risk is that you might have a free kick awarded against you, but you might also take out one of the opponents key players.
The Bounce
Gaining possession at the bounce up's can be the difference between victory and defeat. Get your ruckman onto the mark quickly and time your jump so that he has the maximum height when he can strike the ball. If you can gain possession at the bounce and you don't give it away you're going to be very hard to beat.
Summary of Terms
Team: Eighteen players per team plus two interchange players.
Score: A goal is six points. The ball must be kicked over the line between the goal posts untouched by any player or goal post. A behind is one point, scored when the ball is kicked over the behind line by any player or over the goal line by a defender, or when it is handballed or rushed over the goal line, or when it touches the goal post.
Kick: Ball struck between the knee and foot.
Mark: Ball caught on the full, directly from a kick which has travelled at least 10m. The player can then take the kick or play on.
Out of Bounds: The ball must be over the boundary line. This results in a throw in.
Out of Bounds on the Full: When the ball is kicked out of bounds without bouncing or being touched by a player, it results in a free kick to the nearest opposition player.
Free Kicks: A free kick is given for,
A push in the back
Tackling around the neck
Holding the ball (not disposing of it properly when tackled).
Throwing the ball
Running too far (more than 15m) without bouncing the ball
Striking
Free Kick Downfield: When a player is tackled after kicking a ball, a free kick is awarded to a player downfield.
Fifty Metre Penalties: These are given,
When the player on the mark steps over the spot where the free kick or mark is to be taken.
When the ball is not given straight back or the ball is knocked from the players hands after a mark or free kick is awarded.
Time: A game consists of four quarters with time added on ("time on") for time lost while the ball is out of bounds, being returned to the centre after a goal or for injuries. A quarter is not over until the siren sounds.
Troubleshooting
Please read this troubleshooting section before contacting our technical support department.
CD Problems
AFL 98 requires a double-speed (300K/second transfer rate) or faster CD ROM drive.
CD ROM Performance Problems
Be sure that you use a 32-bit native Windows 95 driver to control your CD ROM drive. To configure a driver, access the Device Manager tab from Control Panel>System.
Do Not use a DOS-based 16-bit driver (loaded in CONFIG.SYS) to control your CD ROM. Performance may be significantly reduced.
Choppy or stuttering video or audio
These problems may be improved by adjusting the CDROM read-ahead cache or by trying a Maximum installation if you currently are running under the Typical install.
To adjust the read-ahead cache:
1.At the Windows 95 desktop, right-click the My Computer icon, then choose Properties from the pop-up menu.
2.Click the Performance tab, then select File Systemà
3.Click the CD ROM tab, then click the Optimize access pattern for: box, and choose QUAD-SPEED OR HIGHER.
4.Move the Supplemental cache size: slider to SMALL, then click Apply.
NOTE: Moving the slider to LARGE will not improve AFL 98 video performance, and may actually hinder performance by reserving RAM that would other wise be available for the game.
Video Problems
AFL 98 requires a PCI SVGA video card capable of 640x480 resolution with 65,535 colours (1 MB or more video memory)
NOTE: If your Windows display driver does not support DirectDraw, you may experience difficulties running AFL 98.
General Video Card Information
During DirectX installation, the DirectX setup program attempts to upgrade your existing display driver. The DirectX setup program checks to see if your current display driver has DirectDraw support, or if upgrading your current driver is known to cause problems, the setup program warns you of this. In some cases, replacing your current driver may disable any manufacturer specific utilities for your video card. If you want to keep these utilities functional, you may have to obtain the latest drivers with DirectDraw support directly from the manufacturer of your video card.
Please see the DirectX Installation notes at the beginning of this manual for more information.
Memory Problems
AFL 98 requires 16 MB RAM and Virtual Memory Enabled. We advise that you let Windows 95 manage the amount of virtual memory automatically (the default setting), and that you have at least 50 MB free hard disk space after installation.
Sound Problems
AFL 98 requires a sound card that supports DirectSound. If your sound card driver does not support DirectSound you may experience choppy or stuttering sound, or sound that cuts in and out. If your sound card driver does not support DirectSound, we recommend obtaining updated drivers from your sound card manufacturer.
Installed sound card, but there is no sound
Make sure that your speakers or headphones are plugged into the appropriate jack and the volume control is turned up.
General Sound Card Information
During DirectX installation, the DirectX setup program attempts to install a DirectSound supported driver for your sound card. If your sound card driver does not support DirectSound, the DirectX setup program attempts to replace your existing sound card driver.
Please consult your sound card manufacturer for updated drivers if DirectSound drivers are not available with the included DirectX 5 files from Microsoft.
Please see the DirectX Installation notes at the beginning of this manual for more information.
Controller Issues
Conventional 4 button controllers
Although AFL 98 supports all four buttons when using a conventional 4 button gamepad, supportis limited to 2 buttons when using two gamepads 9or other 4 button controllers) simultaneously. Th PC gameport supports a total of 4 buttons and two D-pads when using conventional joysticks or gamepads. This does not apply to multi-button, multi controller gaming devices such as the Gravis GrIP, Gamepad Pro, or Microsoft Sidewinder.
Joystick Calibration
In order for your joystick to work properly in AFL 98, you must install and calibrate it in Windows 95. To install or calibrate your joystick in Windows 95, access the Control Panel, and launch the Game Controllers applet. Note that some gaming devices use their own applets or software for installation and calibration.
Gravis Gamepad Pro
If you are experiencing difficulties with AFL 98 and your Gravis Gamepad Pro, please download the latest drivers from Gravis. The new drivers should fix any detection or calibration problems that you may have with your Gravis Gamepad Pro and AFL 98. The Gravis World Wide Web site is located at www.gravis.com.
Credits
DEVELOPED BY: The Creative Assembly
GAME PROGRAMMING: Clive Gratton
Shane O'Brien
3D PROGRAMMING: Tim Ansell
Jon Slater
Mark Milton
FRONT END PROGRAMMING: Mark Milton
GRAPHICS: Will Hallsworth
Alistair Hope
Martin Povey
VIDEO: Alistair Hope
MOTION CAPTURE: Mike Simpson
Alan Ansell
MOTION CAPTURE TRACKING: Matteo Sartori
Jason Green
Steven Ansell
MOTION CAPTURE ACTORS: Paul Caine
Neil Lombardini
Dave Molloy
ELECTRONIC ARTS CREDITS
EXECUTIVE PRODUCER: George Fidler
PRODUCER: Michael de Plater
PRODUCT MANAGER: Louise Hodgkinson
PR: Robyn Gilbey
DOCUMENTATION: Edward Larrosa
Michael de Plater
PACKAGING DESIGN: Brass Tacks
MUSIC AND SF/X: Garner McLennan Design
Jason Nealon
COMMENTATOR: Bruce McAvaney
COMMENTARY RECORDING: Beam Software
Marshall Parker
TEST GROUP SUPERVISOR: Edward Larrosa
TESTERS: Virode Imtarnasan
Dan Cohen
Ben Nicholson
Kris Gill
Andrew Muir
Beam Software
Creative Assembly
CONFIGURATION TESTING: Australian Multimedia Testing Centre
THANKS TO: Roger Sheldon-Collins, Col Hutchinson, Alex Camilleri, Gary Roberts, Andrew McKenzie and Craig Kelly.
Electronic Arts reserves the right to make improvements to the product described in this manual at any time and without notice.
This manual and the software described in this manual are copyrighted. All rights are reserved. No part of this manual or the described software may be copied, reproduced, translated, or reduced to any electronic medium or machine readable form without the written prior consent of Electronic Arts P.O. BOX 432, Southport, QLD, 4215, Australia (02) 99557744, Attn: Customer Support.
EA SPORTS, the EA SPORTS logo, Electronic Arts, the Electronic Arts logo, and "If it's in the game, it's in the game" are trademarks or registered trademarks of Electronic Arts. All rights reserved.
All sponsored products and company names, brand names and logos are the property of their respective owners.
Software and documentation ⌐ 1997 Electronic Arts. All rights reserved.