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1990-12-09
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WAYNE GRETZKY
PLAYERS REFERENCE GUIDE
BY THE JET
SOUND CARD SETUP
WGH2 SUPPORTS ADLIB AND SOUNDBLASTER
EX. HOCKEY -E -SBLASTER
EX. HKY -C -ADLIB
LOW MEMORY OPTION
IF YOU ARE UNABLE TO LOAD WGH2 DUE TO MEMORY CONFLICTS,
TYPING -RESTRICT DURING STARTUP REMOVES ALL NON-ESSENTIAL
FILES FROM THE GAME, REDUCING MEMORY REQUIRES.
EX. HKY -RESTRICT
RECONFIGURATION
IF YOU WANT TO RETURN TO THE ORIGINAL (DEFAULT) CONFIGURATION
AT ANY TIME, TYPE -RECONFIG DURING STARTUP.
EX. HOCKEY -RECONFIG
KEYBOARD CONTROLS
SPACE BAR TURNS SCOREBOARD ON AND OFF
USE THE SHIFT KEY TO CHANGE COACHING CONTROLS ON SCOREBOARD
(C,P,L)
COACHING CONTROL = C
1 - 5 CHANGE CONTROLLED PLAYER (HOME)
6 - 0 CHANGE CONTROLLED PLAYER (VISITOR)
COACHING CONTROL = P
2 , 1 UP/DOWN 1 PLAY (HOME)
4 , 3 UP/DOWN 5 PLAYS(HOME)
7 , 6 UP/DOWN 1 PLAY (VISITOR)
COACHING CONTROL = P (CONT'D)
9 , 8 UP/DOWN 5 PLAYS (VISITOR)
COACHING CONTROL = L
1 - 3 CHOOSE ACTIVE LINE (HOME)
Q - T LINE CHANGE PLAYER (HOME)* IF TEAM BEHAVIOR, PLAYER
OPTION SELECTED...
6 - 8 CHOOSE ACTIVE LINE (VISITOR)
Y - P LINE CHANGE PLAYER (VISITOR) * IF TEAM BEHAVIOR, PLAYER
OPTION SELECTED....
F1 EGA/VGA SCROLL FIX
F2 SOUND ON/OFF
F3 VERSION #
F5 TIMEOUT
F6 FORCED FACE-OFF
F8 PAUSE
1 RECALIBRATE JOYSTICK #1
2 RECALIBRATE JOYSTICK #2
LEFT KEYBOARD CONTROLS
F CURSOR/PLAYER UP
V CURSOR/PLAYER DOWN
C CURSOR/PLAYER LEFT
B CURSOR/PLAYER RIGHT
TAB (SELECT) KEY
CTRL (DEMAND) KEY
SHIFT CHANGE COACHING CONTROLS (HOME TEAM)
HOME TEAM
S SKATE BACKWARDS
Z PULL GOALIE
X GOALIE HOLD PUCK
RIGHT KEYBOARD CONTROLS
UP ARROW CURSOR/PLAYER UP
DOWN ARROW CURSOR/PLAYER DOWN
LEFT ARROW CURSOR/PLAYER LEFT
RIGHT ARROW CURSOR/PLAYER RIGHT
RETURN KEY (SELECT) KEY
APOSTROPHE KEY (DEMAND) KEY
RIGHT SHIFT CHANGE COACHING CONTROLS (VISITING TEAM)
SEMI-COLON SKATE BACKWARDS
SLASH PULL GOALIE
COMMA GOALIE HOLD PUCK
INSTANT REPLAY
SELECT INSTANT REPLAY FROM THE TIMEOUT MENU. SPEED IS CON-
TROLLED BY PRESSING THE NUMERIC KEYS <1> SLOW <9> (FAST) (0)
FREEZES THE ACTION. TO CONTROL THE DIRECTION OF THE ACTION
IN INSTANT REPLAY, MOVE THE CONTROLLER LEFT (BACKWARDS RE-
PLAY) OR RIGHT (FORWARD REPLAY), OR USE THE ARROW KEYS ON THE
KEYBOARD. PRESSING (SELECT) EXITS INSTANT REPLAY.
JOYSTICK
THE "FIRE" BUTTON IS USED FOR (SELECT). IF YOUR JOYSTICK HAS
A SECOND BUTTON, USE IT FOR (DEMAND).
WAYNE'S ADVICE
WHEN WAYNE GRETZKY APPEARS ON YOUR SCREEN WITH COACHING
ADVICE OR COMMENTS,
MORE FROM THE JET
INC FOREVER
DESCRIPTION OF HOCKEY
HOCKEY IS PLAYED BYE TWO OPPOSING TEAMS ON AN ICE SURFACE
INSIDE A RINK.. EACH TEAM IS ALLOWED SIX PLAYERS ON THE ICE
AT ONE TIME. DURING THE GAME, PLAYERS USE HOCKEY STICKS TO
PROPEL A PUCK ACROSS THE ICE. THE OBJECT OF THE GAME IS TO
PUT THE PUCK INTO THE OPPOSING TEAMS GOAL. A TYPICAL RINK IS
DIVIDED BY FIVE LINES: A CENTER LINE, TWO BLUE LINES AND TWO
GOAL LINES.
CENTER LINE
THE CENTER LINE
THE CENTER LINE IS RED WITH DISTINCT MARKINGS AND DIVIDES THE
RINK INTO TWO EQUAL HALVES. IN THE MIDDLE OF THE CENTER LINE
IS A BLUES SPOT SURROUNDED BY RED CIRCLE. THE INITIAL
FACEOFF AT THE BEGINNING OF THE GAME TAKE PLACE BETWEEN TWO
OPPOSING PLAYERS ON THE ENTER SPOT. THE REMAINING PLAYERS ON
THE ICE MUST REMAIN OUTSIDE THE CENTER CIRCLE.
BLUE LINES
THERE ARE TWO BLUE LINE, TO THE RIGHT AND LEFT OF THE CENTER
LINE. THE BLUE LINES DIVIDE THE RINK INTO THREE ZONES. THE
MIDDLE ZONE IS THE NEUTRAL ZONE. THE ZONES TO THE RIGHT AND
LEFT OF THE NEUTRAL ZONE ARE THE ATTACKING AND DEFENSIVE
ZONES. WHICH ZONES IS WHICH DEPENDS ON THE TEAM BEING DIS-
CUSSED. YOU TEAM'S DEFENSIVE ZONES IS THE ZONE THAT CONTAINS
THE GOAL YOU ARE DEFENDING AND YOUR ATTACK ZONE IS THE ZONE
THAT CONTAINS THE GOAL YOU ARE ATTACKING. THEREFORE, THE
HOME TEAM'S DEFENSIVE ZONE IS THE LEFTMOST ZONE AND THEIR
ATTACK ZONE IS THE RIGHTMOST ZONE. THE OPPOSITE IS TRUE FOR
THE VISITING TEAM.
GOAL LINES
THE GOAL LINES ARE RED AND RE LOCATED AT EACH END OF THE
RINK. THE FRONT OF THE GOAL RESTS ON THE GOAL LINE. DIRECT-
LY IN FRONT OF EACH GOAL IS A RECTANGULAR AREA CALLED THE
CREASE. THE CREASE GIVE THE GOALIE ROOM TO PROTECT THE GOAL.
ATTACKING PLAYERS ARE NOT ALLOWED TO STAND IN THE CREASE.
FACEOFF SPOTS AND FACEOFF CIRCLES
THERE ARE EIGHT RED FACEOFF SPOTS IN THE RINK. THE FACEOFF
SPOTS IN THE ATTACKING AND DEFENDING ZONES ARE SURROUNDED BY
RED FACEOFF CIRCLES, WHILE THE FACEOFF SPOTS IN THE NEUTRAL
ZONE ARE NOT. DURING ALL FACEOFFS, PLAYERS NOT DIRECTLY
ENGAGED IN THE FACEOFF MUST BE OUTSIDE THE FACEOFF CIRCLE, AT
LEAST 15 FEET FROM THE FACEOFF SPOT.
PLAYER POSITIONS
WHILE THERE ARE TYPICALLY 20 PLAYERS ON A HOCKEY TEAM, ONLY
SIX PLAYERS PER TEAM ARE ON THE ICE AT ONE TIME. THE POSI-
TIONS IN ICE HOCKEY ARE
GOALIE
RIGHT WING
LEFT WING
CENTER
DEFENSE (TWO)
IT IS NOT UNUSUAL FOR THE SAME GOALIE TO STAY ON THE ICE
THROUGHOUT THE GAME, BUT PLAYERS IN OTHER POSITIONS MAY BE
CHANGED FREQUENTLY. THE SAME TWO WINGS, TWO DEFENSEMEN AND
CENTER WHO PLAY TOGETHER ARE GROUP INTO LINE. IN THIS WAY
WHOLESALE CHANGES CAN BE MADE DURING PLAY SIMPLY BY CHANGING
LINES.
RIGHT WING, LEFT WING, AND CENTER
THE RIGHT WING, LEFTWING AND CENTER ARE FORWARDS (ATTACKING)
PLAYERS AND GENERALLY SKATE THE ENTIRE LENGTH OF THE ICE IN
PURSUIT OF THE PUCK.
DEFENSE
THE TWO DEFENSE PLAYERS, AS THEIR NAME SUGGESTS, PLAY DEFENSE
AND NORMALLY SKATE IN THE DEFENSIVE AND NEUTRAL ZONES OR NEAR
THE REAR OF THE ATTACKING ZONE,K AWAY FROM THE GOAL. DURING
PLAY ON GOAL, DEFENSIVE PLAYERS ASSIST THE FORWARDS. IF AN
OPENING OCCURS, HOWEVER, DEFENSE PLAYERS WILL TAKE A SHOT ON
GOAL.
GOALIE
THE GOALIE REMAINS IN THE DEFENSIVE ZONE CLOSE TO THE GOAL,
EXCEPT IN THE FINAL MINUTES OF PLAY WHEN A TEAM IS LOSING.
IN THAT INSTANCE, THE COACH MAY DECIDE TO PULL THE GOALIE AND
INSERT ANOTHER ATTACKING PLAYER TO IMPROVE THE CHANCE OF
SCORING. WHEN A GOALIE IS PULLED THE GOAL IS LEFT UNATTEND-
ED, AND THE OPPOSING TEAM MAY SCORE EASILY IF THE GAIN CON-
TROL OF THE PUCK.
PRINCIPLES OF PLAY
THE PUCK MUST BE KEPT IN MOTION AT ALL TIMES. A TEAM IN
POSSESSION OF THE PUCK IN ITS OWN DEFENDING AREA SHOULD
ALWAYS ADVANCE THE PUCK TOWARD THE ATTACKING ZONE, EXCEPT
WHERE AN ADVANCE IS PREVENTED BY THE OPPOSING TEAM.
CHANGING PLAYERS
PLAYERS MAY BE CHANGED AT ANY TIME SO LONG AS THE PLAYER
LEAVING THE ICE STEPS OFF THE ICE AND INTO THE BENCH AREA
BEFORE THE REPLACEMENT PLAYER STEPS ONTO THE ICE.
PASSING THE PUCK
THE PUCK MAY BE PASSED BY ANY PLAYER TO ANOTHER PLAYER OF THE
SAME TEAM WITHIN ONE OF THE THREE ZONES (DEFENDING, NEUTRAL
OR ATTACKING), BUT MAY NOT BE PASSED FORWARD FROM A PLAYER IN
ONE ZONE TO A PLAYER IN ANOTHER ZONE. HOWEVER, A PLAYER IN
HIS OWN DEFENSIVE ZONE MAY MAKE OR TAKE FORWARD PASSES UP TO
THE CENTER LINE WITHOUT INCURRING AN OFF-SIDE PENALTY.
OFF-SIDE
IN ORDER FOR THE PUCK TO BE PASSED FROM ONE ZONE TO ANOTHER,
THE PUCK MUST PRECEDE ALL OFFENSIVE PLAYERS INTO THAT ZONE. A
PLAYER IS OFF-SIDE IF HE CROSSES A BLUE LINE BEFORE THE PUCK.
IF A PLAYER IN THE NEUTRAL ZONE IS PRECEDED INTO THE ATTACK-
ING ZONE BY THE PUCK PASSED FROM THE NEUTRAL ZONE, HE IS
ELIGIBLE TO TAKE POSSESSION OF THE PUCK UNLESS AN ICING
PENALTY IS CALLED.
WHEN THE PUCK IS PASSED OFF-SIDE BEFORE IT IS TOUCHED BY A
PLAYER A DELAYED OFF-SIDE IS IN FORCE. IF THE PUCK IS
TOUCHED BY THE ATTACKING TEAM, OFF-SIDE IS CALLED. IF YOU
ARE THE ATTACKING TEAM, YOU SHOULD HAVE ALL TEAM PLAYERS
CLEAR THE ZONE (RETURN TO THE NEUTRAL ZONE). THIS WILL
CANCEL THE DELAYED OFF-SIDE AND THE PLAYERS MAY THEN ATTEMPT
TO REGAIN CONTROL OF THE PUCK.
ICING THE PUCK
THE CENTER LINE DIVIDES THE RINK IN HALF. IF A PLAYER CAUSES
THE PUCK TO TRAVEL FROM HIS HALF OF THE ICE (THE HALF CON-
TAINING THE GOAL HE DEFENSE) ACROSS THE OTHER TEAM'S GOAL
LINE, THEN ICING THE PUCK ("ICING") IS CALLED, AND THE
FACEOFF TAKES PLACE IN THE DEFENSIVE ZONE OF THE TEAM COMMIT-
TING THE ICING, EXCEPT IN THE FOLLOWING CASES:
THE TEAM COMMITTING THE ICING HAS FEWER PLAYERS ON ICE THAN
THE OPPOSING TEAM
THE PUCK ENTERS THE OPPOSING TEAM'S GOAL(THE GOAL COUNTS)
THE PUCK TOUCHES A MEMBER OF THE OPPOSING TEAM BEFORE IT
CROSSES THE GOAL LINE
THE REFEREE DECIDES THAT THE ICING IS UNINTENTIONAL (I.E., A
MISSED PASS, ETC.)
PENALTIES
WHEN A PENALTY OCCURS THE OFFENDING PLAYER IS RULED OFF THE
ICE FOR A SPECIFIED LENGTH OF TIME. THE TEAM MUST CONTINUE
PLAYING WITHOUT THE PENALIZED PLAYER. IF THIS CAUSES THE
TEAM TO HAVE FEWER PLAYERS ON ICE THAN THE OPPOSING TEAM, THE
TEAM IS SAID TO BE SHORT-HANDED.
THE TIME A PLAYER SPENDS IN THE PENALTY BOX DEPENDS UPON THE
CLASS OF PENALTY. WAYNE GRETZKY HOCKEY 2 SIMULATES TWO
CLASSES OF PENALTIES:
MAJOR PENALTIES
MINOR PENALTIES
FOR A MINOR PENALTY, THE PLAYER IS RULED OFF THE ICE FOR TWO
MINUTES. A MAJOR PENALTY CAUSES THE PLAYER TO BE RULED OF
THE ICE FOR FIVE MINUTES. IN BOTH CASES, NO SUBSTITUTE
PLAYER IS PERMITTED.
IF A TEAM IS SHORT-HANDED BY ONE OR MORE PENALTIES, AND THE
OPPOSING TEAM SCORES A GOAL, THE FIRST OF SUCH PENALTIES
EXPIRES.
MINOR PENALTY DEFINITION
THE FOLLOWING INFRACTIONS ARE MINOR PENALTIES:
CHARGING-TAKING MORE THAN TWO SEPTS OR STRIDES AND RUNNING
INTO, JUMPING INTO OR RAMMING AN OPPOSING PLAYER.
HOLDING-HOLDING THE OPPOSING PLAYER WITH HANDS, HOCKEY STICK
OR IN ANY OTHER WAY.
TRIPPING-PLACING A STICK, KNEE, FOOT, ARM, HAND OR ELBOW IN
SUCH A MANNER THAT IT CAUSES THE OPPOSING PLAYER TO RIP OR
FALL.
INSTIGATING-STARTING A FIGHT WITH ANOTHER PLAYER.
MIN OR MAJOR PENALTY DEFINITION
THE FOLLOWING INFRACTIONS CAN BE CALLED AS EITHER MINOR OR
MAJOR PENALTIES, AT THE DISCRETION OF THE REFEREE:
CROSS-CHECKING-DELIVERING A CHECK WITH BOTH HAND ON THE STICK
AND NO PART OF THE STICK ON THE ICE.
ELBOWING-POSITIONING AN ELBOW OR KNEE SUCH THAT IT, IN ANY
WAY FOULS AN OPPONENT.
HIGH STICKING-CARRYING THE HOCKEY STICK ABOVE THE NORMAL
HEIGHT OF THE SHOULDER.
HOCKING-IMPEDING OR ATTEMPTING TO IMPEDE THE PROGRESS OF AN
OPPOSING PLAYER BY HOCKING WITH A HOCKEY STICK.
ROUGHING-BEING UNNECESSARILY ROUGH WITH THE OPPOSING PLAYER
GENERALLY, IF THE REFEREE BELIEVES THE OFFENDING PLAYER WAS
ATTEMPTING TO INJURE THE OPPOSING PLAYER, MAJOR PENALTY IS
ASSESSED.
THE FOLLOWING INFRACTIONS ARE MAJOR PENALTIES:
SPEARING-STABBING OR ATTEMPTING TO STAB AN OPPOSING PLAYER
WITH THE STICK BLADE. SPEARING INCLUDES ALL CASES WHERE A
SPEARING GESTURE IS MADE, EVEN IF BODILY CONTACT DOES NOT
TAKE PLACE.
MIDCONDUCT-INTENTIONAL OR DELIBERATE VIOLATION OF RULES.
FISTICUFFS-FIGHTING. THIS PENALTY IS CALLED WHEN A PLAYER
STRIKES BACK AFTER BEING STRUCK FIRST.
SLOW WHISTLE IF THE DEFENSE COMMITS A PENALTY WHILE THE
ATTACKING TEAM IS IN THE MIDST OF A PLAY,K THE REFEREE WILL
BLOW HIS WHISTLE, BUT ACTION CONTINUES UNTIL THE PLAY IS
COMPLETED. THIS IS CALLED A SLOW WHISTLE AND IS SIGNIFIED BY
A FLASHING REFEREE IN THE MIDDLE OF THE SCREEN AND FLASHING
OF THE WHITE SQUARE OVER THE CONTROLLED PLAYER'S HELMET.
WHEN A SLOW WHISTLE IS BLOWN, THE GOALIE OF THE ATTACKING
TEAM IS AUTOMATICALLY PULLED AND REPLACED WITH A FORWARD.
THERE IS NO DANGER IN THIS ACTION BECAUSE AS SOON AS THE
DEFENDING TEAM GAINS CONTROL OF THE PUCK, ACTION IS STOPPED.
INJURIES IF A PLAYER IS INJURED, PLAY WILL CONTINUE UNTIL
ONE OF HIS TEAMMATES GAINS CONTROL OF THE PUCK.
SECTION 3 QUICK START FOR IMMEDIATE PLAY
INTRODUCTION THIS SECTION WILL GIVE YOU THE BASIC STEPS FOR
STARTING PLAY.
THE ABOVE PLAYER'S REFERENCE GUIDE SHOWS THE APPROPRIATE
KEYBOARD ASSIGNMENTS. THE KEYBOARD CAN BE USED TO CONTROL
PLAYERS AND IS USED FOR NUMEROUS FUNCTIONS SUCH AS PAUSING
THE GAME, SELECTING A LINE OR PLAY,OR PULLING THE GOALIE.
PLEASE TAKE A FEW MOMENTS TO STUDY THE KEYBOARD ASSIGNMENTS
SINCE THEY ARE AN INTERVAL PART OF THE GAME. IF YOU DON'T
KNOW THE KEYBOARD ASSIGNMENTS, YOU WILL HAVE A HARD TIME
PLAYING THE GAME.
THROUGHOUT THE MANUAL, THE TERMS(DEMAND) AND (SELECT) ARE
USED TO DESIGNATE A SPECIFIC KEY. THE (SELECT) KEY IS USED
FOR PASSING AND SHOOTING AND THE (DEMAND) KEY IS USED TO
DEMAND A PASS FROM ANOTHER PLAYER. THE SPECIFIC KEYS DEPEND
ON THE COMPUTER BEING USED AND WHETHER THEY HAVE BEEN REAS-
SIGNED BY THE USER. REFER TO THE PLAYERS' REFERENCE GUIDE TO
DETERMINE THE DEFAULT KEYS FOR (DEMAND) AND (SELECT).
CONFIGURE GAME SETUP MENU
THE GAME SETUP MENU SETS THE CONDITIONS FOR PLAY AND IS THE
FIRST MENU TO APPEAR ON THE SCREEN AFTER THE GAME BOOTS. THE
DEFAULT SETTINGS ALLOW YOU TO BEGIN PLAYING IMMEDIATELY .
YOU CONTROL THE HOME TEAM AND WAYNE CONTROLS THE VISING
TEAM.
ONE PLAYER
DO NOT CHANGE THE GAME SETUP MENU CONFIGURATION-SELECT THE
CONTINUE OPTION TO BEGIN THE GAME. IF YOU ARE NOT SURE HOW
TO SELECT ITEMS IN A MENU, REFER TO THE PLAYER'S REFERENCE
GUIDE.
TWO PLAYERS
UNDER THE SECOND COLUMN IN THE GAME SETUP MENU, CHANGE THE
CANADIENS SELECTIONS TO CONTROL PLAYER AND PROFESSIONAL.
GAME SPEED
FOR THE FIRST FEW GAMES, IT MAY BE USEFUL TO SET THE GAME
SPEED TO SLOW (LAST COLUMN IN THE GAME SETUP MENU)
HOME AND VISITING TEAMS
THE HOME TEAM DEFENDS THE LEFT GOAL AT THE START OF THE GAME.
ALTHOUGH THE TEAMS SWITCH GOALS AT THE END OF EACH PERIOD,
THE SCOREBOARD INFORMATION FOR EACH TEAM IS ALWAYS DISPLAYED
IN ITS ORIGINAL POSITION (AS IT IS DISPLAYED IN PERIOD 1)
CONTROLLING A PLAYER
INITIALLY, IF YOU ARE CONTROLLING ONE PLAYER,K HE WILL BE THE
TEAM'S CENTER AND WILL HAVE A WHITE HELMET. THE REST OF THE
PLAYERS WILL HAVE BLACK HELMETS. IF YOU ARE CONTROLLING TWO
PLAYER, EACH WILL HAVE A WHITE HELMET. WHEN YOU BECOME
FAMILIAR WITH THE MENUS IN WGH 2, YOU CAN CHANGE THE CON-
TROLLED PLAYER'S HELMETS TO THE COLOR OF YOUR CHOICE.
DURING PLAY, USE (SELECT) TO PASS OR SHOOT, AND (DEMAND) TO
"DEMAND A PASS." THE FOLLOWING IS AN EXPLANATION OF HOW TO
INITIATE THE (SELECT) AND (DEMAND) FUNCTION ON A MOUSE,
JOYSTICK OR KEYBOARD.
MOUSE
THE LEFT MOUSE BUTTON IS USED FOR (SELECT) AND THE RIGHT
BUTTON IS USED FOR (DEMAND).
JOYSTICK
THE "FIRE" BUTTON IS USED FOR (SELECT). FOR (DEMAND) REFER
TO THE PLAYER'S REFERENCE GUIDE.
KEYBOARD
THE <RETURN> KEY IS USED FOR (SELECT) AND THE <'> IS USED FOR
(DEMAND) FOR ONE PLAYER. WHEN IN THE "TWO PLAYER" MODE, THE
SECOND PLAYER USED <TAB> KEY FOR (SELECT) AND THE <CTRL> FOR
(DEMAND).
REFER TO THE KEYBOARD DIAGRAM IN THE PLAYERS REFERENCE GUIDE
FOR MORE INFO ON KEY ASSIGNMENTS.
WHEN A JOYSTICK OR MOUSE IS USED TO CONTROL PLAYERS,K THE
KEYBOARD KEYS STILL PROVIDE VARIOUS GAME FUNCTIONS, SUCH AS
PAUSING THE GAME OR CHANGING LINES.
WHENEVER THERE IS A STOP IN THE ACTION, THE TIMEOUT MENU IS
DISPLAYED. TO CALL TIMEOUT HIT <F5>. IF YOU WANT TO FREEZE
THE ACTION WHILE PLAYING (PAUSE), PRESS THE <F8> KEY.
ENTER PASS CODE AND BEGIN PLAY
YOU NOW HAVE THE MINIMUM INFO NEEDED TO PLAY A GAME. WHEN YOU
SELECT CONTINUE FROM THE GAME SETUP MENU, YOU BE ASKED TO
MATCH A PICTURE ON THE SCREEN WITH A PICTURE ON A PAGE IN
THIS USER'S GUIDE. PLACE THE CURSOR OVER THE APPROPRIATE
PICTURE ON A PAGE IN THIS USER'S GUIDE OR PRESS ENTER FOR
INC'S CRACKED COPY AND PRESS(SELECT). IF YOU CORRECTLY
IDENTIFIED THE PICTURE, THE RINK APPEARS AND YOU CAN PRES
<ENTER> TO BEGIN THE FACEOFF. IF YOU SELECTED INCORRECTLY
YOU WILL ENTER A LIMITED MODE OF PLAY.
TO EXIT THE LIMITED MODE OF PLAY PRES <F5>, WHICH BRINGS UP
TIMEOUT MENU, AND SELECT EXIT GAME. THIS BRINGS UP THE GAME
END MENU, WHERE YOU SHOULD SELECT QUIT HOCKEY. THEN YOU CAN
RESTART WGH 2.
MENUS
THE GAME SETUP MENU SETS THE CONDITIONS FOR PLAY. WHEN THE
GAME BOOTS, THE GAME SETUP MENU IS THE FIRST MENU TO APPEAR
ON THE SCREEN. THE TWO LEFT COLUMNS OF THE GAME SETUP MENU
ARE FOR SETTING GAME CONDITIONS FOR THE HOME TEAM AND VISIT-
ING TEAM. THE TWO RIGHT COLUMNS ARE USED TO SET GAME OP-
TIONS.
HOME TEAM (VISITING TEAM COLUMN)
THE FIRST TWO COLUMNS PROVIDE SELECTION OF THE MODE OF PLAY
FOR EACH TEAM, THE TEAM PLAYING LEVEL, THE TYPE OF CONTROL
DEVICE BEING USED AND THE TEAM EDITOR. COLUMN 1 LIST OPTIONS
FOR THE HOME TEAM AND COLUMN 2 LIST OPTIONS FOR THE VISITING
TEAM.
TYPE OF PLAY
IN THE HOME TEAM (OR VISITING TEAM) COLUMN UNDER THE GAME
SETUP MENU, FOUR MODES OF PLAY ARE POSSIBLE:
CONTROL PLAYER-IN THE CONTROL PLAYER MODE, YOU ARE ONLY
CONCERNED WITH THE PLAY ON THE ICE. ALL COACHING DECISIONS
ARE HANDLED AUTOMATICALLY. THIS IS THE BEST MODE FOR USE
WHEN LEARNING TO CONTROL A PLAYER.
PLAY AND COACH-IN THE PLAY AND COACH MODE YOU NOT ONLY CON-
TROL A PLAYER ON THE ICE YOU CONTROL ALL LINE CHANGES AS
WELL. WHILE PLAY AND COACH IS THE MOST DIFFICULT PLAYING
MODE, IT IS ALSO THE ONE THAT PROVIDES YOU THE MOST CONTROL
OVER THE GAME.
WAYNE COACHES-WAYNE HANDLES BOTH THE PLAY ON THE ICE AND THE
COACHING IN THIS MODE. THIS IS YOUR OPPORTUNITY TO SIT BACK
AND LEARN FROM THE MASTER OF THE GAME.
TEAM QUALITY LEVELS
HIGH SCHOOL
COLLEGE
JUNIOR
PROFESSIONAL
YOUR TEAM WILL PERFORM BEST WHEN IN THE PRO TEAM QUALITY
LEVEL AND WORST AT THE HIGH-SCHOOL TEAM LEVEL. THE PURPOSE
OF THE TEAM QUALITY LEVELS IS TO ALLOW PEOPLE OF UNEQUAL
EXPERIENCE AND ABILITY TO ENJOY WGH 2 ON MORE EVEN TERMS. FOR
EXAMPLE, THE DEFAULT SETTING OF PROFESSIONAL LEVEL FOR THE
HOME TEAM AND HIGH SCHOOL LEVEL FOR THE VISITING TEAM CREATES
THE MAXIMUM HANDICAP FOR THE VISITING TEAM, MAKING IT EASIER
FOR THE HOME TEAM TO SCORE. SINCE YOU WILL NORMALLY BE THE
HOME TEAM, THIS IS EXACTLY WHAT YOU NEED WHEN YOU ARE FIRST
LEARNING THE GAME. LATER, YOU MAY WISH TO CHOOSE A MORE
EQUAL QUALITY LEVEL FOR BOTH TEAMS.
CONTROLLER TYPE
EITHER A KEYBOARD, MOUSE OR JOYSTICK CAN BE USED TO CONTROL
PLAYERS. IN ADDITION KEYBOARD KEYS PROVIDE VARIOUS GAME
FUNCTIONS SUCH AS PAUSING OR CHANGING LINES.
TEAM EDITOR
SELECTION THE TEAM WHERE YOU CAN LOAD A TEAM FROM A DATA
DISK,CREATE YOU OWN TEAM, EDIT PLAY DISK, OR CHANGE TEAM
BEHAVIOR.
REFEREE
FOUR DIFFERENT REFEREES CAN BE SELECTED EACH REFEREE VARIES
IN THE WAY THEY CALL PENALTIES AS FOLLOWS:
REFEREE 1 CALLS FEW PENALTIES
REFEREE 2 CALLS A MEDIUM AMOUNT OF PENALTIES
REFEREE 3 CALLS ALL PENALTIES
REFEREE 4 IS RANDOM AMOUNT 1-3, AND WILL NOT SHOW YOU WHICH
WAS SELECTED
GAME TYPE
CHOOSE EITHER PRACTICE GAME, NORMAL GAME OR PLAYOFF GAME.
DURING A PRACTICE GAME, EACH TEAM IS REDUCED TO THREE MEN AND
GOALIE.
HOCKEY REQUIRES THREE PLAYERS ON THE ICE. THEREFORE PENAL-
TIES WILL BE CALLED IN A PRACTICE GAME, BUT THE PLAYERS ARE
NOT SENT TO THE PENALTY BOX.
NORMAL GAME ALLOWS REGULATION PLAY WITH ONE 5-MINUTE SUDDEN
DEATH OVERTIME PERIOD IN THE EVENT OF A TIE.
PLAYOFF GAME ALSO PROVIDES REGULATION PLAY, EXCEPT THAT IN
THE EVENT OF A TIE, OVERTIME PERIODS ARE PLAYED UNTIL THE TIE
IS BROKEN.
FIGHTS
BECAUSE FIGHTS ARE VERY REAL PART OF PRO HOCKEY, WE HAVE
INCLUDED THEM AS AN OPTION I THIS GAME. SELECTING THE
FIGHTS OPTION RESULTS IN OCCASIONAL FIGHTS BETWEEN PLAYERS
COMING INTO CONTACT DURING THE ACTION. THE PROBABILITY OF A
FIGHT INCREASES IF BOTH PLAYERS HAVE HIGH AGGRESSION AND LOW
PENALTY RATINGS.
WHEN SIMULATING A GAME BETWEEN AMATEUR TEAMS (OLYMPIC HOCKEY,
FOR INSTANCE) YOU SHOULD DISABLE FIGHTS. FIGHTS ARE RARE IN
AMATEUR HOCKEY.
CURSOR SIZE
DEPENDING ON YOUR PREFERENCE, TWO CURSOR SIZES ARE AVAILABLE:
LARGE AND SMALL. YOU MAY WANT TO USE A LARGE CURSOR WHEN YOU
ARE FIRST LEARNING TO PLAY.
SAME LEARNING IF YOU SELECT THE TWO TEAMS OPTION AND THE
CONTROL PLAYER OPTION FOR EACH TEA, THE TWO CONTROLLED PLAY-
ERS COMPETE ON OPPOSING TEAMS. IF YOU SELECT THE SAME TEAM
OPTION, THE TWO CONTROLLED PLAYERS ARE TEAMMATES ON THE HOME
TEAM.
SELECT COLORS
THIS OPTION PUTS YOU INTO THE SELECT COLORS MENU WHERE YOU
MAY SELECT NEW JERSEY AND HELMET COLORS.
CONTINUE
PUTS YOU DIRECTLY INTO THE GAME OR RETURNS YOU TO THE TIMEOUT
MENU, DEPENDING ON HOW YOU ENTERED THE GAME SETUP MENU.
PERIOD LENGTH
PERIOD LENGTH CAN BE SET AT 5, 10, 15 OR 20 MINUTES. AN
OFFICIAL HOCKEY GAME HAS THREE 20 MINUTE PERIODS, THEREFORE
20 MINUTES IS THE DEFAULT SETTING. A SHORTER TIME MAY BE
CHOSEN IF THERE ISN'T TIME FOR AN OFFICIAL GAME.
TRAILS ON/TRAILS OFF
THIS OPTION TURNS ON OR OFF THE SKATE TRAILS ON THE RINK. TO
CLEAR THE RINK DURING GAME PLAY, EXIT TO THE GAME SETUP MENU
AND SELECT TRAILS OFF AND THEN RESELECT TRAILS ON. WHEN YOU
RETURN TO THE GAME, THE RINK WILL BE CLEARED.
GAME SPEED
THE THREE GAME SPEEDS ARE AVAILABLE: NORMAL, SLOW AND NOVICE.
THE DEFAULT SETTING IS NORMAL. SLOW IS APPROXIMATELY 25%
SLOWER THAN NORMAL SPEED. NOVICE IS CONSIDERABLY SLOWER AND
IS THE BEST CHOICE FOR BEGINNING PLAYERS. ICE HOCKEY IS A
FAST SPORT!
GAME DOS
SELECTING THE GAME DOS OPTION ALLOWS YOU TO SAVE A GAME OR
LOAD A PREVIOUSLY SAVED GAME. WHEN YOU LOAD A GAME, THE
TEAMS THAT WERE PLAYING WILL BE LOADED, ALL STATISTICS WILL
BE RESTORED, AND ACTION WILL START WHERE YOU LEFT OFF. THE
GAME IS LOADED USING THE GAME DOS MENU.
QUIT HOCKEY ALLOWS YOU TO EXIT THE GAME
SELECT COLOR MENU
THE SELECT COLOR MENU HAS FIVE SELECTION BOXES: TWO JERSEY
BOXES WITH THE TEAM NAME ABOVE THE BOXES, TWO HELMET BOXES
AND ONE MENU COLOR BOX FOLLOW THE ON-SCREEN DIRECTIONS TO
CHANGE THE COLOR FOR EACH TEAM.
MENU COLOR CHANGES BACKGROUND COLORS OF THE MENUS. NUMBER 1
CANNOT BE SELECTED BECAUSE THIS IS BLUE AND A BLUE BACK-
GROUND WOULD BE IMPOSSIBLE TO SEE SELECTED OPTIONS, SINCE
THESE ARE HIGHLIGHTED IN BLUE, THEREFORE, THE COLOR OPTIONS
ARE 0 AND 2-7.
HELMET COLOR
THE OPTION ALLOWS YOU TO CHANGE THE HELMET COLOR OF THE
CONTROLLED PLAYERS. IN THE ON-SCREEN DISPLAY, THE FIGURE ON
THE LEFT REPRESENTS THE HOME TEAM AND THE FIGURE ON THE RIGHT
REPRESENTS THE VISITING TEAM. FOLLOW THE ON-SCREEN INSTRUC-
TIONS FOR CHOOSING THE HELMET COLOR OF THE PLAYER YOU WILL
CONTROL. THE CHOICES ARE 0-6.
IF THE SAME TEAM OPTION HAS BEEN SELECTED, THE FIGURE ON THE
LEFT IS PLAYER ONE AND FIGURE ON THE RIGHT IS PLAYER TWO.
THOUGH ON THIS SCREEN PLAYER TWO IS SHOWN WITH A VISITING
TEAM JERSEY, BOTH PLAYERS WILL HAVE HOME TEAM JERSEYS WHEN
PLAY BEGINS.
JERSEY COLOR
THE OPTIONS CHANGES THE JERSEY COLOR OF THE SELECTED TEAM AND
THE SHOULD PADS OF THE OPPOSING TEAM.
TEAM CONSTRUCTION MENU
THE TEAM CONSTRUCTION MENU ALLOWS YOU TO ASSIGN THINGS TO
TEAM PLAYERS, TO CHANGE THEIR NAMES, TO DESIGNATE THE COACH
AND TO CHOOSE THE STARTING GOALIE. THIS MENU IS ACCESSED
THROUGH THE GAME SETUP MENU BY SELECTING THE TEAM EDITOR
OPTION IN EITHER OF THE FIRST TWO COLUMNS. THE TEAM YOU EDIT
IS DETERMINED BY THE COLUMN FORM WHICH YOU CHOOSE THE OPTION
(I.E. CHOOSING FROM THE HOME TEAM COLUMN ALLOWS YOU TO EDIT
THE HOME TEAM).
EDIT ROSTER
SELECTING EDIT ROSTER BRINGS UP A LIST OF THE TEAM'S PLAYERS
DISPLAYING EACH PLAYER'S NAME, NUMBER, POSITION AND INDIVIDU-
AL PLAYER RATINGS FOR 11 CHARACTERISTICS. THESE CHARACTERIS-
TICS, EACH OF WHICH CAN BE ASSIGNED A RATING FROM 0 TO 9
ARE:
AGGRESSION
POWER
INJURY
SKATING
PUCK CONTROL
SHOOTING
QUICKNESS
FATIGUE
PENALTY
PASSING
CHECKING
ASSIGNING INDIVIDUAL RATINGS FOR EACH OF THESE CHARACTERIS-
TICS FOR EVERY PLAYER ALLOWS YOU TO INFLUENCE THE TEAM'S
PLAYING STYLE. FOR EXAMPLE, AN AGGRESSIVE TEAM WOULD BE
COMPOSED OF PLAYERS WITH HIGH RATINGS IN AGGRESSION, CHEEKING
AND POWER, WHILE A FINESSE TEAM WOULD HAVE HIGH RATINGS IN
QUICKNESS, SKATING AND PUCK CONTROL. IF YOU WANT AN AWESOME
TEAM, YOU CAN ASSIGN A 9 FOR EACH CHARACTERISTIC, (EXCEPT
INJURY AND PENALTY) FOR EVERY PLAYER ON THE TEAM. HOWEVER,
BY VARYING THE RATINGS ACCORDING TO THE CHARACTERISTICS OF
REAL PLAYERS, YOU CAN SIMULATE ACTUAL HOCKEY TEAMS AND THEIR
PLAYING STYLE. KEEP IN MIND THAT EVERY PLAYER AND EVERY TEAM
HAS BOTH STRENGTHS AND WEAKNESSES.
THERE ARE THREE METHODS FOR CHANGING PLAYER CHARACTERISTICS:
AFTER HIGHLIGHTING THE PLAYER CHARACTERISTIC TO BE CHANGED:
HOLD DOWN THE (SELECT) KEY AND HOVE THE CONTROLLER UP OR
DOWN. TO MOVE UP OR DOWN USING THE KEYBOARD, PRESS <UP
ARROW> OR <DOWN ARROW> KEYS.
PRESS THE(SELECT) KEY TO INCREASE THE VALUE AND THE (DEMAND)
KEY TO LOWER THE VALUE.
PRESS THE NUMBER KEY THAT CORRESPONDS WITH THE VALUE DE-
SIRED.
IN THE UPPER LEFT CORNER OF THE EDIT ROSTER SCREEN IS THE
SCROLL MENU. SELECTING THE UP ARROW IN THE SCROLL MENU MOVES
THE LIST OF PLAYERS TOWARD THE TOP OF THE ROSTER. LIKEWISE,
THE DOWN ARROW SCROLLS THE LIST TOWARD THE BOTTOM OF THE TEAM
ROSTER. BELOW THE ARROWS IN THE SCROLL BOX IS THE WORD EXIT.
SELECTING EXIT WILL RETURN YOU TO THE TEAM CONSTRUCTION
MENU.
IN THE UPPER RIGHT SECTION OF THE SCREEN IS THE TEAM
STRENGHT-THE SUM OF ALL THE RATINGS FOR EVERY PLAYER ON THE
TEAM. TEAM STRENGTH-THE SUM OF ALL RATINGS FOR EVERY PLAYER
ON THE TEAM. TEAM STRENGTH PROVIDES A COMPARATIVE MEASURE OF
QUALITY FOR TEAMS YOU CREATE AND ALLOWS FOR HANDICAPPING FOR
EXAMPLE, IF YOU AND AN OPPONENT HAVE EQUAL PLAYING SKILLS,
YOU WOULD AGREE TO CREATE TEAMS WITH THE SAM MAXIMUM TEAM
STRENGTH. THE TEAMS YOU CREATE WILL BE EQUALLY MATCHED,K BUT
WITH PLAYING STYLES THAT REFLECT THE INDIVIDUAL DIFFERENCES
IN PLAYER CHARACTERISTICS. IF YOU WANT TO GIVE A PLAYER A
HANDICAP, YOU WOULD AGREE TO A HIGHER OVERALL TEAM STRENGTH
FOR THE WEAKER PLAYER.
PRINT ROSTER
THE OPTION LETS YOU PRINT A COPY OF THE TEAM ROSTER.L THE
TEAM ROSTER PRINTOUT IS VERY USEFUL REFERENCE SOURCE WHEN
COACHING A TEAM.
SORT BY NAME
SELECTING SORT BY NAME CAUSES THE ROSTER TO BE ARRANGED IN
ALPHABETICAL ORDER ACCORDING TO THE PLAYERS NAME.
SORT BY NUMBER
SELECTING SORT BY NUMBER CAUSES THE ROSTER TO BE ARRANGED IN
NUMERICAL ORDER ACCORDING TO THE PLAYER'S NUMBER.
SORT BY POSITION
SELECTING SORT BY POSITION CAUSES THE ROSTER TO BE LISTED IN
THE ALPHABETICAL ORDER OF THEIR POSITION (I.E., CENTER,
DEFENSE, LEFT WING, ETC.)
EDIT PLAYS
SELECTING THIS OPTION WILL PUT YOU IN THE PLAY EDIT MENU.
STARTING GOALIE
EACH TEAM HAS TWO GOALIES. UNDER THIS MENU SELECTION THE
STARTING GOALIE IS SHOWN IN COLOR OR SHADED. TO CHANGE THE
STARTING GOALIE SELECT THE GOALIE SHOWN IN WHITE.
CHANGING TEAM NAME
WHEN YOU SELECT CHANGE TEAM NAME A MESSAGE WINDOW APPEARS IN
THE CENTER OF THE SCREEN. TYPE IN THE NEW TEAM NAME AND
PRESS THE <ENTER> KEY. THE NEW NAME WILL APPEAR AT THE TOP
OF THE TEAM CONSTRUCTION MENU.
CHANGING HEAD COACH
WHEN YOU SELECT CHANGE HEAD COACH, A MESSAGE WINDOW APPEARS
IN THE CENT OF THE SCREEN. TYPE IN THE NEW COACH'S NAME AND
PRES THE <ENTER> KEY. WHEN YOU CREATE A NEW TEAM, YOU'LL
PROBABLY WANT TO TYPE IN YOUR NAME SO YOU WILL KNOW THIS A
TEAM YOU HAVE CREATED.
PICK LINES
SELECTING PICK LINES FROM THE TEAM CONSTRUCTION MENU BRINGS
UP THE LINE MENU. A LINE IS A GROUP OF TEAM MEMBERS WHO ARE
ASSIGNED TO PLAY TOGETHER. PLAYERS ARE TYPICALLY CHOSEN FOR
THEIR SPECIFIC SKILLS. FOR EXAMPLE, THERE CAN BE A PENALTY
KILLING LINE OR A POWER PLAY LINE.
GRETZKY'S LINES
IF YOU HAVE CREATED A TEAM AND WOULD LIKE TO SEE HOW WAYNE
MIGHT ASSIGN PLAYERS, SELECT THIS OPTION. YOU WILL FIND THAT
ALL 18 LINES ARE SETUP AND READ FOR ACTION. ANY LINE YOU
HAVE CREATED WILL BE REPLACED BY GRETZKY'S LINES, SO IF YOU
HAVE ALREADY ASSIGNED YOUR PLAYERS TO LINES YOU MAY WANT TO
SAVE THE FILE USING TEAM DOS , SO YOU CAN RECALL YOUR LINES
LATER.
PRINT LINES
SELECTING PRINT LINES CAUSES THE LINES TO BE PRINTED. BEING
ABLE TO SEETHE LINE ASSIGNMENTS IS SPECIFICALLY USEFUL WHEN
COACHING A TEAM. HAVING A PRINTOUT OF THE ROSTER ALONG WITH
THE LINE WILL GIVE YOU THE INFORMATION YOU NEED TO QUICKLY
CHOOSE THE RIGHT LINE FOR ANY GIVEN SITUATION.
TEAM DOS
SELECTING TEAM DOS BRINGS UP THE TEAM DOS MENU WHERE TEAMS
CAN BE LOADED, SAVED OR DELETED FOR THE DATA DISK, IN ADDI-
TION, NAMING THE FILE FOR THE HOME TEAM DEFTEAM.HOM AND THE
FILE FOR THE VISITING TEAM DEFPLAY.VIS WILL ALLOW THESE TEAMS
TO LOAD AUTOMATICALLY DURING STARTUP.
TEAM BEHAVIOR
SELECTING HIS OPTION PUT YOU INTO THE TEAM BEHAVIOR MENU.
EXIT
SELECTING EXIT RETURNS YOU TO THE GAME SETUP MENU.
PLAY EDIT MENU
THE PLAY EDIT MENU ALLOWS YOU TO DEVELOP OFFENSIVE PLAYS
WHICH ARE EXECUTED BY THE FORWARDS. PLAYS CAN BE DEVELOPED
FOR EXECUTION IN BOTH THE ATTACHING ZONE AND THE DEFENDING
ZONE. EACH PLAY CONSISTS OF FOUR POINTS. THE PLAYER SKATES
TO THE FIRST POINT PLOTTED ON THE SCREEN, THEN THE SECOND,
THIRD AND FOURTH POINTS. HE WILL THEN SKATE BACK TO THE
FIRST POINT AND REPEAT THE PLAY. IF, AT ANY TIME WHILE IN
THE ATTACKING ZONE, THE PLAYER GETS A GOOD SHOT OR PASS, HE
MIGHT TAKE IT. ALSO, IF HE IS BEING COVERED, HE WILL TRY TO
AVOID THE OPPONENT. IF A PLAY IS BUSTED OR DISRUPTED BY TOO
MANY PLAYERS FROM THE OPPOSING TEAM THE PLAYER MAY NOT BE
ABLE TO SKATE TO THE DESIGNATED POINTS IN THE PLAY.
CURRENT PLAY
THE CURRENT PLAY OPTION DISPLAYS THE CURRENT PLAY SELECTED.
TO CHANGE THE CURRENT, HIGHLIGHT CURRENT PLAY THEN USE THE
(SELECT) KEY TO GO UP ONE PLAY AND THE (DEMAND) KEY TO GO
DOWN ONE PLAY. YOU CAN ALSO CHANGE THE CURRENT PLAY WITH THE
UP AND DOWN ARROWS IF YOU HOLD DOWN THE (SELECT) KEY WHILE
USING THE ARROW KEYS.
EDIT OFFENSE/EDIT DEFENSE
THIS OPTION ALLOWS YOU TO EDIT PLAYS IN THE ATTACKING ZONE
(EDIT OFFENSE) OR THE DEFENDING ZONE (EDIT DEFENSE)
CENTER, LEFT WING, RIGHT WING
SELECTING ONE OF THESE OPTIONS ALLOWS YOU TO SET A PLAY FOR A
FORWARD. FIRST, MAKE SURE CURRENT PLAY DISPLAYS THE LETTER OF
THE PLAY YOU WANT TO EDIT. THEN SELECT THE FORWARD FOR WHICH
YOU WANT TO DEVELOP THE PLAY,. NEXT, MOVE THE CURSOR TO THE
FIRST POINT IN THE PLAY AND PRESS THE (SELECT) KEY. REPEAT
THIS FOR THE REMAINING THREE POINTS.
PLAY DOS
PLAY DOS ALLOWS YOU TO SAVE THE PLAYS TO DISK FROM THE PLAY
DOS MENU. THESE PLAYS CAN BE MADE TO LOAD AUTOMATICALLY AT
THE STARTUP BY NAMING THE FIELD FOR THE HOME TEAM DEFPLAY.HOM
AND THE FIELD FOR THE VISITING TEAM DEFPALY.VIS.
LINES MENU
THE LINES MENU ALLOWS YOU TO DESIGNATE SPECIFIC LINES FOR:
EVEN LINES
POWER PLAYS
PENALTY KILLING
EVEN LINES OCCUR WHENEVER YOUR TEAM AND THE OPPOSING TEAM
HAVE THE SAME NUMBER OF PLAYERS (5 ON 5, 4 ON 4, 3 ON 3). A
POWER PLAY OCCURS WHENEVER YOUR TEAM HAS MORE PLAYERS THAN
THE OPPOSING TEAMS (5 ON 4, 5 ON 3, 4 ON 3) AND PENALTY
KILLING OCCURS WHENEVER YOUR TEAM HAS FEWER PLAYERS THAN THE
OPPOSING TEAM (4 ON 5, 3 ON 5 AND 3 ON 4). ANY DATA DISK OR
TEAM PROVIDED BY BETHESDA SOFTWORKS WILL ALREADY HAVE A FULL
COMPLEMENT OF LINE ASSIGNMENTS. HOWEVER, YOU CAN ALTER THE
LINES TO SUIT YOUR PREFERENCE.
EVEN LINES MENU
SELECTING EVEN LINES MENU ALLOWS YOU TO CHOOSE LINES OF 5 ON
5 AND 4 AND 4. IF A 3 ON 3 SITUATION OCCURS A LINE IS PICKED
FROM THE 3 ON 5 LINE SITUATION.
POWER PLAY MENU
CHOOSING POWER PLAY MENU ALLOWS YOU TO SELECT LINES OF 5 ON 4
AND 5 ON 3. IF A 4 ON 3 SITUATION OCCURS, THE LINE IS PICKED
FROM THE 4 ON 4 LINE DESIGNATED UNDER EVEN LINES MENU. SINCE
POWER PLAYS PROVIDE THE BEST OPPORTUNITIES FOR SCORING,
CHOOSE PLAYERS WITH HIGH RATINGS FOR PUCK HANDLING, PASSING
AND SHOOTING.
PENALTY KILL MENU
THE PENALTY KILL MENU OPTION ALLOWS YOU TO CHOOSE LINES THAT
WILL TRY TO KILL THE PUCK WHEN YOUR TEAM HAS FEWER MEN THAN
THE OPPOSING TEAM. YOU CAN SELECT 4 ON 5 AND 3 ON 5. IF A 3
ON 4 SITUATION OCCURS, A LINE IS PICKED FROM THE 3 ON 5 LINE
ASSIGNED UNDER THIS MENU. CHOOSE PLAYERS WITH HIGH FATIGUE,
QUICKNESS, AND CHECKING RATINGS FOR PENALTY KILL LINES TO
MINIMIZE THE CHANGE OF THE OTHER TEAM SCORING.
EXIT
RETURNS YOU TO THE TEAM CONSTRUCTION MENU.
TIMEOUT MENU
IN NORMAL PLAY, THE TIMEOUT MENU IS DISPLAYED WHEN THERE IS A
BREAK IN THE ACTION OR WHEN THE <F5> KEY IS PRESSED. WHEN
WATCHING A GRETZKY VS GRETZKY GAME (COMPUTER VS COMPUTER),
THE TIME OUT MENU IS DISPLAYED ONLY WHEN THE <F5> IS PRESSED.
THIS ALLOWS YOU TO WATCH THE GAME WITHOUT INTERRUPTION.
YOU MAY ALSO PAUSE THE GAME.
SETUP MENU
THE OPTION RETURNS YOU THE GAME SETUP MENU
DISPLAY STATS
THE OPTION PUTS YOU INTO THE STATS MENU
PRINT STATS
MAKE SURE YOUR PRINTER IS ON AND PROPERLY CONNECTED, THEN
SELECT PRINT STATS TO PRINT OUT ALL THE CURRENT STATISTICS.
IF YOU HAVE DIFFICULTY PRINT, REFER TO THE PRINTER MANUAL.
PENALTY BOX
THIS FEATURE ALLOWS YOU TO SEE WHICH PLAYERS ARE CURRENTLY IN
THE PENALTY BOX.
EXIT GAME
SELECTING EXIT GAME ALLOWS YOU TO EITHER (1) START A NEW GAME
WITHOUT FINISHING THE CURRENT ONE, OR (2) SAVE A GAME TO DISK
FOR CONTINUATION AT ANOTHER TIME.
INSTANT REPLAY INSTANT REPLAY PLAYS BACK THE LAST 8 SECONDS
OF ACTION OR THE ACTION FROM THE LAST FACEOFF, WHICHEVER IS
SHORTER. WHEN YOU SELECT INSTANT REPLAY, THE RINK APPEARS
ON THE SCREEN ALONG WITH A PLAYBACK CONTROLLER. YOU CAN
CONTROL THE SPEED OF THE PLAYBACK FROM TWICE THE NORMAL SPEED
FORWARD TO TWICE NORMAL SPEED BACKWARD. WHEN YOU ARE FIN-
ISHED, RETURN TO THE TIMEOUT MENU BY SELECTING QUIT IN THE
PLAYBACK CONTROLLER.
INSTANT REPLAY DOS
THE IS OPTION ALLOWS YOU TO SAVE WHAT IS CURRENTLY IN THE
INSTANT REPLAY BUFFER WHICH IS A TEMPORARY STORAGE AREA FOR
THE INSTANT REPLAY IMAGES.
PULL OR PUT GOALIE
SELECTING [TEAM] PULL/PUT ONCE ([TEAM] IS THE NAME OF THE
TEAM CURRENTLY LOADED) PULLS THE GOALIE IN ORDER TO REPLACE
HIM WITH A FORWARD. SELECTING THIS OPTION A SECOND TIME PUTS
THE GOALIE BACK INTO THE GAME AND REMOVES THE ADDITIONAL
FORWARD. THE OPTION CHANGES EACH TIME IT IS SELECTED AND IS
ONLY AVAILABLE IF A FACEOFF IS ABOUT TO TAKE PLACE.
CHOOSE LINE/MAKE SUBSTITUTION
THE [TEAM] LINE OPTION PUTS YOU INTO THE CHOOSE ACTIVE LINE
OR MAKE SUBSTITUTION MENU.
RETURN TO ACTION
SELECTING RETURN TO ACTION CONTINUES THE GAME
STATS MENU
SELECTING THE DISPLAY STATS OPTION BRINGS UP THE STATS MENU.
THE STATS MENU PROVIDES OPTIONS FOR FOUR CATEGORIES OF
STATISTICS: GAME STATS, PLAYER STATS, GOALIE STATS AND PENAL-
TY STATS.
TEAM NAME
THE [TEAM] OPTION ([TEAM] IS THE NAME OF THE TEAM CURRENTLY
LOADED) SELECTS WHICH TEAMS PLAYER AND GOALIE STAT ARE TO BE
DISPLAYED.
GAME HIGHLIGHTS
THE GAME HIGHLIGHTS OPTION SHOWS INSTANT REPLAYS OF ALL OF
THE GOALS SCORED IN THE GAME. SEE INSTANT REPLAY UNDER
TIMEOUT MENU FOR TIPS ON CONTROLLING REPLAY OF THE HIGH-
LIGHTS. ONCE YOU EXIT THE GAME, ALL HIGHLIGHTS ARE ERASED.
GAME STATS
GAME STATS DISPLAYS TEAM STATISTICS FOR EACH TEAM:
GOALS BY PERIOD AND TEAM
SHOTS ON GOAL BY PERIOD AND TEAM
PERIOD AND TIME OF GOALS
PLAYERS WHO SCORED AND ASSISTED
PLAYER STATS
PLAYER STATS DISPLAYS THE INDIVIDUAL STATISTICS FOR THE
FORWARDS AND DEFENSEMEN ON A TEAM. PLAYER STATS INCLUDE:
PLAYER'S NAME
NUMBER OF GOALS SCORED
NUMBER OF ASSISTS
TOTALS POINTS
SHOTS ON GOAL (SOG)
+/- RATING
PENALTIES IN MINUTES (PIM)
GOALIE STATS
GOALIE STATS DISPLAYS INDIVIDUAL STATISTICS FOR EACH GOALIE
ON A TEAM:
GOALIE'S NAME
NUMBER OF GOALS
EMPTY NET (EN) GOALS
ASSISTS
PENALTY MINUTES
PENALTY STATS
PENALTY STATS DISPLAYS:
Players NAME
TEAM
PERIOD
TIME
MINUTES
PENALTY TYPE
CHOOSE ACTIVE LINE OR MAKE SUBSTITUTION
A LINE NUMBER IS CHOSEN BY HIGHLIGHTING THE APPROPRIATE LINE
AND SELECTING IT. IF MANUAL SUBSTITUTION WAS SELECTED EARLI-
ER, SOME OF THE LINE SPACES MAY BE EMPTY. THIS MEANS THAT
THE PLAYER IS NOT AVAILBALE- FOR EXAMPLE, HE MAY BE IN THE
PENALTY BOX. IN THIS CASE, YOU MUST SELECT THE BLANK LINE
AND SELECT A PLAYER TO FILL THE POSITION. IF THE SPACES ARE
NOT BLANK AND A PLAYER ON THAT LINE IS CHANGED, RATHER THAN A
SUBSTITUTION YOU ARE CHANGING THE PLAYER ON THE LINE. SUB-
STITUTIONS ALLOW THE PERSON WHO ORIGINALLY FILLED THE LINE
POSITION TO GO BACK INTO THAT POSITION WHEN HE IS AVAILABLE.
IN CONTRACT, WHEN THE PLAYER IN THE LINE IS CHANGED, THE
CHANGE IS PERMANENT UNTIL THAT POSITION IS CHANGED AGAIN. IF
AUTOMATIC SUBSTITUTION HAS BEEN SELECTED, THE THE COMPUTER
WILL CHOOSE THE SUBSTITUTES AND MAKE THE CHANGES AUTOMATICAL-
LY.
USING DOS MENUS
THERE ARE FOUR TYPE OF DOS MENUS:
TEAM DOS MENU-LOADS TEAMS ON AND OFF DATA DISK
GAME DOS MENU-SAVES OR LOADS GAMES FOR CONTINUATION
INSTANT REPLAY DOS MENU-SAVES OR LOADS INSTANT REPLAYS
PLAY DOS MENU-SAVES OR LOADS PLAYS
IN EACH DOS MENU THE FOLLOWING OPTIONS ARE AVAILABLE:
LOAD FILE
HIGHLIGHT THE FILE YOU WANT TO LOAD BEFORE SELECTING LOAD
FILE
IF A GAME IS LOADED AND THE CURRENT GAME HAS NOT BEEN SAVED,
STATISTICAL DATA FOR THE CURRENT GAME WILL BE LOST.
SAVE FILE
SAVE ALLOWS YOU TO SAVE FILE(TEAMS, GAMES, INSTANT REPLAYS,
AND PLAYS) TO DISK. TO SAVE A FILE, HIGHLIGHT THE FILE NAME
AND THEN SELECT SAVE FILE. YOU CAN ALSO SAVE A FILE BY FIRST
SELECTING SAVE FILE. THIS WILL BRING UP A WINDOW ASKING FOR
A FILE NAME. ENTER A A Name AND PRESS <ENTER> KEY.
WHEN A FILE IS SAVED, ONLY DATA PREVIOUSLY STORED UNDER THE
SAME FILE NAME IS REPLACED BY THE INFO IN THE NEW FILE.
DELETE FILE
DELETE FILE ALLOWS YOU TO DELETE FILES YOU NO LONGER WANT.
YOU MUST FIRST SELECT THE FILE YOU WANT TO DELETE BEFORE YOU
SELECT THE DELETE FILE OPTION
SAVE CONFIGURATION
THE SAVE CONFIGURATION OPTION SAVE THE CURRENT CONFIGURATION
OF THE GAME SETUP MENU, TEAM BEHAVIOR MENU AND KEYBOARD
CONFIGURATION. REFER TO THE PLAYERS REFERENCE GUIDE FOR MORE
DETAILS ON THE CONFIGURATION INFO THAT IS SAVED.
SELECT DRIVE
THE OPTION IS USED TO DISPLAY WGH 2 FILES STORED ON A DISK.
IF YOU ARE IN THE GAME DOS MENU, ONLY GAME FILES WILL BE
DISPLAYED. CORRESPONDINGLY, ONLY TEAM FILES ARE DISPLAYED
FROM THE TEAM DOS MENU.
ONLY 54 DIRECTORIES AND FILE CAN BE DISPLAYED AT ONE TIME. IF
THE DIRECTORY OR FILE THAT YOU WANT IS NOT DISPLAYED, YOU
WILL HAVE TO REMOVE SOME OF THE DIRECTORIES OR FILES PRESENT-
LY ON YOUR DISK.
TEAM BEHAVIOR MENU
THE TEAM BEHAVIOR MENU PROVIDES CHOICES IN CONTROLLING SUB-
STITUTION, THE WAY TIRED PLAYERS ARE CHANGED, THE TECHNIQUE
PLAYERS USE TO BRING THE PUCK INTO THE ATTACK ZONE AND WHEN
YOU CONTROL THE PLAYER TAKING THE FACEOFF.
SUBSTITUTION
UNDER SUBSTITUTION, SELECTING AUTOMATIC CAUSES THE COMPUTER
TO CHANGE A PLAYER IF HE GETS TIRED OR IF HE IS PLACED IN THE
PENALTY BOX. SELECTING MANUAL ALLOWS YOU TO MAKE ALL SUBSTI-
TUTIONS FROM THE [TEAM] LINE OPTION OF THE TIMEOUT MENU
([TEAM] IS THE NAME OF THE TEAM CURRENTLY LOADED).
ATTACK MODE
ATTACK MODE DETERMINES HOW THE PLAYERS WILL MOVE THE PUCK
INTO THE ATTACK ZONE. SELECTING DUMP MORE INCREASES THE
CHANCES THAT PLAYERS WILL DUMP THE PUCK INTO THE ATTACK ZONE
AND FORECHECK TO REGAIN CONTROL, AND RESULTS IN AN AGGRESSIVE
STYLE OF PLAY. SELECTING THE PASS MORE OPTION INCREASES THE
LIKELIHOOD THAT PLAYERS WILL PASS THE PUCK AROUND AND SKATE
IT INTO THE ATTACK ZONE.
CHANGE LINES
CHANGE LINES CONTROLS THE WAY IN WHICH A TIRED PLAYER IS
SUBSTITUTED. AUTOMATIC ALLOWS THE COMPUTER TO AUTOMATICALLY
SUBSTITUTE TIRED PLAYERS WHILE PLAYER ALLOWS YOU TO MANUALLY
SUBSTITUTE THE PLAYERS. TO SUBSTITUTE A TIRED PLAYER, SELECT
A LINE OTHER THAN THE LINE THIS IS ON THE ICE. THEN, PRESS
THE CHANGE PLAYER KEY WHICH CORRESPONDS TO THE PLAYER POSI-
TION KEY (I.E. THE KEY BELOW AND TO THE RIGHT OF THE PLAYER
POSITION KEY) AS FOLLOWS:
HOME TEAM VISITING TEAM
PLAYER CHANGE PLAYER CHANGE PLAYER
KEY PLAYER KEY PLAYER KEY KEY
1 Q RIGHT WING Y 6
2 W LEFT WING U 7
3 E CENTER I 8
4 R RIGHT DFSMAN O 9
5 T LEFT DFSMAN P 0
FOR EXAMPLE, PRESSING<Q> SUBSTITUTES THE HOME TEAM RIGHT WING
WITH THE RIGHT WING FROM THE LINE YOU HAVE SELECTED.
CONTROL POSITION
CONTROL POSITION DETERMINES WHEN YOU CONTROL THE FACE-OFF
PLAYER. IF FACE-OFF IS SELECTED, YOU ARE AUTOMATICALLY GIVE
CONTROL OF THE FACEOFF PLAYER. IF SAME POSITION IS SELECTED,
YOU CONTINUE TO CONTROL THE SAME PLAYER, REGARDLESS OF WHETH-
ER OR NOT HE IS FACING OFF. TO BEGIN THE FACEOFF, EVEN IF
YOU ARE NOT CONTROLLING THE FACEOFF PLAYER, RAPIDLY PRESS THE
(SELECT) KEY.
IF FACEOFF IS SELECTED FOR BOTH PLAYERS WHO ARE PLAYING ON
THE SAME TEAM, ONLY ONE WILL BE ALLOWED TO FACE OFF.
GAME END MENU
THE GAME END MENU IS DISPLAYED AT THE END OF A GAME. THIS
MENU ALLOWS YOU TO DISPLAY, PRINT AND SAVE PLAYER, TEAM AND
GAME STATISITICAL DATA. YOU CAN ELECT TO PLAY ANOTHER GAME
OR EXIT FROM THE SIMULATION.
DISPLAY STATS
DISPLAY STATS PUTS YOU INTO THE STATS MENU
PRINT STATS
PRINT STATS ALLOWS YOU TO PRINT GAME AND TEAM STATISTICS..
WGH 2 WILL ALLOW YOU TO DISPLAY OR PRINT STATISTICS ONLY FROM
THE GAME YOU HAVE JUST PLAYED OR FROM A GAME THAT WAS PREVI-
OUSLY SAVED AND HAS BEEN LOADED USING THE GAME DOS OPTION.
GAME DOS
GAME DOS PERMITS YOU TO SAVE THE GAME JUST PLAYED OR TO LOAD
A PREVIOUSLY SAVED GAME IN ORDER TO REVIEW ITS STATS.
IF A GAME IS LOADED AND THE CURRENT GAME HAS NOT BEEN SAVED,
STATISTICAL DATA FOR THE CURRENT GAME WILL BE LOST.
SAVE GAME RESULTS
IF YOU ARE USING WAYNE GRETZKY HOCKEY 2 TO PLAY A GAME SCHED-
ULE BY THE HOCKEY LEAGUE SIMULATOR, USE THIS OPTION TO SAVE
THE RESULTS OF THE GAME SO THAT THE LEAGUE STATISTICS AND
STANDINGS CAN BE UPDATED BY THE LEAGUE SIMULATOR.
PLAY ANOTHER GAME
IF PLAY ANOTHER GAME IS SELECTED, ALL PREVIOUS GAME STATIS-
TICS WILL BE CLEARING AND YOU WILL BE RETURNED TO THE GAME
SETUP MENU.
QUIT HOCKEY
THIS OPTION QUITS WAYNE GRETZKY HOCKEY 2 AND RETURNS YOU TO
THE OPERATING SYSTEM.
PLAYING THE GAME
CONTROLLING PLAYERS
THE HOME TEAM STARTS THE GAME DEFENDING THE GOAL TO THE LEFT
(TEAMS SWITCH GOALS AFTER EACH PERIOD). A WHITE HELMET
IDENTIFIES THE CONTROLLED PLAYER. AT THE BEGINNING OF THE
GAME, THE CENTER TAKES THE FACEOFF POSITION AND IS THE PLAYER
BEING CONTROLLED. IF YOU WANT TO CONTROL ANOTHER PLAYER,
SIMPLY SELECT THAT PLAYER. THE HELMET OF THE PLAYER YOU
SELECT WILL TURN WHITE AND HE BECOMES THE CONTROLLED PLAYER.
WAYNE GRETZKY HOCKEY 2, LIKE ALL SPORTS REQUIRES PRACTICE TO
MASTER. AS YOU DEVELOP AND IMPROVE YOUR SKATING, CHECKING,
PASSING AND SHOOT SKILLS, YOU CAN ALTER THE TEAM QUALITY
LEVELS OF EITHER TEAM IN ORDER TO KEEP THE GAME CHALLENGING.
FACEOFF
WHEN YOU FIRST GO ON THE ICE, THE GAME WILL BE PAUSED TO
ALLOW YOU TO PERFORM CERTAIN ACTIONS SUCH AS:TURN ON THE
SCOREBOARD, SELECT THE PLAYER YOU WANT TO CONTROL, AND SELECT
THE PLAY YOU WANT TO USE. THE REFEREE WILL NOT DROP THE PUCK
UNTIL YOU PRESS THE (SELECT) KEY. THIS THE EQUIVALENT OF
WAITING UNTIL THE FACEOFF PLAYER DROPS HIS STICK ON THE ICE,
SIGNALING THE REFEREE HE IS READY.
TO GAIN CONTROL OF THE PUCK DURING FACE-OFF, REPEATEDLY HIT
THE (SELECT) KEY AS SOON AS THE PUCK APPEARS. IN TWO PLAYER
MODE BOTH PLAYERS SHOULD REPEATEDLY PRESS THEIR RESPECTIVE
(SELECT) KEYS.
CONTROL DEVICES
PLAY CAN BE CONTROLLED USING A RODENT, JOYSTICK OR THE KEY-
BOARD.
MOUSE CONTROLLER
THE LEFT BUTTON IS USED FOR (SELECT) AND THE RIGHT BUTTON IS
USED FOR (DEMAND). THE MOUSE CAN BE USED TO CONTROL THE
CURSOR WHILE IN THE MENUS, OR A PLAYER DURING THE GAME. IN
MENUS, EITHER MOUSE BUTTON CAN BE USED TO SELECT MENU OP-
TIONS.
WHEN YOU ARE USING A MOUSE THE CONTROLLED PLAYER CHASES A
CURSOR. THE FARTHER THE CURSOR IS FROM THE PLAYER, THE
FASTER HE WILL SKATE. ONCE THE CURSOR IS A CERTAIN DISTANCE
FROM THE PLAYER (APPROXIMATELY 1/3 THE WIDTH OF THE RINK),
THE PLAYER WILL ACCELERATE TO HIS MAXIMUM SPEED.
CONTROL OF PLAYERS IS EASIER IF YOU KEEP THE CURSOR AS CLOSE
AS POSSIBLE TO THE PLAYER YOU CONTROL SO THAT YOU CAN SEE
WHERE BOTH ARE AT ALL TIME. THE PLAYER IS LIMITED IN HOW
CLOSELY HE FOLLOWS THE CURSOR BY HIS SKATING ABILITY AND THE
CURSOR'S POSITION.
THE LEVEL OF SKILL YOU DEVELOP IN CONTROLLING A PLAYER WILL
INCREASE AS YOU LEARN TO JUDGE THE TIME IT TAKES FOR A PLAYER
TO TURN AND ACCELERATE. TRY ANTICIPATING WHERE THE PUCK IS
HEADED. IF YOU ALWAYS TRY TO GET TO WHERE THE PUCK IS RIGHT
NOW, YOU WILL FIND YOUR SELF CHASING THE ACTION AROUND THE
RINK, AND RARELY PARTICIPATING IN IT.
JOYSTICK CONTROLLER
DURING ACTION ON THE ICE, THE JOYSTICK CONTROLS THE DIRECTION
OF THE PLAYER-THE CURSOR IS NOT DISPLAYED. MOVE THE JOYSTICK
IN THE DIRECTION YOU WANT THE PLAYER MOVE.
TO PASS OR SHOOT USING A JOYSTICK, PRESS(SELECT). AS LONG AS
THE (SELECT) BUTTON IS PRESSED, THE PLAYER CONTINUES TO
SKATE HE PREVIOUSLY SKATING. POSITION THE JOYSTICK IN THE
DIRECTION YOU WANT TO PASS OR SHOOT,K THEN LET UP ON THE
(SELECT) BUTTON. IF A TEAMMATE IS IN THE GENERAL DIRECTION
OF YOUR PASS, THE PUCK WILL AUTOMATICALLY BE ANGLED TO LEAD
HIM. IF THE PASS IS IN THE DIRECTION OF THE GOAL AND ORIGI-
NATED IN THE ATTACK ZONE, THE PLAYER WILL SHOOT ON GOAL.IF NO
ONE IS IN THE DIRECTION OF THE PASS, THE PUCK WILL GO IN THE
DIRECTION THE JOYSTICK ANGLED.
KEYBOARD CONTROLLER
THE KEYBOARD CAN BE USED TO CONTROL MOVEMENT OF THE PLAYER OR
CURSOR.
PASSING AND SHOOTING THE PUCK
THE PUCK IS SHOT OR PASSED WITH (SELECT) KEY.
PASSING AND SHOOTING WITH A MOUSE
TO PASS THE PUCK, HOLD THE LEFT MOUSE BUTTON; THE PLAYER WILL
CONTINUE TO SKATE IN A STRAIGHT LINE. THEN, QUICKLY MOVE THE
CURSOR TO WHERE YOU WANT TO PASS AND LET GO OF THE MOUSE
BUTTON. THE PLAYER WILL IMMEDIATELY PASS TO WHERE YOUR
CURSOR IS LOCATED. THE FARTHER THE CURSOR IS FROM THE PASS-
ING PLAYER, THE HARDER HE WILL PASS. WHEN THE CURSOR IS ON
THE OPPOSING TEAM'S GOAL, THE PLAYER WILL SHOOT THE PUCK AS
HARD AS HE CAN.
PASSING AND SHOOTING WITH A JOYSTICK
HOLD DOWN THE FIRE BUTTON AND POINT THE JOYSTICK IN THE
DIRECTION YOU WANT TO PASS(OR SHOOT). WHEN THE BUTTON IS
RELEASED, THE PLAYER WITH PASS(OR SHOOT) IN THAT DIRECTION.
PASSING AND SHOOTING WITH A KEYBOARD
KEYBOARD CONTROL IS SIMILAR TO A JOYSTICK, EXCEPT THAT ARROW
KEYS ARE USED TO MOVE THE PLAYER.
GAINING CONTROL OF THE PUCK
IF A PLAYER'S STICK IS WITHIN RANGE OF THE PUCK AND NO ONE
ELSE HAS CONTROL OF IT, HE WILL GAIN CONTROL. IF A PLAYER OF
THE OPPOSING TEAM HAS CONTROL OF THE PUCK, YOUR PLAYER MUST
FIRST CHECK THE PUCK (KNOCK IT AWAY FROM THE OPPOSING PLAYER)
BEFORE HE CAN CONTROL IT. IN WGH II, THERE ARE THREE BASIC
TECHNIQUES FOR CHECKING THE PUCK; CLOSE PLAY, KNOCKING THE
PUCK HANDLER DOWN AND GRABBING THE PUCK HANDLER.
CLOSE PLAY
YOU CAN MOVE THE PLAYER YOU CONTROL CLOSE TO THE PLAYER WITH
THE PUCK AND HOPE TO STEAL THE PUCK FROM HIS CONTROL. THIS
METHOD WORKS WELL IF YOUR PLAYER HAS STRONG CHECKING, SKATING
AND PUCK-HANDLING SKILLS.
KNOCKING THE PUCK HANDLER DOWN
SKATE HARD INTO THE PUCK HANDLER AND HIT THE (SELECT) KEY
JUST AS YOU HIT HIM, IF YOUR TIMING IS JUST RIGHT, THE
RESULTING HIT MAY KNOW THE PUCK HANDLER OF HIS SKATES, CAUS-
ING HIM TO FALL AND LOSE CONTROL OF THE PUCK. THE PROBABILI-
TY OF KNOCKING A PLAYER DOWN DEPENDS ON YOUR PLAYER'S POWER
RATING, THE OPPOSING PLAYER'S SKATING RATING, HOW FAST YOU
WERE GOING WHEN YOU MADE CONTACT AND THE TIMING OF YOUR
(SELECT) KEY. SUCCESSFUL CHECKING REQUIRES PRACTICE.
THERE ARE DISADVANTAGES TO THIS METHOD OF CHECKING. EVEN IF
YOU KNOW THE PUCK HANDLER DOWN, YOUR MOMENTUM WILL USUALLY
PREVENT YOU FROM GETTING TO THE LOOSE PUCK RIGHT AWAY, SO TRY
TO MAKE SURE THERE IS A TEAMMATE NEARBY WHO CAN GET THE
PUCK. ALSO, BECAUSE OF THE VIOLENT CONTACT WITH THIS TYPE OF
CHECKING, THERE IS THE POSSIBILITY YOUR PLAYER MIGHT BE
PENALIZED FOR CHARGING, CORSS-CHECKING, ELBOWING, SLASHING OR
SPEARING. THE PROBABILITY OF A PENALTY INCREASES IF YOUR
PLAYER HAS A HIGH AGGRESSIVENESS AND/OR LOW PENALTY RATING
GRABBING THE PUCK HANDLER
MAKE CONTACT WITH THE PUCK HANDLER AND HOLD THE (SELECT) KEY
DOWN. YOUR PLAYER WILL GRAB THE PUCK HANDLER AND HOLD ON
UNTIL YOU RELEASE THE (SELECT) KEY. ALTHOUGH THIS METHOD OF
CHECKING IS NOT ALWAYS EFFECTIVE IN FREEING THE PUCK, IT WILL
SLOW THE SKATER. YOUR TEAM MEMBERS WILL BE ABLE TO GET INTO
THE PLAY AND HELP YOU FREE THE PUCK. GRABBING THE PUCK
HANDLER IS MOST EFFECTIVE IN CROWDED AREAS(SUCH AS AROUND THE
GOAL YOU ARE DEFENDING) AND FOR PINNING THE OPPONENT UP
AGAINST THE BOARDS TO STOP HIS MOVEMENT.
THE REFEREE WILL ALLOW YOU TO HOLD A PLAYER FOR A LIMITED
TIME ONLY (ONE TO TWO SECONDS). IF THE REFEREE DETERMINES
THAT THE CONTACT IS EXCESSIVE, HE WILL CALL A HOLDING, HOOK-
ING OR TRIPPING PENALTY. AGAIN, YOUR PLAYER'S AGGRESSIVENESS
AND PENALTY RATINGS AFFECT THE PROBABILITY OF A PENALTY.
GIVEN PRACTICE YOU WILL LEARN TO DEVELOP FINESSE WITH THIS
MOVE.
WHEN THE PUCK HANDLER IS GRABBED OR KNOCKED DOWN, THERE IS
THE POSSIBILITY OF A FIGHT. FIGHTS USUALLY HAPPEN ONLY WHEN
BOTH PLAYERS HAVE HIGH AGGRESSION AND LOW PENALTY RATINGS.
SINCE FIGHTS REQUIRE TWO PEOPLE, THE NORMALLY RESULT IN
COINCIDENT PENALITIES TO BOTH PLAYERS. THE NUMBER OF PLAYERS
ON THE ICE DOES NOT CHANGE WITH COINCIDENT PENALITIES.
INSTEAD, A SUBSTITUTION (POSSIBLY OF A LOWER QUALITY) FOR THE
PENALIZED PLAYER IS MADE.
WAYNE GRETZKY ENCOURAGES A SKILLFUL, RATHER THAN AGGRESSIVE
STYLE OF PLAY, ESPECIALLY WHEN YOUR TEAM IS SHORT-HANDED.
FOR THIS REASON, YOU WILL NOT BE PERMITTED TO KNOW DOWN OR
HOLD AN OPPONENT WHENEVER YOUR TEAM IS REDUCED TO FOUR PLAY-
ERS ON THE ICE (INCLUDING THE GOALIE).
DEMANDING A PASS
WHEN ONE OF YOUR TEAMMATES HAS CONTROL OF THE PUCK, YOU CAN
USE THE (DEMAND) KEY TO "DEMAND A PASS".
WHEN YOU DEMAND A PASS, YOUR TEAMMATE WILL PASS IMMEDIATELY
WITHOUT REGARD FOR THE POSITION OF THE OPPOSING PLAYERS. IF
YOU ARE NOT CAREFUL, AN OPPOSING PLAYER MIGHT INTERCEPT THE
PASS.
SCOREBOARDS
DURING PLAY, WGH 2 USES TWO SCOREBOARDS; AN UPPER SCOREBOARD
AND A LOWER SCOREBOARD. THE RIGHT HAND SECTION OF EACH
SCOREBOARD PROVIDES INFO FOR THE VISITING TEAM AND LEFT HAND
SECTION DISPLAYS INFO FOR THE HOME TEAM, REGARDLESS OF THE
PERIOD.
UPPER SCOREBOARD
THE UPPER SCOREBOARD DISPLAYS THE TEAM NAMES, SCORE , TIME
REMAINING AND PERIOD.
LOWER SCOREBOARD
THE LOWER SCOREBOARD DISPLAYS THE PUCK HANDLERS NAME AND THE
KEY TO PRESS TO CONTROL THAT PLAYER, COACHING STATUS, LINE
ENERGY AND PENALTY TIME(S) IF APPLICABLE.
COACHING STATUS INDICATOR
THE LOWER SCOREBOARD DISPLAYS A COACHING STATUS INDICATOR.
THIS INDICATOR DISPLAYS EITHER THE CURRENT LINE, THE CURRENT
PLAY, OR THE PLAYER BEING CONTROLLED.
LINE ENERGY INDICATOR
NEXT TO THE COACHING STATUS INDICATOR IS THE LINE ENERGY
INDICATOR. LINE ENERGY DISPLAYS THE AVERAGE ENERGY OF THE
LINE PRESENTLY ON ICE. AS THE PLAYERS USE UP ENERGY THEY
BECOME TIRED. AS THEY TIRE, THEIR ABILITY LESSENS WHEN THEY
ARE REMOVED FROM THE ICE AND ALLOWED TO REST, THEY RECOVER
THEIR ENERGY. IF YOU ARE COACHING, YOU MUST MONITOR LINE
ENERGY AND CHANGE THE LINES WHEN ENERGY IS LOW(USUALLY AROUND
65%).
PENALTY CLOCK
THE PENALTY CLOCKS ARE ON THE OUT EDGES OF THE SCOREBOARD.
THE CLOCKS SHOW THE TIME REMAINING ON A PENALTY OR PENAL-
TIES.
GAME CONTROLS
THE WIDE RANGE OF CONTROL PROVIDED IN WGH 2 ADDS TO THE
REALISM OF THE GAME. DEPENDING UPON THE AMOUNT OF CONTROL
YOU WANT, YOU CAN CHOOSE LINES, CHOOSE PLAYS AND CONTROL
PLAYERS IN A WAY THAT MAXIMIZES EACH PLAYER'S EFFECTIVENESS
IN HIS POSITION.
COACHING CONTROLS
THERE ARE THREE COACHING CONTROLS. THEY ARE:
PLAY SELECT
LINE CHANGE
CONTROL PLAYER
THE FIRST LETTER OF EACH COACHING CONTROL IS USED TO IDENTI-
FY THAT CONTROL.
TO ENTER THE COACHING CONTROL MODE DURING PLAY ON THE ICE,
FIRST PRESS THE <SPACE BAR> TO BRING UP THE SCOREBOARD. THE
SCOREBOARD IS SPLIT IN HALF, WITH THE HOMETEAM COACHING INFO
ON THE LEFT SIDE AND THE VISITING TEAM COACHING ON THE RIGHT
SIDE, CLOSEST TO THE CENTER. EACH TEAM'S DISPLAY HAS TWO
CHARACTERS. THE FIRST CHARACTER IDENTIFIES THE COACHING
CONTROL, AND THE SECOND CHARACTER IDENTIFIES THE PLAY SE-
LECTED, THE LINE SELECTED, OR THE PLAYER BEING CONTROLLED.
TO SHIFT BETWEEN THESE CONTROLS, PRESS THE LEFT<SHIFT> KEY
FOR THE HOME TEAM CONTROLS OR THE RIGHT <SHIFT> KEY FOR THE
VISITING TEAM CONTROLS. ONCE THE APPROPRIATE COACHING CON-
TROL APPEARS IN THE COACHING STATUS DISPLAY, SELECTION KEYS
ARE USED TO ENTER THE NEW PLAY, LINE OR CONTROLLED PLAYER.
SELECTING PLAYS
TO CHANGE BETWEEN PLAYS, PRESS THE FOLLOWING KEYS:
HOME TEAM VISITING TEAM
KEY ACTION KEY ACTION
<1> DOWN ONE PLAY <6> DOWN ONE PLAY
<2> UP ONE PLAY <7> UP ONE PLAY
<3> DOWN 5 PLAYS <8> DOWN 5 PLAYS
<4> UP 5 PLAYS <9> UP 5 PLAYS
THERE ARE SIXTEEN PLAYS AVAILABLE TO YOU, DESIGNATED BY THE
LETTERS A THROUGH P. THESE PLAYS CAN BE USED BY BOTH THE
HOME TEAM AND VISITING TEAM. UNLESS CHANGED FROM THE DEFAULT
CONFIGURATION, THE FIRST FIVE ARE AS FOLLOWS:
PLAY A-THE FORWARDS SPREAD OUT ACROSS THE ENTIRE ATTACKING
ZONE
PLAY B-THE LEFT WING AND CENTER CROSS OVER.
PLAY C-THE RIGHT WING AND CENTER CROSS OVER.
PLAY D-THE FORWARDS FLOOD THE LEFT SIDE OF THE ATTACH ZONE.
PLAY E- THE FORWARDS FLOOD THE RIGHT SIDE OF THE ATTACH ZONE
PLAYS F THROUGH P REPEAT THESE FIVE PLAYS. THESE ADDITIONAL
SLOTS CAN BE USED TO CREATE YOUR OWN PLAYS USING THE PLAY
EDITOR. YOU CAN ALSO SET DEFAULT PLAYS FOR BOTH THE HOME AND
VISITING TEAM WHICH WILL BE LOADED INTO THE GAME DURING
STARTUP.
DURING PENALTY KILLING, THE PLAY SELECT FUNCTION IS USED
DIFFERENTLY. IN THIS SITUATION, CALLING A PLAY FROM 1 TO 5
DEFINES THE TYPE OF PLAY. PLAY 1 IS CONSERVATIVE PLAY, PLAY
2 IS MORE AGGRESSIVE AND SO, WITH PLAY 5 BEING THE MOST
AGGRESSIVE PLAY. THIS FEATURE ALLOWS YOU TO CHOOSE THE TYPE
OF PLAY YOU PREFER.
LINE CHANGE
TO CHANGE BETWEEN LINES, PRESS THE FOLLOWING KEYS:
HOME TEAM VISITING TEAM
KEY ACTION KEY ACTION
<1> USE LINE 1 <6> USE LINE 1
<2> USE LINE 2 <7> USE LINE 2
<3> USE LINE 3 <8> USE LINE 3
THERE ARE THREE LINES AVAILABLE TO YOU AT ANY GIVEN TIME.
THESE THREE LINES ARE MADE UP OF SIC GROUPS OF THREE LINES
AVAILABLE FROM THE LINES MENU. THE THREE LINES AVAILABLE
DEPEND UPON THE NUMBER OF PLAYERS ON THE ICE FOR EACH TEAM.
THE PRINTOUT FROM PRINT LINES OPTION WILL HELP YOU TO IDENTI-
FY THE PLAYERS IN EACH LINE.
TO CHANGE INDIVIDUAL PLAYERS DURING PLAY, SEE CHANGE LINES
UNDER TEAM BEHAVIOR MENU. IF LEFT ON AUTOMATIC,K THE PROGRAM
WILL CHANGE YOUR ENTIRE LINE AT ONE TIME.
SELECTING THE PLAYER BEING CONTROLLED
TO CHANGE THE PLAYER BEING CONTROLLED, PRESS THE FOLLOWING
KEYS:
HOME TEAM
KEY ACTION
<1> CHANGE CONTROL TO LEFT DEFENSE
<2> CHANGE CONTROL TO LEFT WING
<3> CHANGE CONTROL TO CENTER
<4> CHANGE CONTROL TO RIGHT WING
<5> CHANGE CONTROL TO RIGHT DEFENSE
VISITING TEAM
KEY ACTION
<6> CHANGE CONTROL TO LEFT DEFENSE
<7> CHANGE CONTROL TO LEFT WING
<8> CHANGE CONTROL TO CENTER
<9> CHANGE CONTROL TO RIGHT WING
<0> CHANGE CONTROL TO RIGHT DEFENSE
EACH PLAYER (EXCEPT THE GOALIE) CAN BE CHOSE FOR CONTROL
USING ONE OF THE FIVE SELECTION KEYS.
PULLING THE GOALIE
TO PULL THE GOALIE, PRESS THE FOLLOWING KEYS:
HOME TEAM VISITING TEAM
KEY ACTION KEY ACTION
<Z> PULL HOME GOALIE </> PULL VISITING GOALIE
IN CERTAIN SITUATIONS, IT IS ADVANTAGEOUS FOR THE GOALIE TO
BE TAKEN OFF THE ICE AND REPLACED BY AN EXTRA FORWARD. THE
EXTRA FORWARD GIVES ADDITIONAL OFFENSIVE STRENGTH AND IM-
PROVES YOUR TEAM'S OPPORTUNITY FOR SCORING. THE DISADVANTAGE
IS THAT THE GOAL IS LEFT UNPROTECTED. AN EXAMPLE OF WHEN
"PULLING THE GOALIE" IS ADVISABLE IS WHEN YOU ARE DOWN BY ONE
GOAL AND THERE IS LESS THAN ONE MINUTE IN THE GAME.
THE GOALIE WILL BE PULLED AUTOMATICALLY WHENEVER THERE IS A
SLOW WHISTLE ON A PENALTY. THE REASON FOR THE AUTOMATIC PULL
IS THAT THERE IS NO DANGER OF THE OPPOSING TEAM SCORING-THE
WHISTLE WILL BE BLOWN AS SOON AS THEY GAIN CONTROL OF THE
PUCK-AND THE EXTRA FORWARD WILL HAVE PROVIDED YOU WITH AN
EXCELLENT OPPORTUNITY TO SCORE.
FREEZING THE ACTION ON THE SCREEN
PRESSING THE <F8> KEY (FOR PAUSE) FREEZES THE ACTION ON THE
SCREEN. PRESSING <F8> A SECOND TIME CONTINUES THE ACTION.
HINTS AND SUGGESTIONS
BY FAR THE MOST IMPORTANT SUGGESTION IS TO PRACTICE DON'T BE
FRUSTRATED BY THE DIFFICULTY OF PLAY DURING YOUR FIRST TEN
MINUTES. USE THE PRACTICE GAME OPTION OF THE GAME SETUP MENU
TO REDUCE THE TEAMS TO 3 PLAYERS (PLUS A GOALIE) PER TEAM.
THE PRACTICE GAME OPTION ALLOWS YOU TO PRACTICE SKATING,
PASSING AND SHOOTING WITH MINIMAL PRESSURE FROM YOUR OPPO-
NENT. OVER TIME, YOU WILL FIND PLAYER CONTROL MUCH EASIER
THAN IT WAS AT FIRST.
IF YOU WATCH THE COMPUTER-CONTROLLED PLAYERS' BEHAVIOR, YOU
CAN FOLLOW HOW MUCH EACH PLAYS HIS POSITION. THESE PLAYERS
BEHAVE MUCH LIKE THEIR REAL COUNTERPARTS IN PRO HOCKEY.
YOU CAN MAKE THE PLAYER YOU CONTROL SKATE ANYWHERE ON THE
ICE. BUT REMEMBER, YOUR TEAMMATES ARE COUNTING ON YOU TO
PLAY YOUR POSITION. IF YOU PLAY TOO FAR OUT OF POSITION,
YOUR TEAMMATES WILL NO BE AS EFFECTIVE AND YOUR TEAM WILL NOT
PLAY AS WELL.
HINTS FOR CONTROLLING A FORWARD
WHEN CONTROLLING A FORWARD (LEFT WING, CENTER, OR RIGHT
WING), DIVIDE THE RINK LENGTHWISE INTO THREE LANES. IN
GENERAL THE LEFT WING WILL STAY IN THE LEFT LANE, THE CENTER
IN THE CENTER LANE, AND THE RIGHT WING IN THE RIGHT LANE.
PLAYERS MAY OVERLAP INTO ADJACENT LANES, BUT NOT TOO FAR AND
NOT TOO OFTEN. ON OFFENSE, FORWARDS SHOULD STAY IN THEIR
LANES (WITH THE EXCEPTION OF SPECIAL PLAYS) AND USE PRECISE
PASSING TO WORK THE PUCK TOWARD THE OTHER TEAM'S GOAL.
ON DEFENSE, EACH FORWARD SHOULD COVER HIS MAN TO PREVENT HIM
FROM RECEIVING PASSES, AND SHOULD ATTEMPT TO STEAL THE PUCK
IF HIS MAN HAS IT. CENTERS COVER THE OPPOSING CENTER. WINGS
COVER OPPOSING WINGS UNLESS THE PUCK IS IN THEIR DEFENSIVE
ZONE (THE ZONE THEIR GOALIE IS IN). WHEN IN THE DEFENSIVE
ZONE, WINGS COVER THE OPPOSING DEFENSEMEN.
HINTS FOR CONTROLLING A DEFENSEMAN
WHEN CONTROLLING A DEFENSEMAN, DIVIDE THE RIGHT LENGTHWISE
INTO TWO HALVES-LEFT AND RIGHT(GUESS WHICH SIDE THE LEFT
DEFENSEMAN PLAYS). THE DEFENSEMEN USUALLY STAY WELL BEHIND
THE PUCK TO GUARANTEE THAT THEY STAY BETWEEN THE PUCK AND
THEIR GOAL. THIS IS PARTICULARITY IMPORTANT WHEN AN OPPOSING
PLAYER UNEXPECTEDLY STEALS OR INTERCEPTS THE PUCK AND MAKES A
SUDDEN BREAKAWAY TOWARD YOUR GOAL.
ON OFFENSE, DEFENSEMEN STOP SUDDEN BREAKAWAYS OR LOOSE PUCKS
HEADING FOR THEIR GOAL. WHEN IN THEIR ATTACK ZONE, (THE ZONE
THE OPPOSING GOALIE IS IN), DEFENSEMEN TRY TO KEEP THE PUCK
IN THAT ATTACK ZONE IN ORDER FOR THEIR TEAM TO STAY ON THE
ATTACK.
ON DEFENSE THE DEFENSEMEN STAY BETWEEN THE PUCK AND THEIR
GOAL AT ALL TIMES SO THAT OPPOSING PLAYERS WILL NOT HAVE A
CLEAR SHOT ON GOAL. WHEN AN OPPONENT APPROACHES THEIR GOAL
FOR A SHOT, IT IS IMPORTANT THAT A DEFENSEMAN USE ANY METHOD
HE CAN TO GET THE PUCK AWAY FROM HIS GOAL. IF AN OPPOSING
PLAYER IS ALREADY BEING COVERED BY ANOTHER PLAYER, A
DEFENSEMAN MUST COVER ANY OTHER OPPOSING PLAYERS CLOSE TO THE
GOAL WHO ARE OPEN TO RECEIVE A PASS.
HINTS ON OFFENSIVE PLAY
THE HINT IS PRECISE PASSING. ALTHOUGH IN MANY CASES YOU CAN
FAKE OUT AND SKATE AROUND DEFENDERS, YOU WILL PROBABLY HAVE
FAR MORE SUCCESS ON OFFENSE IF YOU PASS FREQUENTLY. A SUDDEN
PASS TO THE OPPOSITE SIDE OF THE NET IS THE MOST LIKELY WAY
TO SCORE. WHEN PROPERLY EXECUTED, THE GOALIE WILL NOT HAVE
SUFFICIENT TIME TO REACT, LEAVING A GAP WHERE THE SHOT CAN'T
BE BLOCKED.
IF YOU HAVE THE PUCK LOOK FOR AN OPEN MAN. WHAT IS USUALLY
MORE EFFECTIVE (AND MORE FUN!) IS LETTING A WINGER BRING THE
PUCK IN TOWARDS THE NET WHILE YOU CONTROL THE CENTER. POSI-
TION THE CENTER ACROSS THE NET FROM THE WING AND DEMAND A
PASS AT THE LAST MOMENT. IF YOU CAN KEEP YOUR WITS ABOUT YOU
(NO EASY TAKE!), BLAST THE PUCK INTO THE NET AS SOON AS YOU
GET IT! THIS CALLED "ONE-TIMING" THE PUCK.
YOU WILL FIND THAT BRINGING THE PUCK INTO THE ATTACK ZONE IN
THE MIDDLE OF THE RINK (REFERRED TO AS THE "HIGH SLOT") WILL
USUALLY RESULT IN YOUR PLAYER GETTING "CREAMED" BY BOTH
DEFENSEMEN SIMULTANEOUSLY. YOU WILL RARELY GET A GOOD SHOT
OFF THIS WAY. IT IS MORE EFFECTIVE FOR A WINGER TO BRING THE
PUCK IN ALONG THE BOARDS (WALL OF THE RINK). WHEN THE OPPOS-
ING DEFENSEMAN COVERS YOUR WING, HE LEAVES A GAP IN THE HIGH
SLOT. THIS PROVIDES AN OPPORTUNITY FOR YOUR CENTER TO RE-
CEIVE A PASS AND SHOOT ON GOAL.
IN PRO HOCKEY, 9 OUT OF 10 SHOTS ON GOALS ARE BLACKED BY THE
GOALIE. SO, DON'T GET FRUSTRATED THAT ALL YOUR GREAT SHOTS
AREN'T GOING IN. A TEAM NORMALLY WINS BECAUSE IT HAS A
HIGHER NUMBER OF QUALITY SHOTS ON GOAL. A QUALITY SHOT IS A
SHOT AIMED TO THE SIDE OF THE GOALIE FROM CLOSE RANGE.
TAKING MANY SHOTS AND BEING LUCKY HELPS, BUT CONCENTRATING ON
SHOOTING PRECISE SHOTS RESULTS IN THE GREATEST CHANCE OF
SCORING. EQUALLY IMPORTANT IS LOOKING FOR A DEFLECTED PUCK
EVERY TIME YOUR TEAM SHOOTS ON GOAL. IF YOU ARE LUCKY IT
COULD END UP RIGHT IN FRONT OF YOU. THE GOALIE OFTEN FALLS
WHILE BLOCKING THE FIRST SHOT, MAKING IT EASIER TO SCORE OFF
THE DEFLECTION . HOCKEY IS A FAST GAME, SO IT IS IMPORTANT
TO KEEP YOUR EYES OPEN FOR ANY OPPORTUNITY TO SHOOT ON GOAL.
HINTS ON DEFENSIVE PLAY
YOU CANNOT PREVENT THE OPPOSING TEAM FROM SHOOTING AT YOUR
GOAL, BUT YOU CAN PREVENT THEM FROM MAKING QUALITY SHOT. THE
SITUATION YOU WANT TO PREVENT IS A "BREAKAWAY." A BREAKAWAY
OCCURS WHEN THERE IS NO ONE BETWEEN THE PUCK HANDLER AND YOUR
GOALIE. BREAKAWAYS AND OTHER GOOD SCORING OPPORTUNITIES FOR
THE OPPOSING TEAM USUALLY DEPENDS WHEN SOMEONE ON YOUR TEAM
IS OUT OF POSITION. PLAYERS GET OUT OF POSITION BY GOING TOO
FAR AFTER THE PUCK, OR THE PUCK HANDLER. THE BEST WAY TO
PREVENT HIS IS TO USE GOOD JUDGEMENT AND TO REMEMBER THE
POSITION YOU ARE PLAYING. ONLY GO OUT OF POSITION IF YOU ARE
REASONABLY CERTAIN YOU WILL END UP WITH THE PUCK. IT IS
BETTER TO LET YOUR OPPONENT KEEP POSSESSION OF THE PUCK THAN
IT IS TO GIVE HIM THE OPPORTUNITY FOR A QUALITY SHOT. GOOD
DEFENSE MEANS TRYING TO GET THE PUCK WHILE NOT GETTING OUT OF
POSITION AND ALWAYS GUARDING YOUR NET.
LEARN HOW LONG YOU CAN GET AWAY WITH GRABBING AN OPPONENT,
AND USE IT. GRABBING THE PUCK HANDLER CAN FORCE A BAD PASS
AND WILL GIVE YOUR TEAMMATES TIME TO GET TO THEIR DEFENSIVE
POSITIONS. USE THIS TECHNIQUE WHEN AN OPPONENT HAS THE PUCK
IN YOUR DEFENSIVE ZONE. JUST DON'T DRAW TOO MANY PENALTIES,
OR YOU'LL DO MORE HARM THAN GOOD.
WHEN YOU'RE NOT IN YOUR DEFENSIVE ZONE, KNOCKING THE PUCK
HANDLER OFF HIS FEET IS AN EFFECTIVE WAY TO GAIN CONTROL OF
THE PUCK. HOWEVER, YOU MIGHT NOT KNOCK THE PUCK HANDLER DOWN
AND YOUR MOMENTUM WILL PROBABLY PUT YOU OUT OF POSITION FOR
AWHILE, SO DON'T USE THIS METHOD OF CHECKING UNLESS YOU'VE
GOT TEAMMATES WHO CAN BACK YOU UP IF YOU MISS THE CHECK. (IT
CAN BE VERY TOUGH TO RESIST A CHANCE AT KNOWING THE PUCK
HANDLER ON HIS BUTT, ESPECIALLY WITH A CROWD CHEERING YOU ON
!).
THAT'S ALL FOLKS AND PIRATES COMPLETE DOX
-=THE JET=-
-=INC=-