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-
- Steel & Ice v2.01 - February 25th, 1993 ∙
- Copyright (c) 1992,93 Minds Edge Productions, Inc ∙
- Vancouver, British Columbia, Canada ∙
- HOCKEY.DOC - Player Documentation ∙
-
-
- ∙ Ability Scores ∙
-
- With v2.01 of Steel & Ice, individual ability scores
- for each of your players are now available. These
- ability scores are used in calculating your chances
- of successfully completing an option, like moving
- or passing, etc... It is not recommended to have any
- scores over 35 or under 31, as it would lead to a
- very unbalanced team. For example, a score of 35
- is already a VERY GOOD score. The following chart
- should help you with your decisions :
-
- Action | Ability Score Used
- ------------------------|---------------------------
- Length of Movement......| Speed (Very Impotant!)
- Moving .................| Speed
- Passing ................| Skill/Strength
- Shooting .......,.......| Skill/Strength
- Checking ...............| Skill
- Hitting ................| Strength
- Tripping ...............| Strength
-
- You will have a total of 99 ability scores to distribute
- between the three ability categories. If you have a
- large score in one area, that will detract from your
- other areas.
-
- You may also change the name of the players if you
- so wish to. Make your choices carefully, as you can
- NOT change them afterwards.
-
-
- ∙ Playing the Game ∙
-
- 1. Aborted games will not count towards scores or
- statistics.
-
- 2. After you play your first game of the day, all
- your subsequent games will count as exhibition
- games and will not count towards your scores or
- statistics.
-
- Press [P] on the main menu to start a game. Your
- opponent is chosen in sequential order, and you are
- always the visiting team. Your zone is to the left of
- the screen, while your opponents is to the right. The
- shot clock indicates how many shots on goal you have
- attempted, and the time clock counts down the numbers
- of seconds left in the period.
-
- [M]oving is your basic offensive option. This is based
- upon your Speed Attribute against your opponent's Skill
- Attribute. If you are successful, you will move up with
- the puck a random number of spaces depending on your
- Speed Attribute.
-
- [P]assing is another basic offensive option. A [S]hort
- pass is very safe to do, and most of the time you will
- succeed. This is mainly for hanging onto the puck until
- the clock runs down. A [N]ormal pass is your basic pass,
- and is similar in space movement as a [M]ove. A [L]ong
- pass, when successfull, will move your puck a very long
- distance, though it has a very slim chance of succeeding.
- Even if you fail the odds at a [L]ong pass, the puck will
- move up a few spaces before getting intercepted by the
- opposition.
-
- [S]hooting will ready your player up for a shot. A cursor
- flashes across the bar graph at the bottom left. When you
- want to stop the cursor, press your <Spacebar>. The closer
- you are to the center of the bar graph, the more chances
- you will have at scoring. The closer you are to the goal,
- the better chance you get at scoring. Also, if you wait
- for the cursor to go back and forth a few times, your chances
- of success will be slightly lower. In other words, shoot
- as soon as you can if you're close.
-
- [C]hecking is your basic defensive option. A [C]heck will
- simply put your Skill Attribute against your opponent's
- Speed Attribute.
-
- [H]itting is harder to do than [C]hecking, but once gained,
- it will increase the odds in your favour of any action for
- the next few moves. This is recommended only when your
- opponent is deep into his/her own zone.
-
- [T]ripping is easy to do, and will trip or slash your
- opponent's player. You have an above average chance of
- receiving a penalty call if you succeed in tripping your
- opponent. If you get a penalty, your chances of completing
- further moves for the next few seconds will be limited. If
- you trip up your opponent, but no penalty is called against
- you, you gain control of the puck, and the only folks upset
- is the home crowd.
-
-
- ∙ Support ∙
-
- If you have any questions, comments or criticisms about Steel
- & Ice v2.01, please address them to the following address :
-
- ATTN : Steel & Ice v2.01
- 1120 Hillside Road
- West Vancouver, B.C.
- V7S 2G4 - CANADA
-
- or you can netmail the author at :
-
- Dion Loy | Fidonet 1:153/420
- Myth Drannor BBS | Doornet 75:8010/303
- (604) 922-9748 | InterSports 102:540/6
- 16.8k Dual Standard | Mystnet 150:212/101
-
- [Note] : Please note that the above address is only for
- contacting the author. All registration monies
- and forms must be mailed to the P.O. Box address
- listed inside the REGISTER.DOC text file.
-
-
- ∙ New Versions ∙
-
- The newest version of Steel & Ice can always be file requested
- (FREQed) from a number of Minds Edge Productions, Inc. distr-
- bution sites listed at the end of the CATALOG.DOC text file.
- Use the magic name "HOCKEY" to ensure the latest version.
-
- All releases will take the form :
-
- S&I_201.ZIP
- ^^^
- |||
- ||\-> Minor bug fix only.
- |\--> Minor upgrade, some new features.
- \---> Major upgrade, LOTS of new features.
-
-