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2001-11-05
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REALSPORTS SOCCER
BY ATARI, INC.
To insert your 5200 game cartridge, hold the cartridge so the name
on the label faces you and reads right-side-up. Then carefully
insert the cartridge into the slot in the center of the console. Be
sure the cartridge is firmly seated, but do not force it in. The
POWER ON/OFF switch is located on the lower right side of the 5200
console unit. Press this switch to turn the power on AFTER
inserting your game cartridge. See your Owner's Manual for
further details.
TABLE OF CONTENTS
1. Score the Winning Goal
2. Game Play
3. Using the 5200 Controllers
4. TRAK-BALL Option
5. Options and Play Levels
6. Game Tips
7. Game Select Matrix
8. Scorecard
1. SCORE THE WINNING GOAL
The game's all tied up: Visitors 1, Home Team 1. The attackers are
on the threshold of your goal, and it looks like they'll score the
winning point, unless . . . . You see your chance, steal the ball,
and reverse the play. With brilliant footwork, you dribble the ball
into the opponents' goal area. A defensive back moves in to
intercept, but you feint to one side and pass the ball to a
teammate. Now to reposition for a try at the goal on the return
pass. The goalie anticipates the maneuver and runs up to cover
the goal, starting a rumble of excitement in the stands. Tension
builds.
You expect nothing more than a ground pass from your teammate,
but soccer is a game of surprises. As defensive backs move in to
tackle the ball, your teammate suddenly backs off and lofts it high
over their heads, catching the defenders completely off guard. The
crowd's on its feet now; the rumble crescendos to a roar. This is
it! Your beautiful once-in-a-lifetime moment.
High into the air you jump, your body arching back as you lift
your head to track the oncoming ball. For an instant you seem to
hover in air, then suddenly jacknife [sic] forward, smack the ball
perfectly with your forehead, and send it hurtling toward the goal.
The goalie dives for it. He misses.
The crowd's screaming wildly, out of control. Breaking through the
police barrier, fans stream onto the field and lift you onto their
shoulders. You're a hero! You scored the winning goal!
2. GAME PLAY
OPTIONS
ATARI 5200 RealSports SOCCER can be played by two players, by
one player against the computer, or by the computer against itself
(Auto-Play). Single-player games and Auto-Play games can be
played at skill levels from Beginning to Expert. Halves can last
from 5 to 45 minutes. RealSports SOCCER is set for a 2-player
game with 5-minute halves. If you want to play with different
options, change the Options Display (see Figure 1 on the following
page). Instructions are given in Section 3. Options and skill
levels are described in Section 5 and are summarized in the Game
Select Matrix (Section 7).
Figure 1 - Options Display
OBJECT OF THE GAME
Your object is to score points by maneuvering the ball past your
opponents and into their goal. You score 1 point for each goal.
The team with the highest number of points at the end of the game
wins. A scorecard is provided in Section 8 to help you keep track
of your wins and losses.
When you're ready to start the game, press the START key on your
5200 controller. The soccer field and score digits will appear, as
shown in Figure 2.
Figure 2 - Start of a Game
TEAMS
Each team has 5 players: 4 fielders and a goalie or goalkeeper.
Home Team players wear blue shirts; Visitors wear red. (NOTE:
Colors may vary with your television control settings.)
The team in possession of the ball is the attacking team. At the
start of the game, the Visitors are the attackers and the Home Team
the defenders.
The computer controls all goalie moves. You control one fielder
with the 5200 controller or TRAK-BALL option while the computer
controls the other three. Instructions for using the controller are
given in Section 3, USING THE 5200 CONTROLLERS. See Section 4
for TRAK-BALL information.
When your team is attacking, you control the ball carrier (fielder
with the ball). In defensive play, the computer selects the fielder.
You can switch to another fielder by pressing any one of the
SWITCH PLAYER keys on the controller keypad (see KEYPAD
CONTROLS, Section 3). The controlled player is identified by his
bright shirt.
REFEREE
As referee, the computer blows the whistle to call penalties, signals
the end of the first half, and places balls for kickoffs and penalty
plays.
THE CLOCK
As soon as you start the game, the clock at the top of the
television screen begins counting down the seconds to the end of
the first half. At the end of the first half, it resets and counts
down the second half. There is no time-out between halves.
THE PLAY
At the start of the first half, the ball is placed on the center spot
on the halfway line (Figure 2). Home Team fielders (blue shirts)
are on the left side of the line, Visitors (red shirts) on the right.
The Visitors' center fielder starts the play by kicking the ball from
the center spot. The center may kick the ball to a teammate or
move it toward the goal himself.
Visitors attack the left goal (Figure 3) while the Home Team tries to
intercept the ball and attack the opposite goal. The defenders can
intercept the ball as soon as it's kicked off the center scot.
Except during the throw-in (see PENALTY PLAYS), fielders never
touch the ball with their hands. The ball is trapped (caught with
the feet), kicked, and dribbled with the feet. Players may also
bounce the ball off their heads. (See Section 3 for ball control
information and Section 6 for game tips.)
Figure 3 - Attacking the Home Team's Goal
SCORING
To score a point, a fielder must kick the ball past the goalie and
into the goal. The goalie defends the goal by catching or trapping
the ball and kicking it upfield to a teammate.
When a goal is scored, the ball is returned to the center spot and
the team that did not score kicks off.
SECOND HALF
In the second half, the goals are reversed. Home Team fielders
take positions on the right side of the halfway line and attack the
left goal. Visitors are positioned on the left side of the line and
attack the right goal. This time, the Home Team kicks off.
PENALTY PLAYS
There are three out-of-bounds penalty plays in ATARI 5200
RealSports SOCCER:
* Throw-in
* Goal Kick
* Corner Kick.
THROW-IN. When one team dribbles or kicks the ball over a
sideline, the other team throws it back into play at the point it
went out of bounds (Figure 4). The ball may be intercepted as
soon as it's thrown in. The computer positions the fielder for the
throw-in. You trigger the throw-in and control the direction and
force of the throw with the 5200 controller (see BALL CONTROL,
Section 3).
Figure 4 - Throw-in Penalty Play
GOAL KICK. When the attacking team maneuvers the ball over the
defending team's goal line (outside the goal), the ball is placed in
front of the goal and the goalie kicks it upfield (Figure 5). Either
team can trap the ball when the kick is completed. The computer
completely controls the goal kick penalty play in all games.
Figure 5 - Goal Kick Penalty Play
CORNER KICK. If the defending team moves the ball over its own
goal line, the ball is placed in a corner near the goal and a member
of the attacking team kicks it upfield to a teammate (Figure 6).
Either team can intercept the ball when the kick is completed. The
computer positions your fielder. You set the height of the kick,
direct the ball, and trigger the kick with the controller (see BALL
CONTROL).
Figure 6 - Corner Kick Penalty Play
3. USING THE 5200 CONTROLLERS
For one-player games or Auto-Play, plug a 5200 controller into jack
1 on the front of the console unit. For two-player games, plug a
second controller into jack 2 (see Figure 7).
Figure 7 - Controller Connections
KEYPAD OVERLAYS
For your convenience, two keypad overlays are included with this
game (Figure 8). Slip the overlay tabs into the slots provided on
the controller keypad.
LOW KICK MED. KICK HIGH KICK
-------- -------- --------
| | | | | |
| | | | | |
-------- -------- --------
SWITCH SWITCH SWITCH
PLAYER PLAYER PLAYER
-------- -------- --------
| | | | | |
| | | | | |
-------- -------- --------
SWITCH SWITCH SWITCH
PLAYER PLAYER PLAYER
-------- -------- --------
| | | | | |
| | | | | |
-------- -------- --------
SELECT GROUND CHANGE
OPTION KICK OPTION
-------- -------- --------
| | | | | |
| | | | | |
-------- -------- --------
Figure 8 - SOCCER Keypad Overlay
CONTROL KEYS
START. Press START on the left controller (plugged into jack 1) to
start the game. To return a game to the opening kickoff, press
START on either controller.
PAUSE. Press PAUSE to freeze the action temporarily. Press
PAUSE again to continue playing. Operates on both controllers in
two-player games. (NOTE: If PAUSE is on longer than 8 minutes,
the soccer field will change colors to prevent "burn in" of static
images on your television screen.)
RESET. Press RESET to reset SOCCER to the Options Display
(Figure 1). Operates on both controllers in two-player games.
RED KICK BUTTONS
Use the red buttons on either side of your 5200 controller (Figure
9) as follows:
* Bottom Button: Ground kick
* Top Button: Lofted kick (into the air) and throw-in.
The left and right sets of buttons function identically. It doesn't
matter which set you use.
Figure 9 - 5200 Controller
KEYPAD CONTROLS
Refer to Figure 8, Keypad Overlay.
SELECT OPTION (*). Selects the option to be changed. The order
of selection is:
1. Play mode
2. Minutes per half
3. Computer play level.
The option to be changed appears in red on the Options Display, as
shown in Figure 7. (See Section 5 for descriptions of the options.)
CHANGE OPTION (#). Changes the option.
NOTE: Before START is pressed, SELECT OPTION (*) and CHANGE
OPTION (#) operate only on the left controller (plugged into jack
1). After START, these keys operate on both controllers.
HOW TO CHANGE OPTIONS
1. Press RESET to see the Options Display (Figure 1).
2. The 2 PLAYER play mode option should appear in red.
3. Press CHANGE OPTION (#) to change the play mode. Note that
the computer play level option appears when you change the
play mode to 1 PLAYER or AUTO-PLAY.
4. Press SELECT OPTION (*) to display the minutes per half option
in red.
5. Press CHANGE OPTION (#) to change the minutes per half.
6. Press SELECT OPTION (*) to display the computer play level
option in red.
7. Press CHANGE OPTION (#) to change the computer play level.
KICK Keys. These four keys set different types of kicks, which
are triggered by pressing the top red controller button. A key
remains set until another key is pressed. If you do not select a
KICK key, your fielder kicks a medium-high ball when you press
the top red button.
* LOW KICK (1). Low, short kick for short passes and goal kicks
at close range.
* MED KICK (2). Medium-height kick for longer passes and goal
kicks.
* HIGH KICK (3). Long-distance kick. Lofts the ball high into the
air and covers ground.
* GROUND KICK (0). Sets a ground kick, duplicating the function
of the bottom red controller button.
SWITCH PLAYER Keys (4 - 9). These six keys allow you to switch
control from one fielder to another when your team is defending.
Each time you press a key (any key), the computer lights up a
different fielder. SWITCH PLAYER keys do not select specific
fielders and do not operate when a team is attacking.
CONTROL STICK
Use the control stick (joystick) to move your fielders around the
field and control the ball (see Figure 10). The control stick rotates
360 degrees for maximum maneuverability.
Figure 10 - Control Stick Moves
SPEED CONTROL
Fielders can move at three speeds: walk, run, and run fast
(Figure 11). The further from center you move the control stick,
the faster they move. Center the control stick to stop.
Figure 11 - Controller Speeds
BALL CONTROL
Trapping. A fielder traps the ball when he touches it.
Dribbling. Push the control stick in the direction of the goal to
dribble the ball down the field. The further you push the control
stick, the faster the ball carrier goes. That's not all there is to
it, however. You must use evasive tactics to keep opponents from
tackling (intercepting) the ball. A few effective maneuvers are
zig-zagging down the field, varying pace, switching direction
suddenly, passing the ball to a teammate, and outdistancing the
tackle.
Intercepting. You can intercept by trapping a kicked ball or by
stealing a dribbled ball. To steal the ball, run your fielder
straight into the ball carrier (don't go around him), trap the ball,
and dribble it toward your goal or pass it to a teammate.
Passing. Passing is an effective way to move the ball downfield
and maintain control. To pass the ball, move the control stick in
the direction of your receiver and press the appropriate red kick
button.
Kicking. Move the control stick in the direction you want the ball
to go and press the red kick button (see KICK Keys). A ground
kick is good for short-distance passing, kickoffs, and some goal
kicks (see GAME TIPS, Section 6). Use a lofted kick for
long-distance passing and most goal kicks. (NOTE: The faster
your fielder moves when he kicks the ball, the further the ball
goes.)
Throw-in. Using the control stick, direct the ball to a teammate.
Press the top red controller button to make the throw. The
further from center you move the control stick, the more forceful
the throw and the further the ball goes.
Corner Kick. Choose a KICK key. Using the control stick, direct
the ball to a teammate. Press the top red controller button to
make the kick.
CAUTION! Be careful not to kick the ball out of bounds on a
corner kick.
See also Section 6 for tips on ball handling and teamwork.
4. TRAK-BALL OPTION (Future Accessory)
ATARI 5200 RealSports SOCCER offers a TRAK-BALL option that may
be purchased separately. To play the game with a TRAK-BALL,
plug the TRAK-BALL into controller jack 1 on the front of the 5200
console unit. Follow the instructions in Section 3 for changing
options, switching players, kicking, and controlling the ball.
For two-player games, you can use two TRAK-BALLS or a 5200
controller and a TRAK-BALL. Plug the second TRAK-BALL or 5200
controller into jack 2.
TRAK-BALL ACTION
Move the TRAK-BALL with your hand. Fielders move in any
direction you move the TRAK-BALL. The faster you spin the
TRAK-BALL, the faster they go. Press the red buttons to kick the
ball. (See your TRAK-BALL Owner's Manual for additional
information.)
5. OPTIONS AND PLAY LEVELS
A summary of options is provided in the Game Select Matrix in
Section 7. Instructions for changing options are given in Section
3.
OPTIONS
* Play Mode. One or two players or Auto-Play. Auto-Play is for
spectators or RealSports SOCCER players who want to study
game techniques at various skill levels.
* Minutes per Half. Halves can be anywhere from 5 to 45 minutes
long.
* Computer Play Level(for One Player and Auto-Play). Beginning,
Novice, Intermediate, Expert. Start at Beginning level. Change
the play level when the computer becomes easy to beat or you
want to study faster, more expert games.
COMPUTER PLAY LEVELS
* Beginning. Computer teams walk through games and respond
slowly. Teamwork is poor, ball control is loose. In one-player
games, balls are easy to intercept and pass, and goals are easy
to penetrate. Good level for practicing ball control, kicks, and
strategy with minimum opposition.
* Novice. Computer teams are more energetic. Teamwork is
better, ball control is tighter, and interceptions are more
difficult. Goalies are more alert.
* Intermediate. The computer gives you plenty of trouble in
one-player games at this level. Games are fast, teamwork is
good, and balls are hard to intercept. Unless you're an
experienced player, you'll have trouble holding onto the ball, let
alone scoring. Auto-Play games are exciting at this level.
* Expert. World Cup soccer. The computer team would even give
Pele trouble. Recommended for expert ATARI 5200 RealSports
SOCCER players and spectators.
6. GAME TIPS
KICKING A GOAL
A straight kick into the goal will almost always be blocked by the
goalie. Try to position your fielder for a diagonal kick. In Figure
12, the ball carrier is centered to the goal and can kick the ball
diagonally right or diagonally left into the goal.
Figure 12 - Goal Kick Strategy
Normally, it is easier to score goals with lofted kicks. However, if
the ball carrier is very close to the goal,, he can often sneak the
ball past the goalie with a short ground kick.
PASSING
At Beginning and Novice skill levels, you may not be able to pass
the ball directly to your receiver. In that case, lay the ball in his
path, close enough for him to overtake and trap it before
opponents can intercept.
At Intermediate and Expert skill levels, pass the ball frequently to
prevent interceptions and maintain control of the ball.
DEFENDING YOUR FOAL
When the attackers are close to your goal, try to intercept the ball
and pass it to your goalie. He'll kick it upfield and move the play
away from the goal. Make the pass at close range with a short
ground kick, but be very careful not to penetrate the goal and
score a point for your opponents!
WRAPAROUND
When your team is defending, you can move your fielder off the
side of the screen and "wrap around" to the opposite side. This
may put your fielder in a better position to intercept the ball.
7. GAME SELECT MATRIX
Play Mode 2 Players 1 Player Auto-Play
Minutes 5 to 45 5 to 45 5 to 45
per Half
Computer Not Beginning Beginning
Play Level Applicable Novice Novice
Intermediate Intermediate
Expert Expert
8. SCORECARD
Game No. Teams Score Date
_________ _________ _________ _________
_________ _________ _________ _________
_________ _________ _________ _________
_________ _________ _________ _________
[etc.]
END