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- INTERNATIONAL SOCCER CHALLENGE
- ------------------------------
-
-
- THE MAIN MENU;
-
- ONCE THE GAME HAS BEEN LOADED, THE MAIN MENU WILL BE DISPLAYED, AS SHOWN
- BELOW.
-
- THE FOUR MAIN OPTIONS OPEN TO YOU ARE:
- ---------------------------------------------------------------------------
- LOAD A SAVED GAME (OPTION TOP OF SCREEN)
-
- IF YOU HAVE ALREADY PLAYED INTERNATIONAL SOCCER CHALLENGE, AND HAVE A SAVED
- GAME WHICH YOU WISH TO RE-START, SELECTING THIS OPTION WILL ALLOW YOU TO
- LOAD THAT SAVED GAME.
- ---------------------------------------------------------------------------
- PLAY IN THE WORLD CUP FINAL: (OPTION LEFT OF SCREEN - BELOW SAVED GAME
- OPTION)
-
- SELECTING THIS OPTION ALLOWS YOU TO COMPETE IN ONE OF THE 24 TEAMS WHO TOOK
- PART IN `ITALIA 90`, PLAYING IN THE WORLD CUP AS IT WAS PLAYED, OR TO ENTER
- THE FINALS AS A MEMBER OF TEAM OF YOUR CHOICE, FROM ANYWHERE IN THE WORLD,
- REPLACING ONE OF THE 24.
-
- ---------------------------------------------------------------------------
- PLAY IN THE INT SUPER LEAGUE: (OPTION RIGHT OF THE WORLD CUP OPTION)
-
- SELECTING TO PLAY INT SUPER-LEAGUE WILL PUT YOU IN THE BOOTS OF ONE OF THE
- TOP PLAYERS FROM THE GREATEST CLUB SIDES FROM AROUND THE GLOBE. THE 16
- TEAMS PLAY A FULL SEASON OF INTER-CONTINENTAL LEAGUE GAMES TO DETERMINE THE
- WORLDS CHAMPION OF CHAMPIONS. ONCE AGAIN, IF YOUR FAVOURITE ISN'T INCLUDED,
- YOU CAN REMOVE ONE OF THE 16 AND PLAY FOR YOUR OWN TOP TEAM.
-
- ---------------------------------------------------------------------------
- PRACTICE-SESSION (OPTION DIRECTLY UNDERNEATH THE WORLD AND INT OPTIONS)
-
- ONCE YOU HAVE SELECTED TO PRACTICE, THE FIRST PRACTICE DISCIPLINE,
- `PASSING` WILL BECOME HIGHLIGHTED. TO SELECT ANOTHER PRACTICE DISCIPLINE,
- MOVE THE JOYSTICK UP OR DOWN, UNTIL THE DISCIPLINE YOU WISH TO PRACTICE IS
- HIGHLIGHTED. THEN PRESS THE FIRE BUTTON TO START THE PRACTICE SESSION.
-
- ---------------------------------------------------------------------------
- ONCE YOU HAVE SELECTED TO PRACTICE PASSING, THE MATCH DISPLAY WILL BE
- SHOWN. THE MAIN WINDOW WILL SHOW THE FOLLOWING MESSAGE.
-
- `PRESS BUTTON TO START PRACTICE`...(ESC) TO EXIT
- PRESS FIRE TO REVEAL THE PITCH.
-
- INT SOC CHALL IS VIEWED FROM THE PERSPECTIVE UNIQUE TO COMPUTER SOCCER
- GAMES, YOU ARE AT PITCH-LEVEL, LOOKING IN THE DIRECTION OF YOUR OPPONENTS
- GOAL DURING PASSING-PRACTICE, THE MAN NEAREST TO YOU IN THE MAIN WINDOW IS
- UNDER YOUR CONTROL, AND HE WILL HAVE THE BALL NEAR HIS FEET.
-
- BY REFERRING TO THE RADAR MAP ON THE RIGHT HAND SIDE OF THE SCREEN. YOU
- WILL SEE THE POSITION OF THE BALL (A BLACK DOT) AND A MAN UNDER YOU CONTROL
- (A RED DOT NEXT TO THE BALL). THERE IS ANOTHER RED DOT, SHOWING THE
- POSITION OF YOUR TEAM-MATE AWAITING A PASS.
-
- YOUR AIM IS TO PASS THE BALL TO YOUR TEAM-MATES FEET BY BALANCING THE 3
- FACTORS WHICH COMBINE TO AFFECT THE PASS; POWER, DIRECTION AND HEIGHT.
-
- ALL THREE FACTORS ARE CONTROLLED BY JOYSTICK FUNCTIONS;
-
- LOW AND LEFT MINIMUM HEIGHT LOW AND RIGHT
-
-
- `FIRE AND POWER`
- SWERVE RIGHT (FIRE BUTTON) SWERVE RIGHT
-
-
-
- HIGH AND RIGHT MAXIMUM HEIGHT HIGH AND RIGHT
-
- DO NOT EXPECT TO HIT AN ACCURATE PASS AT THE FIRST ATTEMPT - PRACTICE MAKES
- PERFECT!!!, AND YOU CAN PRACTICE AS MUCH AS YOU WANT TO!
- ---------------------------------------------------------------------------
- THE POWER:
-
- THE FIRST FACTOR TO CONSIDER IS THE STRENGTH OF KICK YOU WISH TO USE IN THE
- MAKING OF THE PASS. BELOW THE MAIN WINDOW YOU WILL SEE TWO HORIZONTAL
- INDICATOR BARS, HOLD THE FIRE BUTTON DOWN, AND WATCH THE BARS. THE LOWER
- INDICATOR WILL SHOW A YELLOW BAR EXTENDING LEFT TO RIGHT, AND THE PLAYER
- WILL KICK THE BALL. THIS IS THE POWER INDICATOR, AND HAS 4 GRADATIONS ALONG
- ITS LENGTH. IF YOU HELD THE FIRE BUTTON DOWN, THE YELLOW BAR WILL HAVE
- FILLED THE INDICATOR TO THE FOURTH GRADIATION, AND YOU WILL HAVE STRUCK THE
- PASS WITH MAXIMUM POWER. THE LONGER YOU HOLD THE FIRE BUTTON DOWN, THE
- GREATER THE PASS.
-
- THE FOLLOWING MESSAGE WILL NOW BE DISPLAYED IN THE MAIN WINDOW;
-
- `PRESS;-BUTTON TO TRY AGAIN
- (SPACE) FOR NEW PASS
- (ESC) TO EXIT
-
- PRESS THE FIRE TO TRY AGAIN, THE PITCH WILL REAPPEAR. THIS TIME,HOLD THE
- FIRE BUTTON FOR A SHORTER PERIOD, ATTEMPTING TO PUT LESS POWER INTO THE
- PASS.
-
- THE POWER LEVEL YOU MUST USE FOR THIS PASS IS HALF POWER (2 GRADATIONS OF
- THE BAR) CONTINUE PRACITICING THE SAME PASS UNTIL YOU CONSISTENTLY GET THE
- POWER LEVEL CORRECT, WITHOUT WORRYING ABOUT OTHER JOYSTICK MOVEMENTS.
-
- ONCE THE POWER LEVEL IS CORRECT, THE BALL WILL TRAVEL IN A STRAIGHT LINE,
- TAKEN FROM YOUR PLAYER, THROUGH THE CENTRE OF THE BALL,BUT WILL STILL BE
- WIDE OF YOUR TARGET. BUT WITH A LITTLE SWERVE ON THE BALL, YOU HAVE THE
- STRENGTH OF KICK TO MAKE A PERFECT PASS.
-
- ---------------------------------------------------------------------------
- DIRECTION:
-
- NOW TRY THE SAME PASS AGAIN WITH THE PERFECT POWER, AND THINK ABOUT THE
- DIRECTION NEEDED TO PLAY THE BALL TO YOUR TEAM-MATES FEET.
-
- THE DESTINATION OF THE STRAIGHT PASS IS SHOWN BY THE CIRCLE, AND ITS PATH
- BY THE SOLID LINE. TO REACH THE TARGET PLAYER, THE BALL MUST LEAVE ITS
- CURRENT PATH AND SWERVE RIGHT, THE DIRECTION OF THE SWERVE IS CONTROLLED BY
- MOVING THE JOYSTICK TO THE LEFT OR RIGHT - IN THIS EXAMPLE IT MUST BE MOVED
- RIGHT.
-
- THE TIMING OF THE SWERVE:
-
- IMAGINE YOU ARE ACTUALLY KICKING A BALL. ONCE THE BALL BREAKS CONTACT WITH
- YOUR FOOT, IT IS IMPOSSIBLE TO ALTER THE SPEED OR DIRECTION OF ITS JOURNEY.
- INT SOC CHALL, UNLIKE OTHER COMPUTERS FOOTY GAMES, DOES NOT ALLOW YOU TO
- MAKE DECISIONS ABOUT THE DIRECTION OF THE BALL AFTER HITTING IT - IT'S LIKE
- REAL LIFE FOOTBALL. THE TIME CONSTRAINTS ON DECISION MAKING WHEN MAKING A
- PASS ARE THE SAME IN INT SOC CHALL AS THEY ARE IN REAL FOOTBALL.
-
- FROM THE MOMENT YOU FIRST PRESS THE FIRE BUTTON TO THE TIME THE PLAYER
- KICKS THE BALL IS ALL YOU HAVE - IT'S NOT LONG!. IN THAT TIME YOU MUST MOVE
- THE JOYSTICK (TO THE RIGHT IN THIS EXAMPLE). DONT BE SURPRISED IF YOU FIND
- THE TECHNIQUE A DIFFICULT ONE TO MASTER AT FIRST. THAT'S WHAT THE PRACTICE
- SESSIONS ARE FOR.
-
- TRY TO GET THE TIMING RIGHT WITH A FEW PRACTICE PASSES. DON'T WORRY IF YOUR
- POWER GOES SLIGHTLY ASTRAY, GIVEN PRACTICE, POWER AND DIRECTION WILL COME
- TOGETHER TAKING THE BALL ON A PERFECT PATH TO YOUR TEAM-MATES FEET.
-
- ---------------------------------------------------------------------------
- HEIGHT:
-
- ONCE YOU HAVE MASTERED POWER AND DIRECTION, ALL THAT IS LEFT TO PRACTICE IS
- GETTING THE BALL TO FLY THROUGH THE AIR AT THE CORRECT HEIGHT, OR TO SKIM
- THE GRASS AS YOU WISH. IN PRACTICE MODE, WITH ONLY TWO PLAYERS ON THE
- PITCH, THERE IS NO NEED TO ALTER THE HEIGHT OF THE BALL IN FLIGHT - SO LONG
- AS IT ARRIVES AT THE TARGET'S FEET. IN A MATCH, HOWEVER, YOU WILL HAVE TO
- BE ABLE TO HIT ACCURATE PASSES OVER INCOMING OPPONENTS, OR SLIDE THE BALL
- LOW UNDER A DIVING GOALKEEPER. ONCE AGAIN, THE TIME SPACE AVAILABLE IN
- WHICH TO PUT HEIGHT ON THE BALL IS SHORT. THE HEIGHT OF YOUR PASSES IS
- DETERMINED BY MOVING JOYSTICK BACKWARDS OR FORWARDS WHILST YOUR PLAYER IS
- SWINGING AT THE BALL. HEIGHT AND SWERVE CAN BE PUT ON THE BALL
- SIMULTANEOUSLY BY USING THE DIAGONAL MOVEMENTS OF THE JOYSTICK. PRACTICE
- SENDING THE BALL TO YOUR TEAM MATE VIA A NUMBER OF DIFFERENT TRAJECTORIES.
-
- FINALLY,ONCE YOU HAVE MASTERED THAT PARTICULAR PASS, PRESS THE SPACE BAR ON
- THE KEYBOARD TO TRY A DIFFERENT ONE. YOUR STARTING AND TARGET POSITIONS
- WILL BE DIFFERENT, AND ONCE AGAIN YOU MUST THINK CAREFULLY ABOUT THE THREE
- FACTORS; POWER, DIRECTION AND HEIGHT.
-
- WHEN YOU HAVE PERFECTED A NUMBER OF PASSES, PRESS ESC TO RETURN TO THE
- GAMES SCREEN
-
- ---------------------------------------------------------------------------
- MEASURING YOUR SUCCESS:
-
- ONCE YOU MAKE THE PERFECT PASS, YOU WILL NOTICE THAT THE UPPER OF THE TWO
- INDICATOR BARS TURNS RED, AND A WHISTLE WILL BLOW. THE TOP INDICATOR IS THE
- POSSESSION INDICATOR, AND TURNS RED ON COMPLETION OF A GOOD PASS TO SHOW
- THAT THE TEAM IN RED (IE; YOU) ARE NOW IN POSSESSION OF THE BALL. YOU MAY
- HAVE NOTICED THAT AS YOU STRUCK THE BALL INITIALLY, THE BAR ALSO FLASHED
- RED, SHOWING THAT FOR A SHORT TIME YOUR FOOT WAS IN CONTACT WITH THE
- BALL,YOU HAD POSSESSION, WHILST THE BALL TRAVELS THROUGH THE AIR, AND IS
- NOT UNDER ANY ONE`S CONTROL, THE INDICATOR WILL BE BLACK.
-
- THIS INDICATOR BECOMES MORE IMPORTANT DURING MATCHES. IT WILL ALWAYS SHOW
- YOU AT A GLANCE WHICH TEAM IS IN POSSESSION.
-
- AS YOU PRACTICE ANY OF THE DISCIPLINES, THE SCOREBOARD ON THE RIGHT OF THE
- SCREEN WILL SHOW YOU HOW MANY TIMES YOU HAVE SUCCEEDED IN EXECUTING THE
- EXERCISE PERFECTLY (THE LOWER RED NUMBER) AND THE NUMBER OF TIMES YOU HAVE
- FAILED (THE UPPER BLUE NUMBER).
-
- ---------------------------------------------------------------------------
- EXTENDING THE PRINCIPLES:
-
- THE BASIC PRINCIPLES BEHIND PASSING THE BALL CAN THEN BE EXTENDED TO COVER
- SHOTS AT GOAL. AT IT'S SIMPLEST, A SHOT ON GOAL IS LIKE PASSING TO AN
- IMAGINARY POINT IN THE BACK OF THE NET. MORE ACCURATELY, IT IS A PASS
- THROUGH THE IMAGINARY POINT, AS YOU WILL PROBABLY TRY TO HIT THE BALL AS
- HARD AS YOU CAN. ALL METHODS OF APPLYING POWER, SWERVE AND HEIGHT ARE
- EXACTLY THE SAME FOR SHOOTING AS THEY ARE PASSING.
-
- --------------------------------------------------------------------------
- PENALTY KICKS:
-
- ONCE YOU HAVE SELECTED TO PRACTICE PENALTIES. THE MAIN MATCH DISPLAY WILL
- BE SHOWN. THE MAIN WINDOW WILL SHOW THE FOLLOWING MESSAGE;
-
- `PRESS BUTTON TO START PRACTICE`
-
- (ESC) TO EXIT.......PRESSING FIRE REVEALS THE PITCH
-
- YOU WILL SEE THE PENALTY AREA AND GOAL, WITH YOUR PLAYER READY TO TAKE THE
- PENALTY, AND THE OPPOSITIONS GOALKEEPER ON HIS GOAL LINE. PENALTY TAKING IS
- EASIER THAN NORMAL SHOOTING, AS YOU NEED ONLY CONCERN YOURSELF WITH THE
- PLACEMENT OF THE SHOT. THE POWER IS AUTOMATICALLY CONTROLLED FOR YOU.
-
- TO TAKE A PENALTY, PRESS THE FIRE BUTTON. YOUR PLAYER WILL BEGIN TO KICK
- THE BALL, AND IN THE SAME WAY AS BEFORE YOU HAVE A SPLIT SECOND DECISION TO
- ALTER THE DIRECTION OF YOUR SHOT. MOVE THE JOYSTICK LEFT OR RIGHT TO SWERVE
- THE SHOT LEFT OR RIGHT. YOU CAN ALSO SHOOT FOR THE CENTRE OF THE GOAL. THE
- `KEEPER` MAY DIVE THE RIGHT WAY, THE WRONG WAY, OR NOT AT ALL. SO LONG AS
- YOU GIVE NO INDICATION OF WHERE YOU`RE GOING TO PUT THE BALL, HE`LL ONLY BE
- GUESSING. HOWEVER, IF YOU MOVE THE JOYSTICK TO EARLY, HE`LL USE HIS
- INTELLIGENCE AND TRY TO MOVE IN THE DIRECTION YOU ARE SHOOTING. TIMING IS
- EVERYTHING!
-
- ONCE AGAIN, YOU MAY PRACTICE AS MANY PENALTIES AS YOU WANT, IN BETWEEN
- PENALTIES YOU WILL SEE A MESSAGE IN THE MAIN WINDOW. INVITING YOU TO PRESS
- FIRE TO TRY AGAIN..OR (ESC) TO EXIT BACK TO THE GAME OPTIONS SCREEN.
-
- ---------------------------------------------------------------------------
- GOALKEEPING:
-
- DURING PLAY THE GOALKEEPER WILL BE AUTOMATICALLY CONTROLLED FOR YOU, AND A
- HIGH DEGREE OF ARTIFICIAL INTELLIGENCE PROGRAMMED INTO THE GAME WILL TAKE
- CARE OF MOST SITUATIONS.
-
- THERE IS HOWEVER, ONE EXCEPTION. `PENALTIES` WHEN IT COMES TO FACING THE
- GOALKEEPERS NIGHTMARE, YOU`RE IN CHARGE.
-
- ONCE YOU HAVE SELECTED TO PRACTICE SAVING PENALTIES. THE MAIN MATCH DISPLAY
- WILL BE SHOWN. THE MAIN WINDOW WILL SHOW THE FOLLOWING MESSAGE.
-
- `PRESS BUTTON TO START PRACTICE`
-
- (ESC) TO EXIT......PRESS FIRE TO REVEAL THE PITCH.
-
- YOU WILL SEE THE PENALTY AREA AND GOAL,WITH AN OPPOSING PLAYER READY TO
- TAKE THE PENALTY, AND YOUR GOALKEEPER ON HIS GOAL LINE.
-
- THE CONTROL METHOD FOR SAVING PENALTIES IS SIMILAR TO THAT FOR TAKING THEM.
- THE PENALTY TAKER WILL AUTOMATICALLY TAKE HIS SHOT WHEN HE READY. TO DIVE
- TO THE LEFT FOR THE BALL PUSH THE JOYSTICK LEFT, TO DIVE RIGHT PUSH THE
- JOYSTICK RIGHT. TO STAND STILL, DON'T TOUCH THE JOYSTICK.
-
- IF YOU MOVE BEFORE THE BALL IS STRUCK, THE OPPOSING PLAYER WILL HAVE TIME
- TO SEE WHICH WAY YOU ARE DIVING, AND WILL PROBABLY AIM FOR THE OPPOSITE
- SIDE OF GOAL. ONCE AGAIN SUCCESSFUL PENALTY SAVES REQUIRE PRECISE TIMING.
-
- WHEN YOU HAVE PERFECTED A NUMBER OF SAVES, PRESS [ESC] TO RETURN TO THE
- GAME OPTIONS MENU.
-
- ---------------------------------------------------------------------------
- CORNERS:
- USUAL THING WHEN SELECTING TO PRACTISE CORNERS..THE FOLLOWING MESSAGE.
-
- `PRESS BUTTON TO START PRACTISE` [ESC] TO EXIT..PRESS FIRE TO REVEAL PITCH.
-
- CORNERS VARY FROM NORMAL PASSES IN TWO RESPECTS, FIRSTLY, YOU CANNOT PASS
- AWAY FROM YOUR GOAL, AS YOU ARE RESTRICTED BY THE BYLINE. AND SECONDLY, YOU
- ARE LIKELY TO BE PASSING INTO A CROWDED PENALTY AREA, SO ACCURACY IS
- PREMIUM.
-
- THE POSITION OF THE PLAYER TAKING THE CORNER (WHOM YOU CONTROL) AND THE
- DIRECTION OF THE BALL IF KICKED STRAIGHT IS SHOWN BELOW, FOR A CORNER FROM
- THE RIGHT HAND SIDE OF THE PITCH.
-
- AS WITH THE OTHER PASSES, YOU CAN VARY THE POWER, DIRECTION AND HEIGHT OF
- THE PASS VIA THE JOYSTICK. POWER AND HEIGHT WORK EXACTLY THE SAME WAY AS
- BEFORE - THE LONGER YOU HOLD DOWN THE FIRE BUTTON, THE HARDER YOU KICK THE
- BALL, AND HEIGHT IS VARIED BY PULLING BACK ON THE JOYSTICK FOR MAXIMUM
- HEIGHT AND PUSHING FORWARD FOR MINIMUM HEIGHT.
-
- THE DIRECTION IS VARIED BY MOVING THE JOYSTICK LEFT OR RIGHT, TAKING THE
- BALL AWAY FROM ITS `STRAIGHT` PATH. IF THE CORNER IS FROM THE LEFT, PUSHING
- THE JOYSTICK RIGHT WILL MAKE THE BALL SWING OUT ,AND LEFT WILL MAKE IT
- SWING IN. AS WITH OTHER PASSES, TIMING IS ESSENTIAL, YOU HAVE ONLY A SHORT
- TIME TO GIVE THE BALL SWERVE AND HEIGHT, YOU SHOULD PRACTICE CORNERS FROM
- BOTH SIDES OF THE PITCH, USING THE RADAR MAP TO AIM FOR ONE OF YOUR TEAM
- MEMBERS IN OR AROUND THE PENALTY AREA.
-
- ONCE YOU HAVE PRACTICED A NUMBER OF CORNERS..PRESSING [ESC] TAKES YOU TO
- THE GAME OPTIONS MENU.
-
- ---------------------------------------------------------------------------
- EXIT PRACTICE:
-
- ONCE YOU HAVE FINISHED PRACTICING ALL THE DISCIPLINES, SELECT `EXIT
- PRACTICE` FROM THE GAME OPTIONS SCREEN. YOU WILL THEN BE ABLE TO SELECT ANY
- OF THE ORIGINAL FOUR OPTIONS; LOAD A SAVED GAME; PLAY IN THE WORLD UP; PLAY
- IN INTERNATIONAL SUPERLEAGUE OR PRACTICE AGAIN.
-
- ---------------------------------------------------------------------------
- PLAY IN THE WORLD CUP FINALS:
-
- THIS MENU IS USED TO SELECT A VARIETY OF OPTIONS WHICH GOVERN THE WAY
- MATCHES ARE PLAYED.
-
- PLAYERS NAME; YOU MAY ENTER YOUR NAME OR THE NAME YOU WISH TO PLAY
- UNDER, BY TYPING IN UP TO 18 CHARACTERS VIA THE KEYBOARD.
- `PRESS RETURN` WHEN YOU HAVE FINISHED TYPING.
-
- PLAYING TIME; YOU MAY SELECT THE PLAYING TIME WHICH YOU REQUIRE, FROM
- 2-3 OR 6 MINUTES EACH HALF. `2` WILL BE HIGHLIGHTED
- INITIALLY. MOVE THE JOYSTICK LEFT OR RIGHT TO HIGHLIGHT
- OTHER NUMBERS, AND PRESS FIRE WHEN HAPPY WITH YOUR
- CHOICE.
-
- TYPE OF PLAY; INT SOC CHALL HAS BEEN DESIGNED TO BE PLAYED AS ONE
- PLAYER IN A TEAM OF 11, LIKE REAL FOOTBALL. IF YOU SELECT
- `PLAYER` YOU WILL PLAY IN THIS STYLE, CONTROLLING ONE
- MAN, WHEREVER HE IS ON THE PITCH. USING THIS OPTION YOU
- CAN `CALL` FOR THE BALL WHEN YOU TEAM IS IN POSSESSION,
- AND YOU MAY ALSO TAKE CONTROL OF THE PLAYER NEAREST THE
- BALL IN AN EMERGENCY. YOU MAY ALSO SELECT TO PLAY AS THE
- WHOLE TEAM. IN THIS OPTION, THE PLAYER UNDER YOUR CONTROL
- IS ALWAYS THE PLAYER NEAREST THE BALL. FOR EXAMPLE, AS
- YOU MAKE A PASS TO A TEAM MATE, CONTROL SWITCHES FROM
- PASSER TO RECEIVER WHILE THE BALL MOVES. `PLAYER` WILL BE
- HIGHLIGHTED INITIALLY. MOVING THE JOYSTICK UP OR DOWN
- SWITCHES BETWEEN `PLAYER` AND `TEAM`. PRESS FIRE WHEN YOU
- ARE HAPPY WITH YOUR CHOICE. FURTHER DETAILED EXPLANATIONS
- OF THE TWO STYLES OF CAN BE FOUND LATER ON.
-
- ---------------------------------------------------------------------------
- SELECT DIFFICULTY LEVEL:
-
- INT SOC CHALL OFFERS 3 LEVELS OF DIFFICULTY..EASY; MEDIUM; HARD...THE
- LEVELS GIVE PROGRESSIVELY HARDER PLAY AS THE INTELLIGENCE OF OPPONENETS
- INCREASES AT EACH LEVEL. HOWEVER THERE IS ANOTHER FACTOR INFLUENCING
- DIFFICULTY; THE TYPE OF PASSING.
-
- AT `EASY` LEVEL, AN `EASY` PASSING FUNCTION IS AUTOMATICALLY ACTIVATED.
- THIS HELPS BEGINNERS BY MAKING THE BALL INTELLIGENT, IN ADDITION TO THE
- INTELLIGENCE OF THE PLAYERS. IF YOU PASS THE BALL, IT WILL AUTOMATICALLY
- SEEK OUT ONE OF YOUR TEAM-MATES, WITHIN REASON, MAKING TEAM WORK EASIER,
- AND THE GAME FLOW QUICKLY, AVOIDING THE FRUSTRATION OF SEEING YOUR PASSES
- WILDLY OFF TARGET, GIVING THE BALL AWAY. THE FUNCTION OF THE POWER BAR IS
- ELIMINATED WHEN THE `EASY` PASSING FUNCTION IS ACTIVE. THE STRENGTH OF YOUR
- PASSES IS `AUTOMATICALLY` CALCULATED BY THE COMPUTER SO AS TO TAKE THE BALL
- NEAR, OR TO, A TEAM-MATE.
-
- HOWEVER, THE EASY PASSING FUNCTION IS AUTOMATICALLY DEACTIVATED WHEN THE
- BALL IS IN YOUR OPPONENTS PENALTY AREA, ALLOWING YOU TO SHOOT AT GOAL, AND
- TO CONTROL THE POWER OF THE SHOT BY PRESSING AND HOLDING THE FIRE BUTTON
- FOR THE DESIRED LENGTH OF TIME.
-
- AT `INTERMEDIATE` LEVEL THE BALL IS SEMI-INTELLIGENT. IF YOU MAKE A PASS
- WHICH WILL LAND CLOSE TO A TEAM-MATE, THE BALL WILL CORRECT ITSELF OVER THE
- LAST FEW FEET OF THE PASS, ENDING CLOSE ENOUGH TO YOUR TEAM-MATE FOR HIM TO
- TAKE CONTROL. YOU MAY SHOOT FROM ANYWHERE ON THE PITCH.
-
- AT `ADVANCED` LEVEL THE BALL IS ONLY INFLUENCED BY THE DIRECTION, POWER AND
- HEIGHT YOU GIVE IT AS YOU KICK IT. IT IS THE BEST TEST OF TRUE FOOTBALLING
- ABILITIES, BUT TAKES TIME TO MASTER.
-
- ONCE YOU HAVE SELECTED YOUR DIFFICULTY LEVEL, YOU WILL BE SHOWN THE TEAM
- LISTS FROM WHICH TO CHOOSE ONE OF THE COUNTRIES COMPETING IN `ITALIA 90`
- PLAY IN GROUP A, B OR C WILL BE HIGHLIGHTED AT THE TOP OF SCREEN, AND THE
- LIST OF THOSE TEAMS IN GROUPS A, B AND C ARE SHOWN BELOW IT. TO SEE THE
- TEAMS IN GROUPS D, E OR F, HIGHLIGHT `PLAY IN GROUP D, E OR F`, BUT DO NOT
- PRESS FIRE. ONCE YOU HAVE DECIDED WHICH GROUP YOU WISH TO PLAY IN, SELECT
- THE APPROPRIATE GROUP OPTION AT THE TOP OF THE SCREEN BY HIGHLIGHTING IT
- AND PRESSING FIRE.
-
- THE LIST OF TEAMS IN THOSE THREE GROUPS WILL BE SHOWN, WITH THE OPTIONS TO
- `SELECT TEAM FROM BELOW` OR `INSERT YOUR OWN TEAM`.
-
- ---------------------------------------------------------------------------
- SELECT TEAM:
-
- TO SELECT ONE OF THE TEAMS LISTED, SELECT TO `SELECT TEAM FROM LIST BELOW`
- BY HIGHLIGHTING THAT OPTION AND PRESSING FIRE. THEN MOVE THE JOYSTICK UP OR
- DOWN UNTIL THE TEAM YOU WISH TO PLAY FOR IS HIGHLIGHTED, AND PRESS FIRE.
-
- ---------------------------------------------------------------------------
- INSERT TEAM:
-
- IF YOU DO NOT WISH TO PLAY FOR ONE OF THE 24 TEAMS WHO QUALIFIED, SELECT TO
- `INSERT YOUR OWN TEAM` BY HIGHLIGHTING THAT OPTION AND PRESSING FIRE. YOU
- WILL THEN BE ASKED WHICH TEAM YOU WISH TO REPLACE. BY MOVING THE JOYSTICK
- UP OR DOWN, HIGHLIGHT THE TEAM YOU WISH TO REPLACE AND PRESS FIRE. YOU MAY
- NOW TYPE IN THE NAME OF THE TEAM YOU WISH TO ENTER (UP TO 12 CHARACTERS).
- PRESS `RETURN` WHEN YOU HAVE FINISHED TYPING.
-
- YOU WILL THEN BE ASKED IF YOU ARE `HAPPY WITH YOUR CHOICE`. IF YOU ARE NOT
- THEN SELECT `NO` TO RETURN TO THE TEAM LIST SCREEN. IF YOU ARE THEN SELECT
- `YES`. ONCE YOU PRESS FIRE TO CONFIRM ACCEPTANCE OF YOUR CHOICES, YOU ARE
- READY TO BEGIN THE FIRST GAME.
-
- ---------------------------------------------------------------------------
- PLAY IN THE INTERNATINAL SUPER LEAGUE:
-
- TO PLAY IN THE TOURNAMENT, HIGHLIGHT `SUPERLEAGUE` ON THE GAME OPTIONS
- SCREEN AND PRESS FIRE.
-
- YOU WILL SEE THE MATCH MENU, AS IN WORLD CUP, ASKING YOU TO SELECT PLAYERS
- NAME, MATCH LENGTH, TYPE OF PLAY AND DIFFICULTY LEVEL.
-
- SELECT THE OPTIONS YOU REQUIRE. ONCE YOU HAVE SELECTED YOUR DIFFICULTY
- LEVEL, YOU WILL BE SHOWN THE LIST OF TEAMS, WITH THE OPTION TO REPLACE A
- TEAM?.
-
- ---------------------------------------------------------------------------
- REPLACE TEAM:
-
- THIS IS EXACTLY AS `INSERT TEAM` SO FOLLOW THAT.
-
- ---------------------------------------------------------------------------
- SELECT TEAM:
-
- THIS IS EXACTLY THE SAME AS `INSERT TEAM` SO FOLLOW THAT.
-
- ---------------------------------------------------------------------------
- PLAYING A MATCH:
-
- EACH MATCH BEGINS WITH A PANORAMIC CAMERA VIEW OF THE STADIUM ZOOMING DOWN
- PITCH LEVEL. THE INFO DISPLAY TELLS YOU WHICH TEAMS ARE PLAYING, AND WHICH
- COMPETITION YOU ARE PLAYING IN. THE TEAMS EMERGE FROM THE TUNNEL, AND TAKE
- UP THEIR POSITIONS FOR THE KICK OFF. THIS OPENING SEQUENCE CAN BE SKIPPED
- BY PRESSING FIRE.
-
- REMEMBER THAT THE RADAR MAP SHOWS YOU THE POSITIONS OF THE PLAYER AND BALL,
- THE BALL IS SHOWN BY A BLACK DOT. THE PLAYER UNDER YOUR CONTROL IS SHOWN BY
- A FLASHING DOT.
-
- THE CAMERA VIEW THROUGH THE MAIN WINDOWN SHOWS THE PITCH, LOOKING TOWARDS
- YOUR OPPONENTS GOAL, THE VIEW WILL CHANGE AS THE ACTION MOVES UP AND DOWN
- THE PITCH, ACCORDING TO TWO FACTORS, MOST OF THE TIME, IT WILL SHOW THE
- PLAYER UNDER YOUR CONTROL AS THE FIGURE IN THE CENTRE OF THE WINDOW. IT
- WILL TRACK THIS PLAYER WHEREVER HE IS ON THE PITCH, UNLESS THE BALL IS
- NEARER TO YOUR GOAL THAN THE PLAYER IS. WHEN THE BALL IS `BEHIND` YOUR
- PLAYER, THE CAMERA VIEW WILL TRACK THE BALL, WITH YOUR PLAYER VISIBLE IN
- THE DISTANCE. THIS ENABLES YOU TO CONSTANTLY SEE THE BALL, AS WELL AS YOUR
- PLAYER.
-
- THE ACTION MAY BE PAUSED AT ANY TIME BY PRESSING THE `P` KEY ON THE
- KEYBOARD.TO RESTART THE ACTION, PRESS `P` AGAIN.
-
- INT SOC CHALL HAS TWO TYPES OF PLAY, `TEAM` OR `PLAYER` ONE OF WHICH YOU
- WILL HAVE SELECTED EARLIER. ALTHOUGH MANY FEATURES ARE COMMON TO BOTH, THE
- CONTROL METHOD DIFFERS.
-
- ---------------------------------------------------------------------------
- PLAYER:
-
- INT SOC CHALL WAS DESIGNED TO BE PLAYED IN THE `PLAYER` STYLE. YOU CONTROL
- ONE PLAYER, WHEREVER HE IS ON THE PITCH, AND WHEREVER THE BALL IS. THIS
- STYLE ALLOWS YOU TO DEVOLP YOUR GAME IN ONE POSITION. ON THE PITCH. REAL
- FOOTBALLERS ARE NOT PLAYING AS A SWEEPER ONE MINUTE AND WINGER NEXT.
- ALTHOUGH THERE IS NOTHING TO STOP ANY PLAYER TEMPORARILY MOVING OUT OF
- POSITION TO JOIN AN ATTACK OR ADD STRENGTH TO THE DEFENCE. YOU MUST PLAY AS
- ONE OF A TEAM. OTHER PLAYERS ON YOUR TEAM WILL SCORE, MAKE CRUCIAL TACKLES,
- AND HIT PERFECT PASSES. YOU HAVE YOUR ROLE IN THE TEAM, WHICH AT ONETIME OR
- ANOTHER WILL INVOLVE PERFORMING IN ALL ASPECTS OF PLAY, BUT LIKE REAL;
- FOOTBALLERS, YOU CAN OFTEN CONTRIBUTE MORE TO A GOAL BY INTELLIGENTLY
- RUNNING INTO SPACE AND CALLING FOR THE BALL THAN BY ATTEMPTING TO DRIBBLE
- THE BALL OUT OF YOUR OWN PENALTY AREA.
-
- AS THE GAME KICKS OFF, YOU WILL SEE THAT ONE OF YOUR TEAM HAS A WHITE ARROW
- ABOVE HIS HEAD - HE IS THE PLAYER UNDER YOUR CONTROL - AND ANOTHER HAS A
- FLASHING YELLOW QUESTON MARK - HE IS THE PLAYER NEAREST THE BALL.
-
- SOME OF THE TIME, THE PLAYER UNDER YOUR CONTROL WILL BE THE PLAYER NEAREST
- THE BALL. AT OTHER TIMES THE PLAYER UNDER CONTROL MAY BE HALF A PITCH
- LENGTH OR MORE AWAY FROM THE BALL! WHEN THE PLAYER UNDER YOUR CONTROL IS
- THE NEAREST MAN TO THE BALL, THE YELLOW QUESTION MARK WILL DISAPPEAR.
-
- THE MOVEMENTS OF THE PLAYER UNDER YOUR DIRECTION IS CONTROLLED BY A VARIETY
- OF JOYSTICK FUNCTIONS. WHEN HE IS NOT IN POSSESSION OF THE BALL, THE
- JOYSTICK MOVES HIM IN ONE OF EIGHT DIRECTIONS;
-
- UP AND LEFT MOVE UPFIELD UP AND RIGHT
-
-
-
- MOVE LEFT MOVE RIGHT
-
-
-
- DOWN AND LEFT MOVE DOWNFIELD DOWN AND RIGHT
-
-
- WHEN HE HAS GAINED POSSESSION OF THE BALL, THE JOYSTICK MOVEMENTS WILL MAKE
- HIM RUN WITH THE BALL IN THE SAME WAY AS HE RUNS WITHOUT THE BALL.
-
- PRESSING SPACE ON THE KEYBOARD WHEN YOUR TEAM, BUT NOT YOUR PLAYER HAS THE
- BALL, IS IN POSSESION,WILL `CALL` FOR THE BALL. YOUR TEAM-MATE WHO HAS THE
- BALL WILL PASS TO YOU AT THE EARLIEST OPPORTUNITY, HE WILL PASS THE BALL TO
- THE POSITION FROM WHICH YOU CALLED FOR THE BALL. IF YOUR MAN IS MOVING,
- KEEP CALLING!.
-
- THE EFFECTS OF PRESSING THE FIRE BUTTON ON THE JOYSTICK DIFFER ACCORDING TO
- THE SITUATION THE PLAYER UNDER CONTROL IS IN;
-
- ----------------------------------------------------------------------------
- 1: CONTROLLED PLAYER IS NOT NEAREST TO THE BALL.
-
- IF THERE IS A TEAM MATE CLOSER TO THE BALL THAN YOUR CONTROLLED PLAYER,
- PRESSING FIRE WILL AUTOMATICALLY CHANGE CONTROL TO THAT TEAM MATE NEAREST
- THE BALL. JOYSTICK MOVEMENTS NOW AFFECT THE NEW PLAYER.
-
- ---------------------------------------------------------------------------
- 2: CONTROLLED PLAYER IS NEAREST TEAM MEMBER TO THE BALL.
-
- IF THE CONTROLLED PLAYER PLAYER IS THE NEAREST TEAM MEMBER TO THE BALL, BUT
- NOT IN POSSESSION OF THE BALL, PRESSING FIRE WILL INITIATE A SLIDING TACKLE
- IN THE DIRECTION IN WHICH HE IS MOVIMNG. HOWEVER, A SLIDING TACKLE WILL NOT
- BE INITIATED IF HE IS NOT CLOSE ENOUGH TO SUCCEED WITH THE TACKLE.
-
- TACKLING IS THE ONLY WAY TO DISPOSSES OPPONENTS, AND THE TIMING OF THE
- TACKLE IS CRUCIAL IF YOU WISH TO AVOID SLIDING PAST THE BALL, OR CRASHING
- INTO YOUR OPPONENT AND COMMITTING A FOUL.
-
- ----------------------------------------------------------------------------
- 3: CONTROLLED PLAYER IS IN POSSESSION OF THE BALL:
-
- IF THE CONTROLLED PLAYER IS IN POSSESSION OF THE BALL, PRESSING FIRE WILL
- INITIATE A PASS (OR SHOT). THE POWER OF THE PASS/SHOT IS DETERMINED BY HOW
- LONG YOU HOLD DOWN THE FIRE BUTTON, AND DIRECTION AND HEIGHT ARE CONTROLLED
- BY MOVING THE JOYSTICK IN THE TIME BETWEEN INITIATING THE PASS/SHOT AND
- STRIKING THE BALL. REMEMBER THE POWER INDICATOR (BELOW THE MAIN WINDOW)
- SHOWS THE STRENGTH OF THE PASS/SHOT. THE JOYSTICK MOVEMENTS AVAILABLE, IN
- SUMMARY ARE:
-
- LOW AND LEFT MINIMUM HEIGHT LOW AND RIGHT
-
-
- [FIRE BUTTON]
-
- SWERVE RIGHT FIRE AND POWER SWERVE RIGHT
-
-
- HIGH AND LEFT MAXIMUM HEIGHT HIGH AND RIGHT
-
- REMEMBER THAT THE JOYSTICK MOVEMENTS ARE RELATIVE TO THE CURRENT RUNNING
- PATH OF THE PLAYER UNDER YOUR CONTROL. THAT IS TO SAY, IF THE PLAYER IS
- RUNNING ACROSS THE FIELD FROM RIGH TO LEFT, PUTTING `LEFT` SWERVE ON THE
- BALL WILL BEND IT TOWARDS YOUR OWN GOAL LINE, AND DIRECTLY TOWARDS THE LEFT
- HAND TOUCHLINE.
-
- IF YOU ARE PLAYING ON `EASY` LEVEL, `EASY PASSING` MODE WILL BE ACTIVE AND
- YOUR PASSES WILL SEEK OUT TEAM-MATES. REMEMBER THAT IN `EASY PASSING` MODE,
- YOU MUST BE IN THE OPPONENTS PENALTY AREA BEFORE SHOOTING, AND UNLESS YOU
- ARE SHOOTING, THE POWER BAR IS NOT ACTIVE.
-
- ---------------------------------------------------------------------------
- TEAM:
-
- YOU MAY ALSO PLAY INT SOC CHALL BY CONTROLLING THE WHOLE TEAM. THE COMPUTER
- WILL ALWAYS CALCULATE WHICH OF YOUR PLAYERS IS NEAREST THE BALL, AND
- CONTROL WILL ALWAYS SWITCH TO GIVE YOU CONTROL OF THE NEAREST PLAYER. THERE
- IS THEREFORE NO YELLOW QUESTION MARK OVER ANY PLAYER, WITH A WHITE ARROW
- CONSTANTLY DENOTING THE PLAYER CLOSEST THE BALL, WHO IS UNDER YOUR CONTROL.
- AS YOU PASS FROM ONE PLAYER TO ANOTHER, CONTROL WILL AUTOMATICALLY TRANSFER
- FROM PASSER TO RECEIVER.
-
- `CALLING` THE BALL, BY PRESSING THE SPACE BAR, HAS NO EFFECT, AND PRESSING
- FIRE CAN ONLY INITIATE A SLIDING TACKLE OR PASS/SHOOT THE BALL. THE ABILITY
- TO SWAP BETWEEN PLAYERS BY PRESSING THE FIRE, IS NOT AVAILABLE.
-
- MOST ASPECTS OF PLAY ARE COMMON TO BOTH TYPES OF GAME, AND THE FOLLOWING
- SECTIONS DETAIL EVENTS WHICH MAY OCCUR DURING EITHER TYPE OF GAME.
-
- ---------------------------------------------------------------------------
- KICK-OFF:
-
- ONCE THE TEAMS HAVE RUN ONTO THE PITCH AND TAKEN UP THEIR POSITIONS FOR
- KICK-OFF (ONCE YOU HAVE PRESSED FIRE DURING THE STARTUP-SEQUENCE) THE
- REFEREE SCREEN WILL BE DISPLAYED, AND THE REF WILL BLOW HIS WHISTLE.
-
- YOU ARE NOT ALWAYS THE PLAYER TAKING KICK OFF, IF YOU ARE PRESS FIRE TO
- TAKE CONTROL OF THE BALL. IF YOU ARE NOT, PRESSING FIRE WILL START THE
- ACTION, AND THE PLAYER NEAREST TO THE BALL WILL KICK-OFF.
-
- ---------------------------------------------------------------------------
- GOAL-KICKS:
-
- IF THE BALL TRAVELS OVER THE BYLINE AFTER BEING PLAYED BY THE ATTACKING
- TEAM, THE DEFENDING TEAM TAKES A GOAL KICK. THE REFEREE SCREEN WILL APPEAR
- INFORMING YOU THAT IT IS A GOAL KICK.
-
- GOAL KICKS ARE AUTOMATICALLY TAKEN BY THE COMPUTER-CONTROLLED GOAL-KEEPERS.
-
- -------------------------------------------------------------------------------
- THROW-INS:
-
- IF THE BALL TRAVELS OVER THE TOUCHLINE AFTER BEING PLAYED BY THE OPPOSING
- TEAM, YOU MUST TAKE A THROW IN. THE REFEREE SCREEN WILL APPEAR INFORMING
- YOU THAT IT IS A THROW IN. YOU ALWAYS CONTROL THE PLAYER TAKING THE THROW
- IN. THE PLAYER CAN MAKE HIS THROW IN ANY ONE OF THREE DIRECTIONS.
-
- YOU SHOULD ALWAYS REFER TO THE RADAR MAP TO SEE THE RELATIVE POSITIONS OF
- TEAM-MATES AND OPPONENTS. ONCE YOU HAVE MOVED THE JOYSTICK IN THE DESIRED
- DIRECTION. PRESS FIRE TO MAKE THE THROW. THE LONGER YOU HOLD DOWN THE FIRE
- BUTTON, THE MORE POWER YOU WILL PUT INTO THE THROW.
-
- ---------------------------------------------------------------------------
- FREE KICKS:
-
- FREE KICKS ARE NOT TAKEN BY THE PLAYER UNDER YOUR CONTROL. THEY ARE TAKEN
- BY A TEAM MATE, AND YOU SHOULD PRESS FIRE TO RESTART THE ACTION.
-
- ----------------------------------------------------------------------------
- GOALS:
-
- THE AIM OF THE GAME IS TO SCORE GOALS, IF YOU ARE SUCCESSFUL IN PUTTING THE
- BALL IN THE OPPONENTS GOAL, THE SCOREBOARD WILL FLASH A CONGRATULATORY
- MESSAGE, PRESS FIRE TO ABORT THE MESSAGE, SIMILARLY, IF YOU ARE UNFORTUNATE
- ENOUGH TO CONCEDE A GOAL, THAT SCOREBOARD WILL COMMISERATE YOU.
-
- ----------------------------------------------------------------------------
- HALF TIME:
-
- AT HALF TIME THE REFEREE WILL BLOW HIS WHISTLE, AND A MESSAGE WILL BE
- DISPLAYED INVITING YOU TO `PRESS BUTTON TO START SECOND HALF`.
-
- ---------------------------------------------------------------------------
- EXTRA-TIME:
-
- IN THE LATER STAGES OF THE WORLD CUP COMPETITION MATCHES ARE PLAYED ON A
- KNOCK-OUT BASIS. AFTER NORMAL PLAYING TIME, IF THE SCORES ARE LEVEL, EXTRA
- TIME IS AUTOMATICALLY PLAYED. A MESSAGE WILL FLASH ACROSS THE INFORMATION
- DISPLAY, AND THE GAME WILL CONTINUE FOR ONE MINUTE. IF THE SCORES ARE LEVEL
- AFTER ANOTHER MINUTE, FURTHER EXTRA TIME WILL BE PLAYED. ONCE A SIDE HAS A
- LEAD AT THE END OF A ONE MINUTE SECTION, THE REFEREE WILL BLOW HIS WHISTLE
- FOR FULL TIME.
-
- ----------------------------------------------------------------------------
- FULL TIME:
-
- AT FULL TIME PROVIDED THE MATCH HAS NOT RESULTED IN A DRAW, AS THE REFEREE
- BLOWS HIS WHISTLE THE REF SCREEN WILL BE SHOWN. PRESS FIRE TO CLEAR THE
- SCREEN. THE RESULTS FROM ALL MATCHES IN THE ROUND (IN SUPERLEAGUE) WILL BE
- DISPLAYED.
-
- ----------------------------------------------------------------------------
- AT THIS STAGE YOU MAY SAVE THE GAME.
-
- AFTER THE RESULTS SCREEN HAS BEEN DISPLAYED, A MESSAGE WILL APPEAR ASKING.
-
- `DO YOU WISH TO SAVE THE GAME` Y OR N (BUTTON + N)
-
- IF YOU WANT TO SAVE THE GAME, PRESS `Y` ON THE KEYBOARD. IF NOT, PRESS THE
- `N` KEY OR THE FIRE BUTTON TO CONTINUE. ONCE YOU HAVE PRESSED THE `Y` KEY,
- A PROMPT WILL APPEAR ASKING YOU TO;
-
- `PLEASE INSERT A PRE-FORMATTED DISK IN DRIVE A' AND PRESS [RETURN]
-
- YOU MAY PRESS [ESC] TO ABORT THE GAME.
- WHEN YOU HAVE INSERTTED THE DISK AND PRESSED [RETURN], THE GAME WILL BE
- SAVED. AND ANOTHER MESSAGE WILL APPEAR.
-
- `PRESS RETURN TO CONTINUE GAME` `ESC` TO RESTART GAME FROM BEGINNING.
-
- PRESSING RETURN WILL TAKE YOU TO THE LEAGUE/CUP STATUS REPORTS.
-
- ---------------------------------------------------------------------------
- LOADING GAMES:
-
- PREVIOUSLY SAVED GAMES MAY BE LOADED AT THE START OF THE GAME WHEN THE MAIN
- MENU IS DISPLAYED. THE OPTION TO `LOAD A SAVED GAME` SHOULD BE SELECTED, BY
- HIGHLIGHTING `LOAD GAME` AND PRESSING FIRE.
-
- THE FOLLOWING PROMPT WILL APPEAR..`INSERT AVED GAME DISK IN DRIVE A` AND
- PRESS [RETURN].
-
- ONCE YOU DO THIS THE GAME WILL THEN LOAD.
-
- ----------------------------------------------------------------------------
- LEAGUE TABLE/STATUS REPORT:
-
- IF YOU ARE PLAYING IN THE WORLD CUP, IN THE FIRST ROUND THE LEAGUE TABLES
- FOR GROUPS A AND B WILL DISPLAYED. PULL DOWN ON THE JOYSTICK TO SEE GROUPS
- C AND D DOWN AGAIN TO SEE GROUPS E AND F, OR PUSH UP TO SEE GROUPS A AND B
- AGAIN. ONCE YOU HAVE FINISHED VIEWING THE TABLES, PRESS FIRE TO BEGIN YOUR
- NEXT MATCH.
-
- IF YOU QUALIFY FOR THE KNOCKOUT STAGES OF THE TOURNAMENT, THE TOP HALF OF
- THE DRAW FOR THE NEXT ROUND WILL BE DISPLAYED ONCE YOU HAVE CLEARED THE
- TABLES AFTER THE LAST QUALIFYING MATCH. PULL DOWN ON THE JOYSTICK TO SEE
- THE LOWER HALF OF THE DRAW, OR PRESS FIRE TO START YOUR NEXT MATCH. IF YOU
- REACH THE QUARTER-FINALS, THE ENTIRE DRAW WILL BE DISPLAYED ON ONE SCREEN.
-
- IF YOU ARE KNOCKED OUT OF THE COMPETITION, YOU WILL BE INFORMED THAT YOUR
- COMPETITION IS OVER. PRESS FIRE TO RETURN TO THE MAIN MENU FOR ANOTHER GO!.
- IF YOU ARE PLAYING IN THE INT SUPERLEAGUE AFTER EACH GROUP OF MATCHES, ONCE
- THE RESULTS HAVE BEEN DISPLAYED, PULL DOWN ON THE JOYSTICK TO SEE BOTTOM
- HALF. YOU MAY MOVE THE JOYSTICK UP OR DOWN TO SCROLL BETWEEN THE TWO
- HALVES. TWO POINTS ARE AWARDED FOR A WIN, ONE FOR A DRAW, AND NONE FOR A
- DEFEAT.
-
- PRESS FIRE TO START YOUR NEXT MATCH. AFTER PLAYING YOUR FIFTEEN MATCHES,
- THE SEASON IS OVER, AND YOU WILL RETURN TO THE MAIN MENU.
-
- ========================TYPED BY <SCOOTER>-<GENESIS>===========================
-