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1993-02-25
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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.