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- goal 94 new era software
- -------------------------------------------------------------------------------
-
- This is THE game of international soccer team management, from the writers of
- THE SOCCER GAME and 1-0, much acclaimed by football addicts from all over the
- world.
-
- So you want to manage a national football team ? Well this is your big chance:
- 128 countries to choose from, incorporating most of the membership of FIFA. Your
- challenge is to select your squad and team for each match and, by careful
- selection of overall team tactics and individual player tactics, to take your
- team on to win the continental championships and ultimately the World Cup.
- Easier said than done.....
-
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- features
- -------------------------------------------------------------------------------
-
- - play with up to 5 friends
-
- - choose to be any of 128 countries, from 4 continents
-
- - continental championship, for each continent
-
- - World Cup competition
-
- - friendlies, continental tours
-
- - fixture list and results history for every country
-
- - results summary for each competition
-
- - squad of 20 players for each country
-
- - select your team from a pool of the 100 best players in your country.
-
- - detailed analysis of each player, includes
- - skills - 12 skill categories
- - fitness and energy
- - hardness
- - age
- - caps (experience)
- - confidence
- - position (from choice of 14)
- - leadership
- - height
- - left/right/two footed
- - performance
- - speed
-
- - analysis of each national team, includes
- - formation
- - skills - attacking,midfield,defence, and keeping
- - average fitness,hardness,age,caps,performance
- - morale
- - world and continental rankings
-
- - setting of detailed tactics at both team and individual player level before
- and at any point during each match
-
- - visual presentation of each of your matches, linked with text commentary :
- watch every move in the game, with variable speed control, and display
- options
-
- - optional viewing of any other match you desire
-
- - variable match speed (for the impatient and those into slow motion!)
-
- - bookings,sendings off,suspensions,substitutions,injuries
-
- - match statistics, newspaper reviews and comments
-
- - team history and statistics - how well have you done?
-
- - save and reload game (full registered version only)
-
- - customisation of all player and country names, and strip colours (full
- registered version only)
-
- -------------------------------------------------------------------------------
- improvements - version 1 to version 2
- -------------------------------------------------------------------------------
-
- 6 player game
-
- much harder
-
- much improved gameplay, with more realistic scores
-
- extended history and statistics
-
- player info - number of skills increased (8 to 12)
- - extra fitness and confidence categories
- - leadership
- - number of positions increased (13 to 14)
- - performance rating
- - two footed players
-
- player skills now vary over the lifetime of a player
-
- team info - performance rating
- - history for all teams
-
- team managers
-
- assistant auto-squad selection
-
- cancel/rearrange friendlies
-
- tournament top scorers
-
- match statistics now include possession, territory, shots on target and
- man of the match
-
- improved zonal marking
-
- offside goals
-
- own goals
-
- action replays
-
- save and load goals
-
- save and load match summaries
-
- quick result option
-
- -------------------------------------------------------------------------------
- improvements - goal 2 to goal 94
- -------------------------------------------------------------------------------
-
- Players' ages, caps and goals can be customised
-
- Skill levels can be altered for each player
-
- Extra player characteristic (speed)
-
- Three points for a win
-
- Upto three substitutes (including one goalkeeper) in competitive matches
-
- Career goals against statistics for goalkeepers
-
- Whole match commentary can now be scrolled through and printed out
-
- More strip colours (11 instead of 7)
-
- More realistic match animation featuring new 'stick man' graphics
-
- Option to begin game with World Cup competition
-
- more shots on goal - more exciting matches
-
- better crosses, more effective centre forwards
-
- -------------------------------------------------------------------------------
- introduction
- -------------------------------------------------------------------------------
-
- GOAL takes you right into the heart of soccer team management: selection of the
- squad and choice of tactical options, in considerable detail. You watch every
- game your team plays and adjust your players' positioning and tactics from
- minute to minute in response to every threat from your opponents. You will have
- to cope with injuries, suspensions, fluctuating player fitness and confidence.
-
- Newspapers will keep you in touch with what is happening and you have access to
- a comprehensive database of results, fixture lists and detailed information on
- each team and on each player.
-
- Like international soccer, GOAL works in 4 year cycles: each cycle comprises:
-
- year 1 - continental friendlies and championship qualifying matches
- 2 - continental friendlies and championship finals
- 3 - continental friendlies and World Cup qualifying
- 4 - inter-continental friendlies (including tours) and World Cup finals
-
- (depending on which competition you choose first, years 3+4 above are swapped
- with years 1+2).
-
- You can play on forever (if you have nothing else to do), but you may be
- sacked if your performance is very poor.
-
- We have taken the opportunity to simplify and rationalise the international
- football structure somewhat, with the following results:
-
- We have four continents:
-
- 1 - Europe
- 2 - America (ie Concacaf and South America)
- 3 - Africa
- 4 - Asia (and Oceana)
-
- Each has 32 nations eligible for its continental championship and for World Cup
- qualifying matches.
-
- European teams are on the whole better then American teams, which in turn are
- better than African teams, with Asian teams being the most lowly (simply a
- reflection of soccer reality and not a political statement).
-
- -------------------------------------------------------------------------------
- starting the game: selection of your country
- -------------------------------------------------------------------------------
-
- At the start of the game you must choose a country from the 128 offered. Factors
- to consider are principally the skills of the players and the continent the team
- is in:
-
- The Asian championship is the easiest, followed (of course) by the African, then
- the American, with the European championship being the most difficult (arguably
- even more difficult to win than the World Cup since qualification is harder).
-
- Each country has its own quirks, so essentially you have 128 different games to
- choose from, offering varying degrees of challenge, from what we consider to be
- too easy (eg Germany) to virtually impossible! What is more, not one of these
- games will ever be the same twice.
-
- The worse the team you choose, the longer you should be prepared to work at
- building up your team, in order to achieve success in the competitions, but the
- more rewarding that final success will be (if you make it that is...).
-
- Success or failure in the competitions (measured in terms of points achieved in
- the qualifying and final groups, as well as major success in the final knockout
- stages) will affect the growth/decline of footballing talent in your country:
- ie if you do better than expected (from your country's skill ratings), talented
- new players will gradually appear in your pool, often better than any in your
- squad; but if you fail to match expectations, you will be lucky to find
- replacements up to the standard of players who retire. So the route to success
- with a lowly team is to persevere and consistently triumph over those teams who
- are supposedly better than you, thus encouraging the growth of footballing
- talent in your country. In short, success breeds success.
-
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- playing the game
- -------------------------------------------------------------------------------
-
- GOAL is designed so that all the displays and features are explained where you
- find them - so just roam around and you will discover all the things you can do.
- You can do just about everything with the following keys:
-
- enter accept/proceed/select
- Esc reject/backtrack/escape
- cursor keys move selection bar up,down,left or right
- spacebar next category (eg continent)
-
- The options on the main screen are as follows:
-
- F1: displays this help file.
- F3: replays a saved goal.
- F4: loads a saved match summary.
- F5: prints the current screen: use this to print out results, history etc.
- F7: saves the game, and allows you to continue playing.
- F10: quits game (and saves it if requested).
-
- TEAM INFO - lets you see information for every team. World and continental
- rankings given indicate the team's performance in the last World Cup/Continental
- championship and are not directly related to the actual skill of that team.
- Skills shown are based on the current team of 11 players, not the entire squad,
- and allow for the formation chosen.
-
- Hit enter for details of fixtures - for every team: note that from this option
- you can select which matches you wish to watch, or cancel or rearrange your own
- friendlies.
-
- FIXTURE LIST - lists all arranged fixtures, filling in results as games are
- played. You can select games to watch from here, too.
-
- TOURNAMENT - note that you can always see all results for the current or most
- recent occurrence of each of the 5 competitions.
-
- HISTORY - lets you assess every teams' performances.
-
- SELECT TEAM - select your team from the pool of players.
-
- PLAY - this moves the game on, generally bringing you to your next match.
- First you are given the 'latest results' service, with the option to watch any
- pre-selected match (see 'fixtures') and then it's the big day and time to have
- your wits about you....
-
- During your own matches you can alter tactics at any time and make substitutions
- from any of your squad, via the 'bench' option. You get 2 substitutions in
- competition matches and 5 in friendlies. Substitutions can be made from any of
- your squad of 20 (not the pool): you do not have to nominate your substitutes
- before a match. You can rearrange your team any way you like before the
- kick-off.
-
- -------------------------------------------------------------------------------
- the competitions: continental championships and world cup
- -------------------------------------------------------------------------------
-
- The four continental championships are organised as follows:
-
- - Qualifying : 8 groups of 4 teams, teams playing each other over two legs :
- group winners qualify for the finals
-
- - Finals group stage : 2 groups of 4 teams, playing each other once :
- winner and second placed play off in the semi-finals
-
- - Knockout stage : semi-finals,third place play-off,and final
-
- Allocation of 32 World Cup final places is:
-
- Europe - 16
- America - 8
- Africa - 4
- Asia - 4
-
- World cup qualifying is as follows:
-
- - 8 groups of 4 teams in each continent : top two from each European group and
- winners of each American group qualify. Winners of African and Asian groups have
- play-offs over two legs to decide on the 4 qualifiers from each continent.
-
- The World Cup finals start off with (yes you've guessed it) 8 groups of 4 teams
- (oh if real life was only so simple....). Each play the other teams in the group
- once. Winners and second placed from each group go forward to the last 16
- knockout stage.
-
- Matches in the knockout stages of every competition go into extra time and on to
- a penalty shoot-out, if necessary, to produce a result. Penalty shootouts are
- best out of five, with sudden death thereafter. African and Asian World Cup
- qualifying play-offs are decided by a coin toss, should the aggregate scores
- over the two legs tie. Group winners and second placed are decided first on
- points (obviously), then on goal difference, then on goals scored, and finally
- again by a coin toss (well after all there has always been a lot of luck
- involved in football).
-
- There are no exemptions from qualifying for the competitions, so the current
- title holders and the host nations all have to compete along with everybody else.
- However, the selection of host country for each competition is only made after
- the qualifying stages from those teams who have been successful to ensure that
- the host takes part in the finals.
-
- Groups are selected in such a way as to ensure that major teams are spread among
- the groups: effectively teams are seeded according to rankings.
-
- There is a considerable advantage when playing at home. The host nation for a
- competition enjoys this advantage in the finals.
-
- -------------------------------------------------------------------------------
- selection of your squad
- -------------------------------------------------------------------------------
-
- You should regularly scan through your pool of national players on the lookout
- for emerging talent. Your main squad should be updated between every match
- (though this, obviously, is not allowed during the finals of a competition or
- while on tour abroad), to remove injured, suspended, unfit or less skillful
- players.
-
- If you're feeling lazy you can ask your assistant to recommend his favoured
- squad - his selection will be based on the team's current formation.
-
- Player skills change with age: each player has a maximum skill he will attain
- at his "peak" age. His skill improves till he reaches that age and then tapers
- off till he retires. Each player has his own peak age. Skills should be
- considered in conjunction with fitness and confidence when selecting players.
- Fitness and confidence can be taken together to represent form, and thus can be
- seen as a player's ability to utilise his skill.
-
- Player fitness is very important: keep a close watch on fitness and energy:
- player energy will decline during a match in direct proportion to the activity
- of the player. Unfit players should be reserved for last minute substitutions,
- or not played at all. Exhausted players should be substituted, if possible.
- Tactics can be adjusted to minimise the movement of a player, thus preserving
- his energy. Fresh players, put on towards the end of a game, can often run
- circles round the opposition.
-
- Player confidence is also a significant factor in performance: winning or even
- drawing matches can boost the confidence of the players involved, and thus the
- team morale, as will scoring goals. The opposition is taken into account when
- making changes to player confidences: eg Germany may be expected to beat India
- by 3 goals, so any margin greater than 3 will improve the Germans confidence,
- any margin less than 3 will decrease their confidence. Accordingly, given the
- same fixture, India will boost their confidence by only losing by two goals.
- Injuries, bookings and sendings off will damage player confidence. Thus the
- result of every match, including friendlies, is important.
-
- Pay attention to The SPORTING TIMES, particularly if they offer advice on
- replacing players (though they are not always right). Ignore your assistant,
- physio and coach, unless for idle amusement!
-
- -------------------------------------------------------------------------------
- player skills
- -------------------------------------------------------------------------------
-
- KEEPING: specific goalkeeping skills. Relevant only to goalkeepers. These cover
- such skills as shot stopping,one on one,handling crosses and penalty stopping.
-
- GOAL KICKING: ability to punt a dead ball accurately up-field.
-
- KICKING: used for defensive clearances and goal kicks.
-
- TACKLING: ability to take the ball off a player cleanly and legally. A
- tackler must match the agility of the player on the ball with his own tackling
- skill. Tackling success can be enhanced by 'going in hard' (see tactics below),
- but this is related to hardness rather than tackling skill. Vital for defenders.
- Also covers blocking, the ability for an outfield player to get in the way of a
- shot.
-
- HEADING: ability to intercept high balls and to accurately pass and shoot with
- the head. Especially important for attackers receiving crosses into the box and
- for defenders trying to beat them to it.
-
- MARKING: ability to man-mark an opponent. This skill is compared with the
- feinting skill of the man being marked. A good man-to-man marker will be
- practically on top of his markee whenever his team are defending.
-
- PASSING: accuracy of passing. Of most importance to midfielders.
-
- CROSSING: ability to cross the ball into the penalty area (high or low) from the
- wings. Naturally useful for a winger, wide midfielder or over-lapping fullback.
-
- FEINTING: not the ability to fall over in a dead swoon (though certain strikers
- do have the uncanny knack of doing this once they reach the penalty area!), but
- the ability to make penetrating runs and shrug off markers.
-
- CONTROL: ability to collect passes and immediately have the ball under control.
-
- DRIBBLING: ability to shield the ball from tackles and get round opponents
- without losing possession.
-
- SHOOTING: ability to put the ball in the net in the course of play. Includes
- power and also accuracy, though even the best players will often shoot wide of
- the mark when under pressure.
-
- PENALTIES: ability to score from the penalty spot. Compared with the keeper's
- penalty stopping skill.
-
- --------------------------------------------------------------------------------
- player positioning
- --------------------------------------------------------------------------------
-
- You must consider firstly your required balance between attack, midfield, and
- defence, and then within each category position your players so that
- 1) their greatest skills are taken advantage of
- 2) you have a balance between centre, left and right flanks.
-
- STRIKER (dollar sign): a small agile attacker, with a tendancy to roam around
- looking for shooting opportunities. Move around a lot in an effort to avoid
- markers, so fitness helps.
-
- CENTRE FORWARD (cent): a taller attacker, able to reach high crosses into the
- box, and good at heading. Generally less agile than strikers (and with a less
- accurate shot), and tend to play through the middle.
-
- LEFT/RIGHT WINGER (W): agile forward midfield player, specialising in runs up
- the wings, with the aim of putting a cross into the box or occasionally cutting
- inside and having a shot himself. Generally reasonable goal scorers, with
- particular abilities at dangerous set pieces. Similar in skills to strikers,
- though better at passing.
-
- FORWARD MIDFIELDER (F): like wingers this is a combination midfield/attack
- player, though a forward midfielder has a central role. His speciality is the
- short incisive pass through to an attacker. Not bad at shooting.
-
- LEFT/RIGHT MIDFIELDER (L/R): in many ways a cross between a fullback and winger,
- also with similar skills to central midfielders (see below). Prefers running
- with the ball to passing, but is nonetheless adept at passing.
-
- CENTRAL MIDFIELDER (C cedilla): a player specialising in passing and control of
- the ball - particularly useful for slowing down play and keeping possession.
- Usually the best player in the team.
-
- DEFENSIVE MIDFIELDER (D): plays in midfield behind the central midfielder.
- Reasonable passer but used for his ball-winning abilities in midfield. A bridge
- between defence and midfield and thus can make an adequate stand-in for a
- sweeper. Always willing to have a crack at goal.
-
- LEFT/RIGHT BACK (B): a defender specialising in controlling the left or right
- flank of the pitch, so particularly important for countering wingers. Like all
- defenders, good at tackling and marking. When pushing forward (overlapping),
- will attempt to get to the by-line and send a telling cross into the box.
-
- CENTRE BACK (C): stoppers. Their primary function is to releave their opponents
- of the ball. Adept at marking, blocking, clearing, tackling, etc.
-
- SWEEPER (S): an agile defender, acting as the last line of out-field defence
- against break-aways. The use of a sweeper implies that man-to-man marking is
- being practised, thus the sweeper cannot be assigned to mark anyone. He will
- often move into a midfield role when the defence is not under pressure.
-
- GOALKEEPER: the specialist who gets the blame whenever a goal is lost. His sole
- aim in life is to keep the ball out of his own net.
-
- Playing positions can be altered for any player, apart from goalkeepers. Their
- first position may NOT be the one for which they are best suited, although, it
- is generally the case. Repositioning of players during a game is a very useful
- tactical ploy. Repositioning also allows you to get around the loss of key
- players through injury/suspension/lack of fitness,etc.
-
- A two footed player can play equally well on either flank, otherwise it is not
- advised to play a left footer on the right flank or vice versa.
-
- --------------------------------------------------------------------------------
- tactics
- --------------------------------------------------------------------------------
-
-
- Tactics can be set both at an overall 'team' level, (for certain tactics)
- or individual player level, giving you an enormous amount of flexibility,
- especially when taken in conjunction with selection of players and playing
- positions.
-
- Be prepared to adjust your tactics to suit those of your opponent. What destroys
- one team may simply not work with another.
-
- Your opponents may change tactics and positioning as required during the course
- of a match - be vigilant.
-
- POSITIONING: stay back/push forward: this tactic adjusts the willingness of
- players to press forward when attacking. Push forward to go for goals, stay back
- to retain possession and maintain a strong defence. This tactic can be set for
- each player, giving you a lot of control over your team's coverage of the pitch.
-
- POSSESSION: stay on the ball/one touch passing: choice depends on the relative
- agility and passing skills of your players. Passing may be more favourable if
- the opposition are marking man to man. Again, this tactic can be set for each
- player.
-
- PASSING: short passes/long passes: long passing is riskier than short passing,
- but the rewards are more immediate. The long ball game gains territory whereas
- short passing retains possession. Again can be set individually.
-
- DEFENCE: half/full pitch: half pitch defence requires less overall ability than
- full pitch defence, as the team will drop back into their own half when under
- attack, and defend from there. Full pitch defence implies holding ground and
- defending immediately possession is lost, from any position on the pitch: if
- your team is up to it, full pitch defence can achieve overall dominance of the
- entire pitch, but it leaves much more space for the opposition to exploit.
-
- SYSTEM: zonal system/man to man marking: marking options are extensive: zonal
- system implies that each player will defend his own 'zone' (based on his playing
- position), while the man-to-man option assigns each player to an opposing player
- (except for the sweeper and goalkeeper). The choice of system will radically
- affect the nature of the play, with man-to-man requiring more movement (hence
- fitness) from the players, and generally stifling the opposition more
- effectively, while the zonal system allows your players to operate with more
- space and freedom particularly when switching from defence to attack.
- Man-to-man marking will override any of the other tactical options, when there
- is a conflict (eg full/half pitch and sag back/stand ground).
-
- Assignment of men to mark is done automatically and will be updated whenever
- you or your opponents change the team. These assignments can be overridden for
- individual players: this allows you to try any combination of man-to-man marking
- and zonal, for example, assigning more than one player to a key opposing
- attacker. This option requires more work from you, as marking assignments must
- be set for each game, and altered whenever either team makes a substitution or
- alters player positioning. However, it also allows you to optimise the marking
- and gives you more control over your players than (probably) any other option.
-
- Note the following when setting marking assignments manually:
- 1 - players assigned manually (both your players and any opposing players they
- are assigned to) will be excluded from the automatic assignments for the rest of
- the team.
- 2 - marking assignments will be cleared (ie set to 'zonal') for such players, at
- the end of the match, so you must remember to set their new assignments at the
- start of the next match.
-
- PROTECTION: sag back to box/stand ground: sag back is the safer defensive option,
- where your players will head towards the box whenever your goal is under threat,
- but they will have to rebuild any renewed attack from scratch, and will get
- exhausted more quickly than those standing firm in their zonal
- defensive positions.
-
- OFFSIDE: defensive safety/offside trap: playing offside trap will encourage your
- defenders to move forward in the hope of catching the opposing attackers offside,
- but if it doesn't work you had better have a very good goalkeeper!
-
- TACKLING: avoid heavy tackles/go in hard: players will try to tackle cleanly
- unless you tell them through this option (which can be set individually) to do
- otherwise. Note, however, the harder the player, the more difficulty he will
- have in copping out of heavy tackles, even if he has been instructed to do so.
- 'Going in hard' improves the chances of winning a tackle, but do not advise
- weaker players to 'go in hard' for tackles as they are likely to get injured.
- Hard players on the other hand are more likely to injure the opposition and/or
- get sent off.
-
- When setting individual player tactics (other than marking assignments - see
- above), there are always three options: the two options for that tactic (as per
- team tactics,followed by the letter P) and the third option of using the default
- team tactic.
-
- -------------------------------------------------------------------------------
- the match
- -------------------------------------------------------------------------------
-
- GOAL centres around the visual presentation of the match. You can alter the
- speed at which things happen (left/right arrow keys), and the way the players
- are displayed (up/down arrow keys):
-
- - stick men: home and away teams are distinguished by their team strips. The
- player with the ball, or last in possession, will be highlighted. This is
- only available for VGA machines.
-
- - H/A: indicating home and away team, intended mainly for monochrome displays
- where the strip colours are not apparent.
-
- - block arrows: indicating direction of play, again intended for monochrome
- displays.
-
- - B-W: player position (see player positioning to learn the meaning of each
- symbol). Allows you to keep a track of individual players, especially when
- used in conjunction with the commentary.
-
- - 0-9: player number, 10 in all (the goalkeeper is always shown as a smiley
- face). Allows you to determine precisely which player is which.
-
- The ball is shown as a dot when on or near to the ground, and as a larger dot
- when high.
-
- Hit Esc or enter and you are into the 'bench' screen: from this you can make
- substitutions and alter tactics at any point in the game (though you may have to
- wait for a suitable break in play to put on a substitute).
-
- Hit INS to toggle the action replay facility on or off. This enables/disbables
- both the replay of goals and the option to save them.
-
- During the game hit the spacebar to get the match commentary, enabling you to
- analyse exactly how a goal came about, etc. , and how well individual players
- are playing.
-
- If you can't wait for the result, press R. The computer then calculates the
- result. Goals, bookings, sendings-off and injuries are listed in the commentary.
- There is a break at halftime so you can make substitutions. Likewise with any
- injuries. This option is quick, but does not provide the same amount of control
- over your team as actually watching the entire game. NB: if you use this option,
- all match-related statistics (which rely entirely on the full-length game) are
- discarded.
-
- The scoreboard always shows the home team (if there is one) first.
-
- Injury time will be allowed at the end of the match, if appropriate.
-
- You must select a captain for your team. The computer will select the player it
- considers best. Press enter if you agree (look at leadership ability), or select
- some one better.
-
- During the game you get the option to nominate penalty, free kick, goal kick and
- corner takers. To help the flow of the game, if you wait 10 seconds without
- pressing a key, the computer will accept the currently nominated player.
- Note that free kick selection is always within shooting range, although the
- player taking the free kick will not always have a pot at goal.
-
- Each player is given a performance rating, updated for every tackle, shot,
- dribble, etc he makes during the game. The highest rated player is given man of
- the match. This rating is a reliable guide as to relative performances of your
- players (obviously the quality of the opponents should be taken into
- consideration).
-
- The team performances are based on the performances of the 11 players on the
- pitch.
-
- --------------------------------------------------------------------------------
- print-outs
- --------------------------------------------------------------------------------
-
- Press F5 at any point to provide a print-out of the screen. To avoid any printer
- codes being erroneously transmitted, all possible printer control characters are
- ignored.
-
- -------------------------------------------------------------------------------
- compatibility and displays
- -------------------------------------------------------------------------------
-
- Goal should work on any truly IBM compatible PC, including those with monochrome
- or Hercules display adaptors.
-
- As already mentioned, display options are available during the match so that you
- can identify teams other than by strip colour.
-
- -------------------------------------------------------------------------------
- customisation
- -------------------------------------------------------------------------------
-
- Hit F2 whenever player information is shown, and you can alter that player's
- name. Note that this new name remains only for the duration of the game.
- Permanent alterations require the use of the ALTER utility (provided only with
- the registered version of GOAL).
-
- Hit F2 on the main screen, and you can alter your own name!
-
- ALTER is very simple to use if you are familiar with GOAL and lets you customise
- all team,manager and player names, ages, caps, goals and skills,team strips and
- individual team continental and world rankings permanantly.
-
- Just type in ALTER from DOS, and make any changes you want,then hit F10 to exit
- and you will be asked if you want to save the changes to the 'GOAL.DAT' file.
- Note that any previously saved game will be unaffected.
-
- -------------------------------------------------------------------------------
- more entertainment
- -------------------------------------------------------------------------------
-
- For information on other NEW ERA SOFTWARE games, contact
-
- NEW ERA SOFTWARE
- PO BOX 19
- LIVINGSTON
- EH27 8EH
- SCOTLAND
-
- 031-333-4958
-
- or
-
- WIZARD GAMES OF SCOTLAND
- PO BOX 498
- WILMINGTON
- MA 01887-0498
- U.S.A.
-
- 1-508-658-2209
-
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- goal 94 new era software
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