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- readme.txt World Cup Cricket 1/12/98
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-
- SYSTEM NOTES
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- Graphics Card
-
- For this version of Cricket, an 8Mb Diamond Fire GL1000 Pro video card is
- recommended, with v1.54 of the BIOS and version "4.10.01.2348" of the Windows 95
- display driver, running in 16-bit colour.
-
-
-
- CONTROLS
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- General Controls
-
- Pressing the space-bar at any time will end the delivery in progress, and reset the
- batsmen and bowler ready to bowl again. Pressing the equals key loops through each
- of the possible batting control methods described below. Simulation mode has a menu
- of assistants which can be toggled by using the d-pad. These options are for
- illustration at the moment, but selecting 'Exit', and pressing button 'A' will close
- | the menu and allow play to continue. The number of overs to be played can be altered
- | by using the numeric keypad's +/- keys, or '*' to toggle unlimited overs on and off.
- | At the moment, there is an infinite number of batsmen, so scores of 45/11 are valid.
-
- At the end of each over (6 deliveries), a drop-down menu will appear for the bowling
- side, asking for the selection of the next bowler. Names which appear 'grayed-out'
- | may not be selected. Clicking on a name will select that bowler and close the menu,
- | ready for the next over. This does not happen if the CPU bowler is active. NOTE that
- the names are placeholders only, and do not affect, at this time, the style or skill
- level of the bowling.
-
-
- Arcade Mode Bowling
-
- | The CPU bowler can be toggled on and off by pressing the 'B' key. If the CPU bowler
- | is active, the displays below are still shown, and represent the 'control inputs'
- | the CPU is entering.
-
- The indicator at the bottom-right of the screen is the bowling control panel. This
- is split up into four segments arranged in a cross formation, with a swinging marker
- moving across them. Coiled around these is a power meter, which also has two small
- green markers on the edge indicating the positions of half and double power.
-
- The mouse is the default controller for bowling. The yellow bowl circle can be moved
- around the pitch using the mouse, and the yellow arrow indicates the path the ball
- will take. If the right mouse button is held down, the desired amount of spin or
- swing to be applied to the ball can be altered. This is indicated by the lit
- segment on the bowling control panel, and the distance the swinging marker is away
- from the center is the amount to be applied.
-
- Left Segment: Outswing or Off-Spin
- Right Segment: In Swing or Leg-Spin
- Upper Segment: Top-Spin
- Lower Segment: Flipper
-
- Once the desired path of the ball is found, the bowler clicks the left mouse button
- to start the power increase and stop the swinging spin/seam marker. While the
- | power is rising, the amount of spin/swing to be appiled can be adjusted by holding
- | down the right mouse button and dragging the (now stationary) marker around. This
- | can result in reduced accuracy if the desired amount of spin/swing is increased.
-
- During this time, the position of the ball marker can be adjusted by moving the
- mouse, although now the bowl circle will have an amount of inertia dependant on
- how close the spin/swing marker was stopped to the center of the segment. If the
- ball passes the batsman outside his reach, it is considered a 'wide', where the
- | batting side are awarded bonus runs and the ball is bowled again. The yellow arrow
- | indicating the bowl path can be toggled off/straight/exact by pressing the keypad
- | Enter key.
-
- | Clicking the left mouse button again will stop the power increase. If a change in
- | the final power is desired, clicking or double clicking the left mouse-button again
- | will result in a power decrease of increase to the lower or upper green marker,
- | respectivly.
-
- The fielding is handled automatically at the moment.
-
-
- Arcade Mode Batting (1)
-
- The batsman's default controller is a four-button joypad. While the bowler is
- adjusting his delivery, the batsman can be moved around by pressing a direction on
- the joypad. Sometime after the ball has been released, during it's flight, the
- ball will flash and the batsman can select a stroke. Holding down button 'A' and a
- direction on the d-pad will result in a stroke being selected that should send the
- ball in the direction indicated. Pressing button 'B' will select a defensive shot.
- The timing of these button presses will affect how accurately the ball is struck,
- with badly timed shots resulting in the ball hitting the edge of the bat or even
- missing entirely.
-
- After the ball has been struck, the batsmen have the option to run. Pressing
- button 'A' on the joypad anytime after the shot has been played will start both
- batsmen running to the opposite ends of the pitch, resulting in a run. Pressing
- 'A' repeatedly will increase the speed the batsmen run at, and pressing 'B' at any
- time will send both back to the crease they started the run from.
-
- Once the batsmen have completed a run, and the ball is still in play, the player
- can elect to run again by pressing 'A' again. The batsmen will not start a run if
- the ball goes dead, as in the ball crossing the boundary for a six or a four.
-
-
- Arcade Mode Batting (2)
-
- This method is similar to the control method (1). The batsman is moved around in
- the same fashion, but there is also cone on the ground that can be rotated
- around the batsman by holding the 'B' button and pressing left or right on the
- d-pad. This cone shows the desired direction that the ball should travel when the
- shot is played. When the ball flashes as in method (1), pressing 'A' will play the
- shot, with the timing issues as before. If down is pressed on the D-pad at the
- same time, the original selection will be ignored, and instead, a defensive shot
- will be played. Running is dealt with in exactly the same way as above.
-
- For debug purposes, buttons 'C' and 'D' alter the size of the direction cone to
- reflect the quality of the batsman -- highly skilled batsmen have small cones, and
- hence can accurately place the shot, whilst those players who bat further down the
- order would have wider cones, indicating that they cannot place their shots quite
- as accurately.
-
-
- Simulation Mode Batting
-
- This method allows individual strokes to be selected via the d-pad. The batsman
- is moved around in the same way as the two arcade modes, but the player can select
- a stroke at any time by pressing a combination of a button and a direction on the
- d-pad. The list of how these combinations are mapped to shots is given below. Once
- a shot is selected, a red directional cone appears on the ground, similar to arcade
- mode (2) to indicate the predicted ball direction. Shots may be selected as often
- as desired at any time up until the point that the directional cone flashes. This
- indicates that there is only a few moments left to select a shot.
-
- The timing and some movement of the batsman is assisted automatically by the
- computer. The drop-down simulation option menu, accessed by pressing the 'X' key
- on the keyboard, will allow this level of assistance to be altered, but these
- selections don't have any game effect at the moment.
-
- Stroke Assignments:
- ---------------------------+---------------------------+------------------
- A: On Drive Follow Thru |A: Follow Through Drive |A: Off Drive Follow Thru
- B: Checked On Drive |B: Check Drive |B: Checked Off Drive
- C: Checked On Forcing Shot |C: Forcing Shot Follow Thru|C: Checked Off Forcing Shot
- D: Checked On Forcing Shot |D: Checked Forcing Shot |D: Checked Off Forcing Shot
- ---------------------------+---------------------------+------------------
- A: Leg Glance |A: Defensive |A: Cover Drive Follow Thru
- B: Leg Glance |B: Defensive |B: Checked Cover Drive
- C: Hook |C: Defensive |C: Square Cut
- D: Pull |D: Defensive |D: Square Cut
- ---------------------------+---------------------------+------------------
- A: Hard Sweep |A: Defensive - Hide Bat |A: Reverse Sweep
- B: Gentle Sweep |B: Defensive |B: Reverse Sweep
- C: Leg Glance |C: Very High Defensive |C: Late Cut
- D: Leg Glance |D: Defensive |D: Late Cut
- ---------------------------+---------------------------+------------------
-
-
-
- CAMERAS
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- | There are several cameras. By default the game starts in batting mode (F6). F10
- | toggles director mode on and off, and use of it is not recommended at this time.
-
- F1: This camera focuses on the ball, zooming in and out from a TV-camera
- viewpoint.
- F2: This camera is fixed above and behind the bowler, and zooms in towards
- the batsman during the flight of the ball.
- F3: This camera is placed at mid-wicket, and tracks the ball; useful for
- looking at attempted run-outs.
- F4: This camera chases the ball, looking 'through' the ball to where it
- is expected to land.
- F5: Unassigned.
- F6: This camera is the default view for batting. It is fixed above and
- behind the striking batsman.
- F7: Stump-cam at the bowlers end.
- F8: Stump-cam at the batsman's end.
- F9: Unassigned.
- F10: Toggles director mode. By default this is off.
- F11: Debug Camera View.
- F12: Debug Camera View.
-
- | It is also possible to override by using the cluster of Insert, Delete, Home, End,
- | Page Up and Page Down keys move the camera along the game axes. Holding down the
- 'I' key will increase the speed of movement.
-
-
- REPLAY MODE
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- Replay mode can be entered at any time by pressing right-Ctrl and 'R'. Pressing
- these keys again will return to the game. Approximately the last sixteen seconds
- of play are stored by default. Once in replay mode, a shuttle dial will appear in
- the bottom-left corner of the screen. Left-clicking on this dial with the mouse and
- dragging the mouse left or right will cause playback at speeds between x1/10th speed
- and x4, backwards or forwards. Releasing the mouse button will cause the dial to
- return to a pause state. Right-clicking over the dial will cause playback at normal
- speed, until the dial is clicked on again.
-
- A single replay can be loaded whilst in replay mode by pressing right-Ctrl and 'L'.
- Right-Ctrl and 'S' saves the current replay to this default name, regardless of the
- name given to it in the dialog box.
-
- Clicking on the ball or the head of any player whilst in replay mode will focus the
- camera on that object. The camera can be moved around by left-dragging the mouse
- zoomed by right-dragging with movement up (closer) and down (further).
-
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- readme.txt World Cup Cricket 21/10/98
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-