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1990-09-07
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264 lines
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GRAEME SOUNESS VECTOR SOCCER Dox Type by ICE-CUBE of CRYSTAL
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AMIGA LOADING
-=-=-=-=-=-=-
Switch on Commodore /|miga and then insert Game disk!
GAMESPLAY
-=-=-=-=-
Graeme Souness Vector Soccer; is an incredibly realistic simulation
of modern day Football, played to full International Soccer rules.
All of the players are drawn as filled polygons, and are manipulated
by fast vector calculations along with all of the pitch and surrounding
details. Experimentation with levels of Match details and the seven
camera Angles allows the game to be played at a speed and presentation
quality which suits the individual player.
All of the player action is controlled by JOYSTICK. One player options
use Port Two, with a second player using Port One.
ESCAPE- Quits Match
"P"- Pauses/Unpauses the Game.
Pressing FIRE after the game has loaded allows the game to begin.
GAME OPTIONS!
-=-=-=-=-=-=-
Moving the selection bar up and down the screen and pressing FIRE allows
the following selection to be made.
BEGIN TOURNAMENT!
-=-=-=-=-=-=-=-=-
The main playing element of Vector Socceris an International Tournament
allowing up to eight players to compete at once. The original competing
Teams are:
ENGLAND
SCOTLAND
FRANCE
ITALY
GERMANY
CAMEROON
USSR
The ball indicator can then be moved between teams by moving the Joystick
up & down. Initially, all opponents are computer controlled.
Pulling the Joystick to the RIGHT allows a player's name to be entered
to compete in the tournament. The name is typed in via the keyboard and
registered by pressing ENTER. Up to Eight human players can be registered
in this way. Pressing the Joystick towards a particular player's name
again allows it to be altered from a previously set value back to computer.
Pulling the Joystick to the LEFT allows the International Team name to be
altered for individual preferences pressing FIRE moves the screen to the
results table.
RESULTS TABLE
-=-=-=-=-=-=-
The international tournament match results already played are displayed
on the screen for analysis The results allow comtemplation of the
strongest and weakest sides, as well as giving information on the players
relative Tournament positioning.
After examintaion of the Match Table, the next game can commence.
SINGLE PLAyeR GAME!
-=-=-=-=-=-=-=-=-=-
The single player game allows one player to complete against a computer
opponent. All computer opponents have a three Level Artifical Intelligence
system, complete with different skill abilities for players and the team
as a whole.
Computer opponents are selected by pressing the following keys on the
keypad during the Tactics screen selection period:
1. First Division Team
2. Second Division Team
3. Third Division Team
All Players abilities alter with the passing of time due to fatigue and
moral.
TWO PLAYER GAME
-=-=-=-=-=-=-=-
The two player game allows teo players to practise and compete against
one another in a competitive environment. Both players use JOYSTICK
control method, but refer to the TATIC SCREENS section for Information
regarding player strategies.
CHANGE GAME DETAIL!
-=-=-=-=-=-=-=-=-=-
The vector calculation system used in G.Souness Vector Soccer allows a
large scope of variation in the computer generated match display.
As all movements are mathematically calculated, elements in the equations
can be removed to produce an individualistic playing senario. Generally
the more elements that are removed on this screen the quicker the football
action.
However, the more elements that are left in the more impressive the screen
display, especailly when viewed through the different camera angles.
Moving the Display bar down and pressing FIRE removes an element from the
Match Play. The folowing highlighted items can be omitted or included
in a match
PLAYER DETAIL Shows more players in intricate polygon shapes.
GOAL NETS On or Off Match Display.
CORNER FLAGS On or Off Match Display.
STADIUM STANDS On or Off Match Display. If this option is selected,
it will also remove the Stadium Roof and Shadow.
STADIUM ROOF On or Off Match Display.
STADIUM SHADOW On or Off Match Display.
EXIT MENU Returns to Main Game Options Screen.
SET GAME TIME
-=-=-=-=-=-=-
All matches consist of Two Halves, each of which last for 45 minutes. The
actual half game time can be set to the following real time intervals:
2 MINUTES
5 MINUTES
10 MINUTES
20 MINUTES
30 MINUTES
45 MINUTES
EXIT MENU Returns to Main Game Options Screen.
DEMO VERSION!
-=-=-=-=-=-=-
G.Souness Vector Soccer has an automatci playing demo which runs when
selections have not been made over a measured time span. This demo can
be initated using this option.
The demo ends automatically on the pressing of the FIRE button.
TACTICS SCREEN!
-=-=-=-=-=-=-=-
At the start of all participating Matches, the Tactics screen is
displayed. These screens are essential to set up the basic positioning
of players during the match.
Tactic positioning is done against the clock at the bginning of the First
and second half of each game. Both players are able to alter their tactics
at the same time.
There are THREE tactical set ups.
PLAYER ONE Uses keyboard numbers 1,2 and 3.
PLAYER TWO Uses Keyboard numbers 1,2 and 3.
The players are presented on the tactic screens in a basic formation. The
joystick should be positioned over the player to be moved, and pressing
FIRE button allows the player to be picked up and re-positioned. This
process is repeated until the players are in their desired position
position One has now been set-up.
Pressing "2" then allows Postion two to be set-up in the same manner as
Postion one. The process is repeated by pressing "3" for position 3.
Although individual tactics will differ, a Defensive, Midfield and
Attacking set-up should cover initial Match positions.
The Tactical Screens are aborted by Pressing SPACE.
THE MATCH
-=-=-=-=-
The Artifical Intelligence system used in Vector Soccer gives the players
the ability to "think" about the Match as it happens, contemplating all
ball movements. The players do not all chase the ball, but stay in their
approximate tactical set-up locations until they can contribute to the
game.
Players not under direct Joystick control will mark opposing team players,
look for goal scoring developments, and postion themselves in the most
advantageous sections of the pitch.
The player under direct Joystick control is indicated by a dark shadow at
their feet. On the passing of the ball, the player in the nearest direct
line of the shot will automatically come under Joystick control. This
control will vary according to the swerve, speed, and direction, of the
shot.
Joystick control is directional from the joystick to the pitch, whilst
pressing FIRE allows a shot to be taken.
Pushing the Joystick in the direction of the shot will kick the ball along
the ground at pace. Holding the fire button down for longer periods
increases the force of the shot.
Pressing fire when no direction is indicated by the joystick chips the
ball into the air. Goal kicks have an automatically higher kick velocity.
Greame Souness Vecotr Soccer is played to International Football rules.
All referee interactions are indicated by a whistle and the ref's voice
giving his decision. The team who wins the ref's decision automatically
have their players positioned to take the shot.
SPOT CAMERAS ANGLES
-=-=-=-=-=-=-=-=-=-
There are SEVEN camera viewpoints from which the action on the pitch is
viewed. These can be selected at any time during the game, by pressing
the following keys:
F1 Player's Eye View
F2 Above and Behind Current Player Under Control
F3 Tracking North Down Sidelines of the Pitch
F4 Tracking South Down Sidelines of the Pitch
F5 View from Behind North End's Goalposts
F6 View from Behind South End's Goalposts
F7 Demonstration View Tracking the Ball
For ease of initial play. A tracking mode should be selected until
familiarity with the game increases.
PITCH MAP
-=-=-=-=-
In the top Right Hand Corner of the screen, a pitch Map is displayed
showing the current positions of all twenty two players, and the Ball.
The basic positioning of players is covered by the Tactic Screen set-ups
and this will be observed in the pitch map.
Use the Pitch Map as your eyes when the camera angle does not allow a
long view up the pitch.
ACTION REPLAYS!
-=-=-=-=-=-=-=-
At the end of each Half, automatic Action Replays cover the goal mouth
highspots of the 45 minutes. Goals and near misses are shown from a
camera angle behind the defending teams goal.
Doc's : ICE-CUBE of CRYSTAL
Origy : ICE-CUBE of CRYSTAL
Crack : IBM of CRYSTAL
Prog : Glyn Humphreys
Gfx : Neil Hislop & John Hansford
Music : William Hensel