Kick Off 2 - Manual
1.0 INTRODUCTION
Kick Off 2 retains the pace and accuracy of the universally acclaimed
Kick Off. A soccer simulation with a full size multi directional
scrolling pitch and the players, markings, goals etc in correct
proportions. Both teams play the game strictly according to tactics.
Players move into position to receive passes and gain possession. The
ball, as in the real game, travels ahead of the player thus making a
tackle is a matter of skill rather than of chance.
Kick Off 2 like real soccer, requires skills in ball control for
passing, dribbling, shooting etc. Accuracy in shooting, the ability
to swerve or bend the ball to score when taking free kicks needs a lot
of practice. The practice option allows you to practice the ball
skills and set pieces without being harassed by the opposition. Take
your time and posites without being hara you to practice the ball
ctice the skills to perfection. If two players are
to team up, it is an ideal opportunity to practice ONE - TWO up and
down the pitch.
Each player on the pitch has a unique combination of attributes and
skills suitable for the skill level at which the game is being played.
An international is superior to a 4th division player in all
departments.
A host of playing options are provided. One of the most useful
options is the provision to set the skill levels of both teams
independently. A novice with an INTERNATIONAL squad can give a
professional with a 4TH DIVISION squad a run for his money.
There is a league and cup tournament with sudden death penalty shoot
outs in case of a draw. The teams in a league are on the whole evenly
matched but with different styles of play and the player skills to
match that style. There is an option to load your own team from
Player Manager along with you own tactics to play another Player
Manager team in a single game or enter league and cup tournaments.
The of play and ecial events selection in the main menu allows data disks to be
loaded.
Kick Off 2 also provides the facility to change strip colours and
designs. On expanded machines, there are additional sound effects.
The action replay facility allows you to see the goals at normal pace
or in slow motion and compile your own golden goals disks.
There are 24 referees and they have their own distinctive
temperaments. You will soon know which referee turns a blind eye and
which one has a pack of red cards to distribute. On the other hand,
like human beings, they will have good days and bad days. You never
know, you may catch Sean Willis on a good day but Gary Penn -
unlikely!
2.0 MAIN MENU
There are 9 main menu options
2.1 SINGLE GAME
A single game can be between a player and the computer or between two
players. Two players can team up against the computer or against two
other players. A host of options are available to alter the match
conditions and various permutations of the options provide enormous
variety of gameplay.
2.2 THE LEAGUE
There is a league of 8 teams lasting 14 weeks. The league
championship requires consistent excellence. 8 players can play in
the league which can be saved to be continued later.
2.3 THE CUP
The cup tournament is played on a knock out basis. If there is no
result, extra time is played. If there is still no result, a penalty
shoot-out decides the winner.
2.4 INTERNATIONAL FRIENDLY
This option allows you to play a single match using international
sides with their distinct styles of play.
2.5 PRACTICE
Practice mode allows one or two players to practice ball skills and
learn ball controls without being harassed by the opposition.
2.6 OPTIONS
The option menu sets the conditions for a Single Game or International
Friendly. The options must be selected before playing the game.
2.7 SPECIAL EVENTS
This option is used for loading data disks to be published at later
dates.
2.8 ACTION REPLAY
This option is used to edit a file of action replay goals to create a
golden goals disk.
2.9 KIT DESIGN
This option enables the design of custom kits for a single game only.
3.0 THE OPTIONS
The options in this menu once set remain unchanged until changed.
3.1 DURATION
2x3, 2x5, 2x10 and 2x2
The league and cup matches are 2x5 minutes.
3.2 PITCH
A choice of 4 playing surfaces are given:-
Normal - Normal bounce and travel
Soggy - Ball bounce and travel reduced, players stamina reduced.
Wet - Increased ball travel and speed
Artificial - High ball bounce. Increased ball speed and travel.
Reduced players stamina.
3.3 WIND
A choice of 4 - Off, light, medium and strong.
3.4 REPLACE TACTICS
Each team can use a total of 4 tactics in a game. These tactics can
be replaced by 4 other tactics on the game disk or the data disk
containing tactics designed by Player Manager. See tactics (14.0) for
more information.
3.5 EXTRA TIME AND PENALTIES
Yes or No, if the answer is yes, extra time proportional to the full
time match duration is played if the result is a draw after full time.
The extra time is in two halves and the teams change ends at the half
time. If the result is still a draw then a sudden death penalty shoot
out decides the result.
This option is set to NO in the league matches and YES for the cup
tournaments.
3.6 SKILL LEVEL
Choice of 5 skill levels : International, 1st, 2nd, 3rd and 4th
Divisions. The attributes and skills of the players correspond to the
division. In a single match, identical squads are presented for both
teams, thus ensuring that the result depends on the skill of the
players only. The skill level of both teams can be set independently.
There is another special level namely Player Manager. This option
allows a Player Manager team to be loaded along with the current
tactics to play against another player or the computer at any of the 5
skill levels or play against another Player Manager team. See 5.0 for
instructions.
3.7 LEAGUE OPTIONS
The skill level at which the league is played can be selected. Choice
of 3rd division, 1st division or international level.
3.8 GAME SPEED
The speed of the game can be changed. At reduced speed, it is
possible to play a very tactical game and see how your tactics
actually work and the response of your opponents. There are 3 options
: Normal, Medium and Slow.
3.9 AFTER TOUCH
Yes or No, if the answer is yes, the ball direction can be altered for
a short duration after shooting. Ideal for bending the ball.
3.10 SELECT REFEREE
Yes or No, you may select any of the 24 referees. The referees play a
very important part in the game.
4.0 THE PLAYERS
Each player on the pitch has a unique mixture of attributes and
skills.
There attributes are
PACE - STAMINA - AGGRESSION - RESILIENCE
The skills are
PASSING - SHOOTING - TACKLING
The unique mixture determines the performance of the player. For
instance, a player of great pace but with poor stamina will not
perform well as the match nears the end and should be substituted if
there is extra time in a cup match. Similarly a player with high
aggression will go for a ball and if he has good tackling skills will
succeed in getting the possession but with low tackling skills is
likely to foul the opposition and may even collect a red card if seen
by the referee.
5.0 SELECTING SKILL LEVEL
There are 5 skill levels plus a special level.
International
1st Division
2nd Division
3rd Division
4th Division
Player Manager
To set the skill level, select OPTIONS form the main menu and then
select SKILL LEVEL in the option menu.
One Player or Two Players against the computer - TEAM A
Two Players against each other : Player 1 - Team A : Player 2 - Team B
The Skill level of each team can be set independently thus enabling a
novice to play on equal terms with an expert. A novice using a squad
of international players with their great pace and shooting accuracy
can give a tough game to an expert with a 4th division squad.
The Player Manager level allows you to load a team trained in Player
Manager to play against another Player Manager team or a computer
team of chosen skill level.
When Player Manager level is selected, you will be asked to insert
your P.M data disk in the drive. The whole squad along with the
current tactics will be loaded. The current tactics can however be
replaced with new tactics.
6.0 SELECTING THE NUMBER OF PLAYERS
1 to 4 players can play on the AMIGA using a joystick adaptor.
TEAM SELECTION screen (see 8.0) provides the opportunity to select
number of players and how they are to play i.e against the computer,
against each other etc.
7.0 GAME OPTIONS
All the four options are selected via the main menu.
CAUTION : Before selecting the Game Options, select the required match
conditions from the Options menu (see 3.0)
7.1 SINGLE GAME
Two players can play against the computer or against each other. One
player game is against the computer. On the AMIGA, 2players can play
against 2 other players.
On selecting this menu option, you will be asked
Number of players : 1,2,3 or 4
Select Team screens give you the opportunity to select both teams.
The winner of the toss decides whether to play Up or Down the pitch.
The name of the referee is displayed.
7.11 TACTICS
Select the tactics for the start of the match using the keyboard. The
tacticsSelect the tactics for the start of the match using the keyboard. The
tactics can be changed any time during the match when the ball is out
of play.
Keys 1,2,3 & 4 are assigned to Team A and 1,2,3 & 4 on the numeric
keypad are assigned to Team B. Press the key and the players will
move to the new tactical positions once the ball comes back into play
again.
7.12 SUBSTITUTIONS
Two substitutions are allowed in a match. Please see 19.0 for more
information.
7.2 INTERNATIONAL FRIENDLY
This option allows you to play a single game between any two chosen
international teams. On selecting this option, a list of all the
countries is presented. Highlight TEAM A and the first country.
Press the F.B to confirm the choice. Repeat the process for TEAM B.
7.3 THE LEAGUE
The league consists of 8 teams and lasts 14 weeks. There are 3 skill
levels, Third, First and International at which the league can be
played. Use the OPTIONS menu to set the skill level. The default
skill level is 1st Division. When the league option is selected in
the main menu, the league with appropriate numbers of teams is
displayed. The following options are available.
7.31 CHANGE TEAM NAMES
Move joystick up to highlight a team name. Press F.B and the cursor
will flash at the end of the team name. Use the keyboard to edit the
name. Move the J/S to highlight another team if required.
7.32 SELECTING TEAM TO PLAY
When the table first appears, the letter C appears against all the
teams to say that all the teams are computer controlled. To change
the team to J/S i.e play that team in the league. Move J/S to
highlight the team and press F1.
7.33 LOADING PLAYER MANAGER TEAMS
Player Manager teams together with their current tactics can be loaded
in the league. To load a team, move the joystick to highlight the
team you wish to replace with the P.M team and press F3. Insert your
Player Manager Data Disk in the drive and press F.B. Repeat the
process to load other teams.
7.34 LOADING PLAYER MANAGER DESIGNED TACTICS
The tactics designed in Player Manager can be loaded for each team in
the league. Move the J/S to highlight the team for which you wish to
load new tactics and press F5. Insert P.M data disk and press fire
button. The teams current tactics directory of all the available
tactics will be displayed. Highlight the tactics you wish to replace
in the current directory and press the F.B. Move the J/S to highlight
the required tactics in the data disk directory and press F.B. Repeat
the process if you wish to replace other tactics. Select DONE when
finished.
Repeat this process for other teams.
7.35 LOAD
This option allows you to load a previously saved league and continue
the game. When this option is exercised, none of the options above
can be used. Insert you data disk with your previously saved league
in the drive and press the F.B select the league you wish to play and
press the F.B
7.37 CONTINUE
Select this option to play the league game. The two teams to play the
next match will be highlighted. If both teams had J for control, the
computer will allocate J1 and J2 to the teams.
The options at the bottom of the screen will now display SAVE, PLAY
MATCH and QUIT.
7.38 SAVE
Select this option to save your current league. Insert the disk in
the drive and press the F.B. Type the name under which you wish to
save the league or use the displayed filename by highlighting it.
7.39 QUIT
The league is abandoned without saving and the program returns to the
main menu. (note - all league data will be lost!)
7.40 PLAY MATCH
The squad selection screens for each team are displayed next. The
game follows the procedure as detailed for single game.
The league table is updated after each match.
CAUTION - It is up to players to ensure that there is no duplication
of team names. Name duplication may cause the program to crash. You
are advised to save the league at regular intervals.
7.4 THE CUP
The cup tournament is for 8 teams and is on a knock out basis. In
case of a draw, there is extra time. If there is still no result, a
sudden death penalty shoot out feature is used to decide the result
(See 15.0 for rules).
8.0 TEAM SELECTION
8.1 PLAY OPTIONS
Playing As A Team - The player controls the player nearest to the
ball.
Playing In Position - The player assumes the identity i.e the skills
and attributes of one player on the pitch and controls this player
right through the match. If the selected player is injured, the
player assumes the identity of the substitute.
YOU CAN NOT PLAY AS A KEEPER!
1 to 4 players using J/S adaptor.
TEAM MODE - Two players can team up to play against the computer or
other two players. Both players can play in position.
3 Players - Third player (J/S 3) plays in team mode with player 1.
4 Players - Fourth Player (J/S 4) plays in team mode with player 2.
1 Player only - Player 1 controls Team A using J/S 1. He has a choice
of either playing as a team or playing in position.
2 Players - Two players can play in team mode against against the
computer or against each other. In the latter case they may play in
position or as a team.
A squad of 16 players with skills and attributes pertaining to the
selected skill level are displayed for Team A first. The names of the
players and their field positions are shown.
The computer has already selected the shirt numbers of the players and
the substitutes 12 and 14. There are not necessary the best
selections. If you wish to change the selection, move the J/S up or
down to highlight a player name and left or right to highlight the
shirt number.
8.2 ONE PLAYER
TEAM A
8.21 PLAY AS TEAM
Select JS.1 icon and press F.B. Select DONE and press F.B.
8.22 PLAY IN POSITION
Select JS.1 icon and press F.B. Move J/S to highlight the player
whose identity you wish to assume and press F.B. Select DONE.
8.22 CANCEL PLAY IN POSITION OR CHANGE THE PLAYER
Highlight the selected player and press F.B.
8.3 TWO PLAYERS
AGAINST EACH OTHER
TEAM A : Player 1 select JS.1 and press F.B.
Play In Position - As in 8.22
Play As Team - Select Done and press F.B
TEAM B : Player 2 select JS.2 and press F.B Then as TEAM A
TEAM MODE
TEAM A - Players 1 & 2 select JS.1 and JS.2 respectively and the
players identities. Select DONE.
8.4 THREE PLAYERS
TEAM A : Player 1 select JS.1 and player 3 select JS.3. Follow the
procedure for Team Mode.
TEAM B : Player 2 select JS.2. Select DONE to play as team or a
player and DONE to play in position.
8.5 FOUR PLAYERS
TEAM A : As for 3 Players
TEAM B : Player 2 select JS.2 and Player 4 select JS.4. Follow the
procedure for Team Mode.
8.6 SELECTING START TACTICS
The names of the 4 tactics in current use are displayed. Use the
keyboard as detailed in 7.11 to select the tactics at kick off.
9.0 PLAYER CONTROL
9.1 MOVEMENT
The player moves in all 8 joystick directions.
9.2 HEADERS
If the ball is in the air, pressing the F.B will make the controlled
player jump. Move the J/S in the direction in which you wish to head
the ball when the player is in the air.
9.3 BLOCKING TACKLE
The purpose of this tackle is to gain possession of the ball from the
opponent. The tackle must be from the front or overtaking the
opponent and getting possession of the ball as it travels in front of
the player. Tackling the player from behind is a FOUL.
9.4 SLIDING TACKLE
This tackle can be done from any direction. A sliding tackle on an
opponent without a ball is a FOUL. If the ball is on the ground,
press the F.B to do a sliding tackle. You must touch the ball before
touching the opponent to avoid being penalised. A sliding tackle from
behind is a foul.
9.5 SCISSOR KICK
Reverse the direction of the joystick when the ball is in the air for
a scissor kick.
10.0 BALL CONTROL
Kick Off 2 controls have been specially designed for ease of use. In
a fast moving game and under pressure, there is no time to remember
complicated joystick movements, the action has to be instinctive. The
controls are simple and can be learnt and practiced to perfection in
PRACTICE in the main menu. The ball control becomes even more deadly
if AFTER TOUCH is used.
10.1 DRIBBLE BALL
The ball travels in front of the player. The distance it travels
depends on the speed of the player at the time of contact.
10.2 SHOOT BALL
Press the F.B AFTER touching the ball will shoot the ball in the
direction the player is facing.
10.3 STOP BALL
Press F.B BEFORE touching the ball will stop the ball and give the
player total control.
10.4 PASS BALL
You must stop the ball before you can pass it. Keep the F.B pressed
down and move the joystick in the direction you wish to pass and
release the F.B. Releasing the F.B when J/S is centered will take you
back into DRIBBLE action. The player will turn in the joystick
direction and start dribbling in that direction. He will shoot in
that direction if F.B is pressed.
10.5 CHIP BALL
If the ball is on the ground, reversing the joystick direction will
chip the ball.
10.6 AFTER TOUCH
This option can be activated in the option menu. It allows the player
to alter the direction of the ball by a small amount after shooting
the ball. The direction must be changed immediately after shooting
the ball as the control is only effective for a very short time.
After touch can be used to devastating effect with practice. Move the
joystick in the direction you wish to go(forwards positions of the
joystick only) immediately after shooting the ball.
11.0 KEEPER CONTROL
The keeper is computer controlled except in the following cases.
11.1 DEFENDING A PENALTY
The control is transferred to the main player. The keeper stands in
the centre and starts to move as soon as the F.B is pressed. The
longer the F.B is kept pressed, the bigger the movement.
A A - Jump Up
B C B - Dive Top Left Corner
C - Dive Top Right Corner
D E F D - Dive Left Mid Bar Height
E - Catch Ball
G H F - Dive Right Mid Bar Height
J G - Dive Left Ground
H - Dive Right Ground
J - Stoop
11.2 TAKING GOAL KICKS
The keeper automatically takes the goal kick unless the player wishes
to do so. If the player does not exercise the option quickly, the
computer will take control. Move the J/S in the required position
before the keeper kicks or throws the ball. Press the F.B to quickly
boot the ball upfield to catch the opposition out of position or to
stop the keeper wasting time.
A - Hard Ahead B - Hard Left C - Hard Right
D - Medium Left E - Medium Ahead F - Medium Right
G - Soft Left H - Soft Right J - Soft Ahead
11.3 CONTROLS
AMIGA - Joystick Only.
Players 3 and 4 require special joystick adaptor available from all
good computer stores.
11.4 QUIT THE MATCH OR PRACTICE
You can quit a single game, international friendly or practice mode.
A league game or cup match can not be terminated.
AMIGA - Press ESC Key
12.0 SET PIECES
12.1 CORNER KICKS
12.11 SELECTING TYPE OF CORNER KICK
There is a choice of 9 corner kicks. A selection panel appears
showing the goal post and the corner flag. The selection panel is
actually the face of the ball that the player will kick.
Kicking the ball at the bottom lifts the ball to top bar height.
Kicking the ball in the middle takes the ball at mid goal post height.
Kicking the ball at the bottom keeps the ball low at ankle height.
Kicking the ball away from the goal curls the ball in towards goal.
Kicking the ball straight keeps the ball straight.
Kicking the ball towards the goals curls the ball away from the goal.
Once the ball has been kicked normal ball controls apply.
Look at the scanner to see the positions of your players and select
the suitable corner kick and press the F.B
12.12 STRENGTH OF CORNER KICKS
The duration for which the F.B is kept pressed to select the type of
corner kick determines the strength of the kick. A short tap will do
a short kick i.e pass to a player near to the corner flag. A hard
kick will take the ball to player player across or out of play.
12.2 PENALTIES
The angle and the height of the shot are controlled enabling the
penalty taker to put the ball anywhere in the net.
The pointer on a bar moves rapidly from left to right indicating the
horizontal direction of the ball if hit at that point. Press the F.B
to start the run. The longer the F.B is kept pressed, the higher the
ball will rise. It is therefore possible to hit the top corners of
the net or keep the ball on the ground or overshoot the ball over the
top of the goal. A short tap will keep the ball on the ground.
During the penalties, the keeper control is passed to the main player.
See KEEPER CONTROL instructions.
12.3 FREE KICKS
Set piece free kick is played if there is a foul by a defending player
within a narrow sector in front of the goalmouth.
12.31 TAKING FREE KICKS
The Ball is placed where the foul occurred. A few yards away on each
side of the ball stands a player from the team taking the free kick.
If two players are playing in team mode, the main player takes the
free kick and the other controlled player stands on the side nearest
to the goal.
Press the F.B to start the run. The duration for which the F.B is
kept pressed determines the height of the ball. The longer the button
is kept pressed, the higher the ball will rise. The strength of the
kick is randomly computer controlled.
There are two distinct J/S controls: BEFORE touching the ball and AFTER
touching the ball.
A
B C
D E F
G H
J
BEFORE AFTER
A Jump Over The Ball Dip The Ball
B Slight Left Bias Dip And Swerve The Ball
C Slight Right Bias Dip And Swerve The Ball
D More Left Bias Swerve Ball
E Straight Kick No Action
F More Right Bias Swerve Ball
G Pass Ball To Left Player
H Pass Ball To Right Player
Only the player taking the free kick has swerve control of the ball.
With practice, he can dip the ball into opposition net or bend the
ball round the opposition wall. The controls give infinite control on
the kick and with practice, a match winner. If the ball is passed to
another player, normal ball controls are resumed.
If the main player jumps over the ball, in the absence of a controlled
player, one of the players next to the ball will take the kick.
12.32 DEFENDING FREE KICK
A wall of players is formed 10 yards (approx.) from the ball in direct
path of the ball.
12.4 THROW IN
The computer automatically throws the ball to the nearest player in
position to receive the ball. The control can be however assumed by
the player. There is an option to do a direct SHORT or LONG throw.
Move the joystick in the five forward positions and press the F.B for
a short throw. If the F.B is not pressed soon, the computer will
automatically take a throw. The three backward positions are used for
LONG throws.
13.0 SUBSTITUTIONS
You are allowed to make 2 substitutions during the match. You can not
substitute a player who has been given a RED card by the referee.
Only ONE substitution at a time can be made. The KEEPER CAN NOT BE
SUBSTITUTED.
13.1 SELECTING SUBSTITUTE
Player 12 Team A F4
Player 14 Team A F5
Player 12 Team B F9
Player 14 Team B F10
13.2 MAKING SUBSTITUTION
When the ball goes out of play, you will be asked to make a
substitution.
The name of one of your players will appear on the screen. Use up and
down cursor keys to scan through the players on the field. When the
name of the player you wish to substitute appears, press the SPACE
BAR.
14.0 TACTICS
Tactics employed by each side greatly influences the gameplay and the
results. The players move into their tactical positions and provided
the tactics have been properly designed, the players are in position
to receive passes, attack and defend. Kick Off 2 comes with 8 ready
made tactics to be used for 16 bit computers and 4 for 8 bit
computers. Amiga & ST have the option to load tactics designed in the
Player Manager game can be loaded into Kick Off 2 single game as well
as in the league games. The team is however allowed to use only 4
tactics during the match. Selecting the right tactics is therefore
quite important.
14.1 CHANGING TACTICS
14.11 SINGLE GAME - There are 8 tactics included on the KICK OFF 2
disk of which 4 are pre-selected. A team is allowed to take 4 tactics
to a match. Use SELECT TACTICS in the option menu to replace any or
all four tactics from KICK OFF 2 disk or Player Manager data disk.
Select Team A or Team B and the current list of tactics will be shown.
Insert the Player Manager data disk in the drive or leave the program
disk in the drive. Press F.B to display the tactics library on the
disk. Select the tactics you wish to replace by pressing F.B. Move
the J/S to highlight the new tactics and press F.B to load the new
tactics. Select DONE.
14.12 LEAGUE GAME
Each team in the league is allocated 4 tactics. The tactics of each
team can be replaced by the library of tactics on the program disk of
Player Manager data disk. Follow the procedure as detailed in 7.34.
14.2 CHANGING TACTICS DURING THE MATCH
You can select the starting tactics to be employed by your team. The
tactics can be changed at any time during the match as soon as the
ball goes out of play. See 7.11 for instructions.
15.0 SUDDEN DEATH PENALTY SHOOT OUT
If after an extra time, there is still no result, a penalty shootout
takes place. Each side takes five penalties in turn. The winner is
the team which scored the most goals. If the number of goals remain
equal, each side takes a penalty alternately. After both sides have
taken their turn, if there is a goal difference, the team with the
most goals is declared the winner. The shoot out continues until
there is a goal difference.
16.0 GENERAL
The referees in the game have their own characteristics and competence
level. Some are more prone than others in disciplinary action. They
can give yellow and red cards.
The players with lower stamina are prone to get tired and lose pace as
well as accuracy. The players are also inclined to time wasting if
the winning margin is small.
Keyboard Commands
Pause P
Change Scanner Size X
Scanner effects the game speed. You are advised to keep it switched
on as much as possible.
17.0 KIT DESIGN
17.1 EDITING THE KITS
The team kit can be changed for a single or international friendly
match. Each team has two colours allocated. The combination allows
plain or striped shirts. A choice of 16 colours is available.
Select the colour box and press the F.B to cycle through the colours.
When all colours have been selected, move the J/S to select the style
and press the F.B.
SHIRT - Main colour + second colour or Main colour only
SHORTS - Second Colour Only
18.0 PRACTICE
There is an option to practice skills, penalties etc. Press ESC to
return to main menu.
18.1 PRACTICE SKILLS
The option gives the player the chance to learn joystick movements and
improve his passing and shooting skills. The skills can be practiced
at all skill levels with ONE or TWO players option. The skills are
learnt without being harassed by the opposition. In ONE player
option, you control the player nearest to the ball.
In TWO player option, JS.1 controls player 9 and JS.2 controls player
10. This option allows you to practice One-Two up and down the pitch.
The joystick controls of KICK OFF 2 are unique and specially designed
for instinctive play. See controls and learn to dribble, pass, shoot,
chip and head the ball. Utilise GAME SPEED option to perfect the
techniques. Press ESC to quit practice.
18.2 PRACTICE PENALTIES
You can practice taking and saving penalties either against the
computer or another player. Each player takes and defends 5
penalties. This practice is essential if there is a penalty shoot out
at the end of a cup match. See the PENALTIES section for a full
description of how to take penalties and KEEPER CONTROLS for defending
against penalties. Press ESC to Quit Practice Penalties.
19.0 ACTION REPLAY
Action replay shows the goal scored so that a player can enjoy the
glorious moments again. These glorious moments can be saved on a data
disk and savoured at a later stage. It is possible to compile a
GOLDEN SHOTS disk recording exceptional goals.
THIS OPTION IS ONLY AVAILABLE FOR SINGLE GAMES
19.1
Select ACTION REPLAY in the main menu. Select the STORE option. You
will be asked the following questions.
FILENAME: 8 Chars Max. (Default: Replay)
MATCH DATE: dd/mm/yy (Default: 03/05/90)
TEAM A: 8 Chars Max. (Default: Anco 1)
TEAM B: 8 Chars Max. (Default: Computer)
PLAYER 1 NAME: 8 Chars Max. (Default: Anco)
PLAYER 2 NAME: 8 Chars Max. (Default: Computer)
The action replays will be stored under this filename and will contain
the above information and the identity of the team scoring the goal.
19.2
The action replay is not automatic. To see the replay, press the R
key for normal of S for slow motion before the next kick off. If you
wish to save the replays on disk, insert a formatted data disk in the
drive. This disk must only be used for saving action replays.
19.3 SAVING REPLAY ON DATA DISK
Press F1 while watching replay to save it to disk.
19.4 EDITING THE REPLAY
This option allows the editing of the goals to create a GOLDEN GOALS
disk. A new formatted disk is required.
This option is a stand alone program requiring extensive use of
memory. Once this option is used, the computer must be switched off
and the game reloaded to play a game.
19.41
Select the EDIT option in the action replay menu.
Insert the data disk in the drive and select LOAD option. The
directory of the disk will be displayed. Select the goal you wish to
see and press F.B. Press space bar to store the goal in memory. Only
a few goals can be stored in memory at one time.
Insert GOLDEN GOALS disk in the drive and select the SAVE option.
Select CLEAR to clear the memory to load more action replays. Repeat
the process for the rest of the goals on the match disk. The GOLDEN
GOALS disk can be further edited to produce another GOLDEN GOALS disk.
20.0 LOADING
Insert your KICK OFF 2 disk at the workbench prompt. The Game will
load and run automatically.
((Note: I hope that you have got the WEETIBIX/ORACLE version cos thats
the only 100% version. The PARANOIMIA version kept crashing.) Zarch!)
Well thats the Kick Off 2 Docs finished, now for the WORLD CUP 90
built in data disk bit.
WORLD CUP 90 (Kick Off 2 Built In Data Disk) DOCS BY ZARCH!!
LOADING
Select SPECIAL EVENTS option on the main menu and select WORLD CUP
option on the sub menu.
CONTROLS
As in KICK OFF 2.
INTRODUCTION
There are 24 teams competing in the world cup finals. The teams are
organised in 6 groups of 4 teams each. The first part of the finals
is played on a league basis. Each team in the group plays against the
other three teams and a win is awarded 2 points and a draw 1 point.
Goals FOR and goals AGAINST are also recorded. When all groups have
completed the league, the winner and the runner up from each group
goes to the next round of the tournament together with the best four
losers. The 16 teams left in the finals now play on a knock out basis
to the quarter finals, semi finals and the final.
INSTRUCTIONS
The 24 teams of the world cup with their current grouping A,B,C,D,E
and F are displayed. Each group has four countries. You can change
the grouping of any team or all the teams if you wish to do so
provided there are FOUR teams in each group when you finish organising
the groups.
At the bottom of the table there are 4 captions.
CONTINUE - Takes you to the next table or game.
LOAD - Allows you to load a previously saved world cup game
SAVE - Saves the current world cup game to disk
QUIT - Returns you to the main menu without saving.
Move the J/S to highlight the group code and press F.B. The group
letter will cycle through the letters A to F for each press of the
F.B. Move J/S to change as many groupings as you wish to. Each group
must have four countries. When satisfied, move the J/S to the
captions and select CONTINUE to proceed.
The first round of the world cup is played on the league basis.
League table for each group will be displayed. The league will show
the letter C in the control column. This signifies that in the match
the team is computer controlled. To change the team to PLAYER
control, highlight C. Press F.B and C will change to J/S. The
control toggles between C and J/S if two players are playing, more
than one team can be set for J/S control. When the league is played,
the computer will show JS.1 or JS.2 for the control.
When all the groups have been played, the original table will display
the teams that have reached the last 16. The number from 1 to 8 will
appear against the qualifiying teams. The teams with the same number
will play against each other. The teams which did not qualify will
have a blank. You can modify the numbers including the blank by
highlighting the panel and pressing F.B.
This table will appear for the quarter, semi and finals. At each
stage you can alter the qualifying teams.
CREDITS
Amiga Coding - Dino Dini
Graphics, Play
Testing Etc. - Steve Screech
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Typed by Zarch of Random |