899
GAME -> Sport
© Addictive Games (1984)
14.33 / 20.00
 
 
Football Manager
Entraineur De Football
cpc
 
 

Manual n° 1

Real size : 2546 * 1544 px = 319.88 Ko

Manual n° 2

Real size : 1333 * 597 px = 133.9 Ko

Manual n° 3

FOOTBALL MANAGER FOR THE AMSTRAD CPC 464 - PLAYING INSTRUCTIONS (C) Copyright Addictive Games Limited 1984 ref : A04 LOADING ------- First, enter NEW, then load the program using CHAIN "". Loading time is approximately 4 minutes. There are 3 main parts to the game; On first loading, the game will start at Part 1. The following notes will guide you through the various parts of the game. Part 1 STARTING THE GAME ------------------------ A. When your name is required, type your full name as Team Manager. B. No matter which team you choose to manage, you will start in Division 4. If your favorite isn't in the 64 included, choose any as you will be able to change the name later on. C. Start at the Beginner's level and progress as you become more skillful. Part 2 THE MAIN GAME -------------------- This consists of 5 phases: PHASE 1 OPTIONAL ACTIONS ************************ A. Sell or List players - a list of players in your squad is displayed. See IMPORTANT NOTES - PLAYER ATTRIBUTE. If you now select a player to be sold, a team will make you an offer for him. Note that if you refuse the offer there is a risk that interested clubs will no longer want to buy him. You will see why! B. Obtain a loan. You may increase your Bank loan up to your Credit Limite as follows: YOUR DIVISION CREDIT LIMIT 1 &1,000,000 2 & 750,000 3 & 500,000 4 & 250,000 C. Change Team of Player names - first you have the option to change team names. If taken, the teams are displayed by division. Take care not to duplicate an existing team name. Next you have the option to change player names. If taken you can type your own choice of player names or perhaps even make yourself player manager! D. Saving the game - to save the game to be continued at a later time take the KEEP option. Now prepare your tape recorder to record on a blank tape and follow screen instructions to commence saving. PHASE 2 PLAYING A MATCH - ************************* A. Team attributes. Energy, Morale, Defence, Midfield and Attack have a minimum value of 1 and maximum 20. They are calculated as follows: Energy - us the average energy rating of all the players picked to play in your team. Morale - is 10 at the start of the season and increases when you win and decreases when you lose. Defence - is the total skill rating of all the Defenders picked to play in your team. Midfield - is the total skill rating of all the Midfield players picked to play in your team. Attack - is the total skill rating of all the Attackers picked to play in your team. B. You may select your team - see IMPORTANT NOTES - PLAYERS ATTRIBUTES C. The match highlights are shown in 3d graphics. The home team always plays from left to right and you play in the colour of your team. The team with the best attributes will often win but there is always a chance of shock results or Giant-killings, like real football. PHASE 3 RESULT OF MATCH *********************** Note : your home gate money increases when you win and decreases when you lose. Your away gate money depends on the quality of your opponents. PHASE 4 WEEKLY BILLS ******************** A. Wage bill - the higher your division, the higher the wage bill and the greater the total skill of your players, the higher the wage bill. B. Loan interest - is 1% of your outstanding bank loan. C. Other bills and purchases. D. Weekly balance - is the profit or loss for the week. PHASE 5 TRANSFERT MARKET ************************ You are given the option of bidding for a player. The more you bid in relation to his value, the more chance you have of purchasing him. If your bid fails, the value of the player will increase. The 5 phases are repeated until 15 league matches and all your F.A. Cup matches have been played. Then the game moves to Part 3. PART 3 END OF SEASON -------------------- A. The final league table is printed. B. Your league success money, which is in relation to how high you are up the league, is allocated to you and displayed. C. The top 3 teams are promoted, and the bottom 3 are relegated from your division. D. A new Managerial rating is calculated for you depending on your success so far. E. New Skill and Energy ratings are generated for all players. F. The new season stars at Part 2. IMPORTANT NOTES --------------- Restoring a saved Game ********************** A. Place saved game cassette in recorder, and from the Optional Action menu, press R and follow the instructions on the screen. The game will re-start at Part 2 Phase 1. Players Attributes ****************** When players are listed, several details are shown: A. Defender, Midfield player, or Attacker - is indicated by a D, M or A respectively in the far left and column. B. Player's name. C. Player's number - used when selecting the player for various purposes. D. Skill rating - highest is 5, lowest is 1. E. Energy - in the range 1-20. The energy rating of each player reduces by one each match he plays in. It will increase by 10 if he does not play in a match. Part of the skill of the game is resting the right players to increase their energy without doing too much harm to the skill ratings of the complete team. F. Value in & - related directly to the skill rating of the playuer and the division your team is in. G. Picked to play, Injured. Available for selection - indicated P, I and space respectively in the far right hand column. N.B. Injured players cannot be selected to play. (c) Copyright Addictive Game Ltd 1984. All right reserved. Unauthorised copying, hiring, lending, public performance and broadcasting of this product is prohibited. The publisher accepts no liability for errors in the software nor liability to damage arising from the use of this product. Addictive Games 7A Richmond Hill, Bournemouth BH2 6HE


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