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Emlyn Hughes
AMSTRAD CPC
I N T E R N A T I O N A L
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INTRODUCTION
Emlyn Hughes International Soccer offers realistic arcade action and football
management combined into one great game! Whilst there are a wide range of
facilities and control options, these have been designed in such a way that you
can sit down and play without hours spent studying the manual, and getting to
grips with the controls.
One or two can play, either against each other, or against the computer. You
can even watch two computer teams playing each other! Player skill levels and
fitness levels vary, so picking the right team is just as important as the way
you control your players during the game. Fixture lists, results, and league
tables may be displayed at any time during the season.
LOADING & CONTROLS
To load the program type RUN"EMLYN" and press ENTER. Emlyn Hughes
International Soccer is joystick controlled, and can be played by either one or
two players.
GETTING STARTED
When the game starts you will see a blank screen with a blue menu bar at the
top, and a red arrow which acts as a pointer. If you move the joystick the
arrow moves. Move the arrow until the Game option is highlighted, then press
the fire button. A menu will drop down; to start a game move the arrow until
the Play Game option is highlighted, then press the fire button again - a
friendly match between two computer-controlled teams will follow.
If you want to take part in a match yourself you must first become manager of
one of the teams - see Edit Teams in the Strategy & Options section.
If you've played a computer football game before you'll already know the basic
controls. But for anyone who's playing football on a computer for the first
time, here's what you do:
* When one team is computer-controlled, and the other is controlled by a
human player, the computer team always kicks from right to left.
* You control one player at a time. The player you are controlling at any
particular time is indicated by an arrow above his head (and his name is
displayed at the top of the screen). If your side has the ball, the
player with the ball will be highlighted, unless it is a throw-on, a
goal-kick, a corner, or a free kick, in which case you will control one
of the players waiting to receive the throw or kick.
* Move the joystick in the direction you want your player to run and hold
it in that direction until he reaches the required speed. If you now
allow the joystick to return to the central position he will continue
moving in the same direction and at the same speed. To slow down move
the joystick away from the direction of movement.
* To kick the ball press and release the fire button - the length of time
you hold the fire button down determines the strength of the kick. All
actions which are controlled by the fire button are triggered only when
you release the button.
That's all you really need to know to be able to play, but there are many more
controls to learn about as you become more confident and proficient. Don't try
to run before you can walk, though!
PLAYER CONTROL - ADVANCED TECHNIQUES
TURNING
To change direction move the joystick so that it points in the new direction.
Of course, as in real life you can't suddenly turn round without losing some
momentum. If, for example, you move the joystick so that it is pointing in the
opposite direction your player will slow down, turn around, then start running
again. You'll find that if you move the joystick through 180 degrees yourself,
going through all the angles in between (i.e. don't pass through the centre),
you can change direction much more quickly. The same principle applies to
other changes in direction. This can gives an experienced player a useful edge
over a less practised opponent.
SIDESTEPPING & BARGING
When you're trying to dribble past the opposing defenders you'll often want to
sidestep to avoid a tackle. Sidestepping involves taking a step to the left or
right without actually changing direction, and can be very confusing for the
opposition.
To sidestep move the joystick from the central position at 90 degrees to your
direction of movement, and release it instantly (if you hold it too long or
pass through the 45 degree angle you'll actually change direction). To barge a
player running alongside you use exactly the same control method. These moves
are very useful, so keep practising them until you are perfect!
KICKING THE BALL - ADVANCED TECHNIQUES
If you could kick the ball only in the direction you were running it would be
very difficult to pass and shoot accurately. Emlyn Hughes International Soccer
allows you to control the height and direction of the ball when you kick it -
if you wish.
CONTROLLING THE HEIGHT
You can kick the ball at three different heights, determined by where the
joystick is positioned when the fire button is released. If the joystick is
pointing in the direction that the player is running the ball will stay low.
If the joystick is pointing in the opposite direction the kick will be lofted
(ideal for lobs and centres), whilst if the joystick is in the central position
a 'normal' kick will result, halfway between the other two.
CONTROLLING THE DIRECTION
You can kick the ball in up to five different directions, depending on the
options selected before you start playing. If you choose the 1-direction
option the ball is always kicked straight ahead (you can, of course, change
direction just before kicking if you want to fool your opponent). The
3-direction option allows you to kick straight ahead, or at 45 degree angles
either side; move the joystick at right angles to the direction you are running
after you press the fire button (but before you release it, of course!).
The 5-direction option is the most difficult to use, but by far the most
powerful, not least because it allows you to kick the ball at angles not
otherwise available. You should aim, therefore, to master this method of
kicking as soon as possible.
To access the additional directions move the joystick at right angles to the
direction of movement. If you let go of the joystick before the fire button is
released, the ball is kicked at an angle of about 20 degrees to the direction
of travel (ideal for shots); if the fire button is released before you let go
of the joystick the angle increases to about 70 degrees (just right for
centres, or when you want to pass the ball out to the wing). Whilst the
5-direction option does not give you access to the 45 degree angles you can
always change direction just before shooting or passing.
Of course, you can combine the controls that set the height of the kick with
those that fix the direction - so, for example, if you move the joystick away
from the direction of movement and also to the side you will get a lofted
angled kick. Allowing for the possible variations in strength of kick there
are literally hundreds of possible different kicks!
BACKHEELS
To backheel the ball press the fire button and move the joystick backwards
(i.e. away from the direction you are running), then forwards, while the fire
button is held down. Backheeling the ball is sure to confuse the opposition!
CHOOSING WHICH PLAYER YOU CONTROL
When the player you are controlling is not in a good position to get the ball
you will usually want to select a different player. There is an automatic
reselection option, where the computer will decide which player is in the best
position, but manual reselection allows experienced players to use their skill
to advantage.
To select a player press the fire button, move the joystick in the approximate
direction of the player you wish to select, then release the fire button. If
there are two players in similar directions the computer may highlight the
wrong one - repeat the process until the right one is highlighted.
It is not possible to choose another player when the player you are controlling
has the ball (since pressing the fire button would make him kick it), or when
he is very close to the ball (in which case pressing the fire button might
initiate a sliding tackle or diving header). However, with practice, you will
find it easy to change control when you pass the ball from the player who made
the pass to the player who will receive the pass - point the joystick in the
direction of the pass and press fire.
Whichever reselection option you have chosen a player on your side who comes
into possession of the ball will automatically be highlighted (unless he is
taking a throw-in, corner or free kick).
HEADING THE BALL
To head the ball press and release the fire button. Provided the ball is
within range your player will jump up to head the ball. If the ball is too low
for a normal header he will automatically attempt a diving header (diving in
the direction he is running).
A diving header results in the ball bouncing off in the direction of the dive;
the direction of a normal header depends on the joystick position at the time
the ball makes contact with your player's head - you can select any of 8
angles, so you can flick the ball or head it backwards if you are skilful
enough.
SLIDING TACKLES
Sometimes the ball is just too far away for you to trap it normally, or for a
normal tackle to be effective. In this situation the solution is to slide
towards the ball to gain the added yard of pace that you need.
Press and release the fire button to initiate a sliding tackle (the ball must
be too low for you to head it, otherwise a diving header will result). If you
come into contact with the ball you may succeed in controlling it, or it may
break loose. You may even give away a free kick, especially if you tackle from
behind, so take particular care when tackling in the penalty area!
FREE-KICKS, CORNERS & THROW-INS
These are handled automatically. The ball is kicked or thrown to the
highlighted player either after a few seconds (the time varies) or when the
fire button is pressed and released with the joystick central (if the joystick
isn't in the middle it will be assumed you are trying to change players). If
the goal is in view the player taking a free kick will sometimes take a shot.
PENALTIES
These can be handled automatically, but if you want to increase your chances of
scoring you can take control. Just hold down the fire button (to determine the
strength of kick) and move the joystick in the appropriate directions during
the run-up, as if you were kicking the ball normally. Of course, if you kick
the ball straight ahead the goalkeeper is likely to save it, unless you lob it
over his head.
CONTROLLING THE GOALKEEPER
You can choose between controlling the goalkeeper yourself, or allowing the
computer to control him. You only control the goalkeeper when the goal is
under threat; to make him dive or gather the ball you must press and release
the fire button with the joystick central. Any other joystick movements are
interpreted as instructions for your highlighted player.
When two players are playing against the computer the goalkeeper can be
controlled by either player. Automatic control of the goalkeeper is
recommended for beginners. It is the timing of the fire button release that
determines whether or not the goalie has the best chance of saving the shot.
PAUSING THE GAME
Pressing the SHIFT key halts the action at any time during the game. You must
pause the game if you want to take photographs of the screen (hint: use an
exposure of at least one-quarter of a second, otherwise you will get dark bands
across the screen - ideally you will need a tripod to ensure that the camera
does not move).
Press SHIFT again to restart a paused game.
SUBSTITUTIONS/CHECKING FITNESS LEVELS
During a match the fitness of the players steadily decreases, and may go down
suddenly if a player is injured by a bad tackle or awkward fall. If you press
B whilst the game is paused and the ball out of play (for a throw-on, corner,
goal-kick or penalty) the menu screen will appear. Menu selections that are
unavailable during a game are shown in italics.
Select the Pick Team option from the Game menu. This looks exactly the same as
the Edit Team screen, but you cannot change anything except the positions. If
you decide you do not want to make any changes, exit from the menu and select
Play Game to continue the match. If you decide to make a substitution (and
provided you have not already used your subs) move the pointer to the number of
the player you want to take off and press fire. Now move the number until it
is over the number of either substitute and press fire again.
Exit from this screen by moving to the menu bar and pressing the fire button.
MISCELLANEOUS FEATURES
Press SPACE to skip the sequences where players are running on or off the
pitch, or back to their positions after a goal is scored. Press T to abort the
game; or V when the game is paused to terminate the current half prematurely.
STRATEGY & OPTIONS SECTION
Emlyn Hughes International Soccer offers a wealth of different game options.
All of these options are selected using a simple drop-down menu system much
like those that are found on powerful computers like the Amiga and Atari ST.
Almost all menu functions are performed using the joystick, but occasionally
you will need to use the keyboard to enter a name. To display the menu bar
(which shows the names of the four menus) move the arrow to the title at the
top of the screen and press fire. Move the pointer to the menu you require and
press fire again to display the menu in full.
Use the joystick to move the pointer up and down the menu, then press the fire
button when it points to the menu option you require, or the item you wish to
alter.
Some items in the menu are followed by a tick or a cross. These are options
you can turn on or off by pressing the fire button. Others display values (or
sometimes colours) that you can change by moving the joystick left and right
whilst the fire button is held down. Move the pointer to the option you
require and press fire to select it.
Sometimes menu options will be shown in shaded characters. These are options
that are not available at a particular time. For example, if there is no game
scheduled to be played the Play Game option will be shown in italics. Many
options are unavailable during a competition, to prevent cheating!
CHOOSING YOUR SQUAD
The Edit Teams screen is probably the most important in the strategy section of
the game. It allows you to decide who you want in your 16-man squad for the
current season (once the season begins you cannot change any of the squads).
To change the player names move the pointer to the first name you want to
change and press fire. A flashing cursor will appear. Simply type over the
old name and press ENTER when you have finished entering the new name.
The 'Played by:' entry denotes whether the team is computer-controlled or
controlled by a human player. Any entry other than COMPUTER gives human
control. Normally you should enter the name of the person who controls the
particular team.
PICKING TEAMS
You can pick your team using either the Edit Team or Pick Team options
(although during a competition only Pick Team is available). Suppose that you
want to drop a player, say number 7, and replace him with a player not
currently in the team. Move the square to where the number 7 is displayed and
press the fire button to pick up the number. Now move the number up or down
the column to where the replacement player is, and press the fire button to
drop the number 7 against his name.
If you allocate a new shirt number to a player who already has a number you
automatically pick up his old number, which of course you must allocate to
another player. Numbers 12 and 14 indicate the two substitutes.
PLAYER SKILL FACTORS
Each player (except for the goalkeeper) has three skill factors, Running Speed,
Defensive Skills, and Attacking Skills. Each skill can be at three different
levels, indicated by the number of blue buttons that are lit up - the more
buttons that are lit the better the skill level. To change the skill levels
move the pointer to the appropriate button and press fire - the number of
buttons lit will cycle from 1 to 2 to 3 and back to 1 again.
FITNESS LEVELS
At the start of a season all players are 99% fit, but during each game the
fitness of those players who are playing declines steadily due to fatigue - and
may fall drastically after a bad tackle. Players whose fitness declines below
75% will start to play well below their normal standard of skill, and you may
need to substitute them. Sometimes you may decide to take a chance and play
one of your star players even though he is unfit - it may pay off, but it could
also be a disaster.
Fitness levels will normally increase in the week between matches, but you may
find that players need to be rested for a week or two to regain full fitness.
Fitness levels are not taken into account in friendly matches, or when Equal
Skills is selected, nor do they change during the game - in other words players
play as if they were fully fit during a friendly, but at the end of the game
their skill level will be unchanged from its status at the start of the game.
EXITING AFTER EDITING TEAMS
When you have finished editing the team move the pointer to the menu bar, then
press the fire button. This will display a box with three buttons. Move the
pointer to the ? button and press fire if you exited by mistake; move to the X
button and press fire to exit from editing without any changes being made (i.e.
if you have made a mess of things!). Press fire when the pointer is on the
button marked with a tick if you are happy with the changes you have made.
COMPETITIONS
There are three options, a League in which all 8 teams play each other once or
twice (depending whether the Home & Away option is selected), a Cup which is a
knockout competition between 8 teams, and a Season which gives two separate
competitions, a league and a cup.
When you start a competition any competition already in progress is abandoned,
so if you wish to play both a Cup and a League you must use the Start Season
option. If you want to start a new competition and continue the existing one
at a later date use the Save All function to save the state of the competition.
SAVING THE GAME
Since there could be as many as 60 matches in a season, it is obviously
essential to be able to stop at any stage and restart another day. The Save
All option under the Game Menu not only saves all the fixtures and results to
date, but all the team details including names, skill levels, and fitness
levels, together with the current settings of the various options. Save Team
records the data for a particular team only, not option settings, results or
fixtures.
DO NOT ATTEMPT TO SAVE ANYTHING TO THE PROGRAM DISK OR TAPE. YOU MUST USE ONE
OF YOUR OWN DISK OR TAPES. REMEMBER ALSO THAT YOU MUST LOAD THE PROGRAM BEFORE
ATTEMPTING TO RELOAD AN UNFINISHED GAME.
OPTIONS MENU
Duration Each match can last up to 90 minutes (plus extra time)
1 or 2 vs Computer When the computer is controlling one team the other team
can be controlled by one or two human players
Extra Time Extra time can be played in the event of a Cup game
being drawn. Otherwise a replay is necessary.
View C vs C Matches between two computer teams can be viewed, or not
Home & Away In a league competition teams can play each other once
or twice. If they play twice, then each team plays away
once, and at home once
Practice In Practice mode the computer-controlled opposition
stays in its own half and only offers the minimum of
interference. Use this mode to gain experience of the
control system, and to practise more advanced features
Skill Level There are 10 different skill levels for computer teams.
These skill levels are in addition to the individual
player skills
Equal Skills If you prefer, all players can have the highest skill
levels
Backheels Backheels can be allowed or disallowed
Kick Directions You can choose to be able to kick in 1, 3 or 5
directions
Auto Goalie The goalkeeper can be controlled automatically or
manually
Auto Reselect Reselection of players can be manual or automatic
Points for Win In a league either 2 or 3 points can be awarded for a
win
Substitutes Either 1 or 2 substitutes are allowed
COLOURS MENU
The following colours can be changed:
Pitch Colour Initially green; also used as a shirt colour
Line Colour Initially white; also used as a shirt colour
Flesh Colour Initially pink; also used for stripes on shirts
Shorts Colour Usually black; also used for players hair, boots etc.
Goalie Colour The goalie shirt colours can be swapped with one of the
teams
GAME MENU
The following selections are available:
Play match This starts the game shown at the bottom of the screen
Arrange friendly You can at any time (even in the middle of a
competition) arrange a friendly match between any two
teams. Move the pointer to each team in turn and press
the fire button. The first team selected is the Home
team
Postpone Match If the human(s) supposed to be playing in the next match
is not available the match can be played at the end of
the current week's fixtures
Start Cup Starts a knockout competition with 8 teams
Start League Starts a league competition with 8 teams
Start Season Starts a season in which both a league and a cup are
played
Edit team You can change the names of the teams and the players,
also their skill levels. However these cannot be
altered once a competition has started
Team This shows which team is currently displayed; move the
joystick left or right to change to a different team
Load Team A team saved to tape or disk can be loaded
Save Team A user-created team can be saved
Load All Restores the state of the game previously saved with
Save All
Save All Saves all the team data, fixtures, results, colours,
options etc
DISPLAY MENU
The following displays can be selected:
Show teams A list of the 8 teams is displayed with their Managers
(i.e. human player or computer)
Show Players A list of the players in a particular team is displayed
Team Identifies which team is displayed
Show Fixtures Displays the fixtures for a particular week or team;
change the team/week to the one you require
Show Results Displays the results for a particular week or team;
change the team/week to the one you require
Show Table Shows the league table
By team Results/fixtures displayed by team...
By week .... or by week
Week Which week is displayed
Hints
Here are some tips to help you get the most out of the game:
* be realistic when you fix the player skill levels, for example forwards
will usually be faster runners than backs, but of course they won't be
so good at defending. The three numbers shown under the table of skill
levels give the number of skill points for each skill, and if you and
your friends are picking squads you could decide to have a certain
number of skill points to allocate to the players
* learn to master the simple skills before you attempt some of the more
sophisticated moves
* remember that because of the angle from which you are looking down on
the pitch it doesn't seem as wide as it really is
Problems?
Nothing happens when I select Play Game
If the next match is between two computer teams you won't see anything unless
there is a tick against View Computer vs Computer in the Options Menu.
I can't seem to control the game
Probably both teams are computer-controlled. You could, however, be using the
wrong controls.
Nothing happens when I press the fire button
That's right, strictly spreaking. All actions are triggered by the release of
the fire button, because the length of time the fire button is held down needs
to be measured.
I am having trouble controlling throw-ins and free kicks
To force a throw-in or free kick to be taken you must press the fire button and
release it with no direction selected. If the joystick is not central the
computer will assume you are trying to change to another player.
Arcade programming and artificial intelligence by GRAHAM BLIGHE
Strategy section programmed by Terry Wiley
Graphics and animation by Andrew Calver
Produced for Audiogenic by Peter Calver
(c) Audiogenic Software Limited 1989
Winchester House, Canning Road, Harrow, England HA3 7SJ
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