INTRODUCTION
Graham Gooch's Test Cricket is an accurate simulation of cricket
which allows you to stage test matches in your own living room.
If you prefer one day cricket, you can choose from three
different limited over matches - 40 overs, 50 overs, and 60
overs or Two Innings.
PLAYING
Graham Gooch's Match Cricket match has two modes of operation -
in simulation mode one or two can play; in arcade mode, only one
can play.
Simulation mode is like watching a real game of cricket. Once
you've chosen the teams and the game is under way, you can just
sit back and watch if you like. However, you needn't be a
spectator - whether your team is batting or bowling, you can make
tactical changes whenever you wish.
First of all you must decide
whether to play a one day match (one innings each side, limited
overs) or a test match (two innings each side, unlimited overs).
One day matches can be of 40, 50 or 60 overs each side. Move the
joystick forward or backwards or press the up and down keys until
the arrow points to your choice of game, the press Fire. Next
select a one or two player game. If you choose a one player game
you can play in either simulation mode or arcade mode. You can
at this point define your own teams or play with pre-programmed
England and perhaps a team of all time greats captained by W.G.
Grace against the current England team. If you select this option
you will be presented with full instructions. Teams are chosen
from the squad of 20 players using the joystick or keyboard.
Move it forward or back then press fire to select a player.
Don't forget to include a wicket keeper in your side. If you
have chosen a two player game, the Australian team must be chosen
by the player 2, England always call at the toss.;
WHEN YOU ARE BATTING
SIMULATION MODE
Use the Joystick to determine the batsman's tactics - press Up
or move the joystick forward to make the batsman play
aggressively, press Down or pull the joystick back for defensive
batting. Press fire with the joystick in the centre to make the
batsman play normally, that is neither more aggressive or more
defensive than usual. A bleep will sound to confirm that the
computer has accepted your instructions. Remember that the
batsman won't be able to hit every shot to the boundary (and he
might well get himself out) if you like him to play agressively.
Playing defensively, the batsman is less likely to get out, but
he won't score so many runs.
ARCADE MODE
In this, the batsman always plays aggressively. The fire button
is to determine the timing of each stroke. If you don't press
fire at all, then the batsman will offer no stroke. Mistime your
stroke, and you may give up a simple catch; miss the ball
altogether, and you may hear the wicket tumbling behind you. Time
it just right though and you'll make a glorious stroke, sending
the ball crashing into the stand for six, or speeding across the
boundary for a four.
WHEN YOU ARE BOWLING
SIMULATION MODE
Use the joystick to determine the bowler's tactics; just before
he starts his run up; move the joystick left or press the left
key for an offside attack, or move the joystick right or press
the right key for a legside attack. A bleep will sound to confirm
that the computer has accepted your instructions.
ARCADE MODE
Move the joystick left or press the left key for an offside
attack, or move the joystick right or press the right key for a
legside attack, then press the fire button or press the fire key
to confirm your choice. You can improve the bowler's performance
in arcade mode by moving the joystick from side to side or by
pressing left to right alternately as he runs up to bowl. The
faster you move the joystick or alternate the left and right keys
the more effort he puts into his bowling - an indicator at the
top right hand corner shows you how much. If you don't move the
joystick or alternate the keys, the bowler will play well below
his best - so it's up to you.
OTHER IMPORTANT POINT
* Fast bowlers will tire if you bowl them continuously: after 10
overs their bowling will start to deteriorate; after 20 overs
they will be well below their best. Allow fast bowlers at least
10 overs rest between spells.
* In a two innings game the fielding side can take to new ball
after 85 overs have been bowled.
* In limited over games the number of overs each player can bowl
is limited to one fifth of the total (ie. 8 overs in a 40 over
game).
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