Graham Gooch's Test Cricket
Copyright/Publisher: Audiogenic, Release Year: 1985, Genre: Cricket, Number Of Players: 1 or 2

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).