Kick Off 2
Copyright/Publisher: Anco Software Ltd, Created by: Enigma Variations, Program ny: Finlay Munro,
Music by: System 6581, Graphics by: David Bland, Release Year: 1990, Genre: Football/Soccer, No. Of Players: 1 to 8

Kick Off 2 like real soccer, requires skills in ball control for passing, dribbling or shooting etc. Accuracy in shooting, the ability to swerve or bend the ball need a lot of skill. The practice option allows you to practice the ball, skills without being harassed by the opposition. Take your time and practice 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 4th div. player in all departments.

A host of playing options are provided. One of the most useful one is the provision to set the skill levels of both teams independently. A novice with INT. squad can give a professional with 4th division squad a run for his money.

There is a league and a cup tournament with sudden death penalty shoot outs in case of a draw. The teams in the league are on the whole evenly matched but with different styles of play and the player skills to match that style.

A single game can be between a player and the computer or between two players. Two players can team up against the computer. A host of options are available to alter the match conditions and various permutations of the options provide enormous variety of Game Play.

This option allows you to play a Single match using International sides with their distinct styles of play.

There is a League of 8 teams lasting 14 weeks. The league championship requires consistent excellence.

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.

Practice mode gives the opportunity to practice ball skills and learn ball controls without being harassed by the opposition.

The OPTION menu sets the conditions for a SINGLE GAME or INT.FRIENDLY. The options must be selected before playing the game.

The options in this menu once set remain until changed. The DEFAULT condition is printed in BOLD.

2 x 3, 2 x 5, 2 x 10 and 2 x 20
The league and cup matches are 2 x 5 min.

A choice of 4 playing surfaces
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.

A choice of 4 - Off, light, medium and strong.

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 the full time. The extra time is in two halves and the teams change ends at the half time. If the result is still draw then a sudden death penalty shoot out decides the result.

The option is set to NO in the league matches and YES for cup tournament.

Choice of 5 skill levels - International, 1st, 2nd, 3rd and 4th divisions. The attirbutes 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. This facility allows even a novice with an International squad to give an experienced player with 4th division squad a run for his money.

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.

Each player on the pitch has a unique mixture of attributes and skills. The attributes are:
The skills are:
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 aggresion 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.

There a re 5 skills levels:

To set the skill level, select the OPTIONS in 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 4th division squad.

1 to 8 players can play. TEAM SELECTION screen provides the opportunity to select number of players and how they are to play i.e. against the computer, against each other etc...

All the five options are selected via the Main menu.

Two players can play against the computer or against each other. One player game is against the computer. On selecting this menu option, you will be asked Number of players: 1 or 2.

The change of tactics is only allowed at the half time. Select the start tactics and change the tactics at half time if you wish.

Two substitutions are allowed in a match. Please see SUBSTITUTIONS for more information.

This options allows you to plat 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.

The League consists of 8 teams and lasts 14 weeks. When the League option is selected in the Main menu, the league table with the appropriate numbers of teams is displayed. The following options are available.

Selecting Team To Play
Move J/S to highlight the team and press F.B. C will change to J. If two joystick controlled teams are playing a match, J1 or J2 will appear in the column to show which team each joystick is controlling.

This option allows you to load a previously saved league and continue the game. Insert your data disc with previously saved league in the drive and press the F.B. Select the league you wish to play and press the F.B.
Cassette - The league is saved without a file name. The first league on the tape is loaded. Identify the league on the cass. label when saving.
Disc - The league is saved under fixed names LEAGUE 1 to 10. Select th name with the joystick and press the F.B.

Select this option to play the League game. The two teams to play next match will be highlighted. If both teams and J for control, the computer will allocate J1 and J2 to the teams.

Select this option to save your current league. A good quality FORMATTED disc or a blank tape us required to save the league.
Disc - The league is saved under names League 1 to 10. Highlight the name and press the F.B.
Cass. - The league is saved without a file name. Insert a blank cass. in the recorder, press PLAY & RECORD. Press F.B. to start the save.

The league is abandoned without saving and the program returns to the MAIN menu.

The league table is updated after each match.

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, sudden death penalty shoot out feature is used to decide the result.

The World Cup tournament is for 24 teams. 4 teams is placed into six groups. And then the best teams continues in a World Cup knock out.

Team Mode - Two players can team up to play against the computer.

1 Player only - Player 1 controls TEAM A using J/S 1.

2 Players - Two players can play in TEAM MODE against the computer or against each other.

The computer has already selected the shirt number of the players and the substitutes 12 and 14. These are not necessarily the best selections.

Selecting Start Tactics - The names of the 4 tactics are displayed. Use your J/S to select the tactics you want.

The player moves in all 8 joystick directions.

If the ball is in the air, pressing 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.

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.

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 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.

Kick Off 2 ball controls have been especially 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. 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.

Press F.B. AFTER touching the ball will shoot the ball in the direction the player is facing.

Press F.B. BEFORE touching the ball will stop the ball and give the player total control.

You must STOP the ball before you can pass. Keep the F.B. pressed and move the J/S in the direction you wish to pass and release the F.B. Releasing the F.B. when J/S is centred will take you back into DRIBBLE action. The player will turn in the joystick direction and start dribbling the ball in that direction. He will shoot in that direction if F.B. is pressed.

If the ball is on the ground, reversing the direction of the J/S will chip the ball.

This option can be activated in the Option Menu. It allows the player to after the direction of the ball by a small amount after the 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 the ball to go (forward positions of the joystick only) immediately after shooting the ball.

The keeper is computer controlled except in the following cases:

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.

[UP] - Jump Up
[UP + RIGHT] - Dive Top Right Corner
[RIGHT] - Dive Right Mid Bar Height
[RIGHT + DOWN] - Dive Right Ground
[DOWN] - Stoop
[DOWN + LEFT] - Dive Left Ground
[LEFT] - Dive Left Mid Bar Height
[LEFT + UP] - Dive Top Left Corner
[CENTRE] - Catch Ball

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 the 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.

[UP] - Hard Ahead
[UP + RIGHT] - Hard Right
[RIGHT] - Medium Right
[RIGHT + DOWN] - Soft Right
[DOWN] - Soft Ahead
[DOWN + LEFT] - Soft Left
[LEFT] - Medium Left
[LEFT + UP] - Hard Left
[CENTRE] - Medium Ahead

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 top of the ball keeps the ball low at ankle height.

Kicking the ball away from the goal curls the ball in towards the goal.
Kicking the ball straight keeps the ball straight.
Kicking the ball towards the goal 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.

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 the player across or out of play.

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. 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.

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 defended goalmouth.

The ball is placed where the foul occured. A few yards away on each side of the ball stands a player from the team taking the Free Kick. If two players are 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.

[UP] - Jump Over The Ball
[UP + RIGHT] - Slight Right Bias
[RIGHT] - More Right Bias
[RIGHT + DOWN] - Pass Ball To Right Player
[DOWN + LEFT] - Pass Ball To Left Player
[LEFT] - More Left Bias
[LEFT + UP] - Slight Left Bias
[CENTRE] - Straight Kick

[UP] - Dip The Ball
[UP + RIGHT] - Dip And Swerve Ball
[RIGHT] - Swerve Ball
[LEFT] - Swerve Ball
[LEFT + UP] - Dip And Swerve Ball
[CENTRE] - No Action

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 controled player, one of the players next to the ball will take the kick.

A wall of players if formed 10 yds (approx.) from the ball in direct path of the ball.

Throw In
The computer automatically throws the ball to the nearest player in position to receive the ball. The control can be however be assumed by the player. There is an option to do a directed 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 the LONG throws.

You are allowed to make 2 substitutions during the match. You can not substitute a player who has been give a RED card by the referee. Only ONE substitution at a time can be made. KEEPER CAN NOT BE SUBSTITUTED.

[F1] - Player 12 - Team A
[F3] - Player 14 - Team A
[F5] - Player 12 - Team B
[F7] - Player 14 - Team B

When the ball goes out of play, you will be asked to make a substitution.

The words NO, will appear on the screen. Type in the shirt number of the player you wish to substitute and press the F.B.

Tactics employed by each side greatly influences the game play 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.

You have the choice between 4 tactics but you can only make your choice before starting the game and at half time (changing tactics is impossible during the game).

If after an extra time, there is still no result, a penalty shoot out takes place. Each side takes five penalties in turn. The winner is the team which scored most goals. If the no. of goals remain equal, each side takes a penalty alternately. After both sides have taken their turn, 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.

The referees in the game have their own characteristics and competence level. Some ore 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 player are also inclined to time wasting if the winner margin is small.

[P] - Pause
[ESC KEY] - Quit Match
You can quit a single game or Int.Friendly or Practice Mode. A league game or cup match can not be terminated.

There is option to 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 oppostion. In ONE player option, you control the player nearest to the ball.

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.

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 Disc and savoured at a later stage. It is also possible to compile a GOLDEN SHOTS disc recording exceptional goals.

NOTE - You must change the file name for each match otherwise the old replays will be overwritten.

The Action Replay is not automatic. To see the Replay, press key [R] for Normal and [S] for slow motion. If you wish to save the replays on a disc, insert a PREFORMATTED data disc in the drive. This disc must be used for only saving Action Replays.

Press [F1] during the replay to save the replay in the disc.

This option allows the editing of the goals to create a GOLDEN GOALS disc. A new FORMATTED disc is required.

Only 1 Golden Goal is saved under one file name.


Cassette: Type LOAD and press the RETURN key.
Disc: Type LOAD"*",8,1 and press the RETURN key.