INTRODUCTION
Match Day II is an all action arcade soccer simulation featuring
variable strength volleys, lobs, backheels and ground shots,
jumping headers, barging, diving keepers, variable tactics and
the highly accurate diamond deflection system. You may compete
against your friend or against a computer team; alternatively you
and your friend may team up against the computer.
Match Day II also features a league championship, cup
competition, user definable keys and lots, lots more!
GETTING STARTED
To get started quickly, load the game and press CBM-key three
times. This will get you onto the pitch, and you may now start
playing. The game may be played using a joystick or the
following keys:
[CRSR LEFT] - left
[CRSR RIGHT] - right
[F1] - Up
[F3] - Down
[F7] - Kick/Jump
THE MENU SYSTEM
Use any key other than CBM to move the cursor. Use CBM to
select the entry indicated by the cursor. Please note that when
the instructions refer to TEAM 1 they mean the team that starts
at the left hand end.
JOYSTICK MENU
This menu only appears when you first load the game, so try not
to make any mistakes as it will mean you have to reload it.
(a) One joystick in port 2 - Selected if only one joystick is used. If two
player game is then selected, player two will have to use keys (see keys menu).
(b) Two joysticks - Selected when both, player one and player two will be
using joysticks.
(c) No joysticks - Selected when no joysticks at all are available. Both
players will have to use keys (see keys menu).
MAIN MENU
Near the bottom of the screen. the last result is displayed.
(a) 1 PLAYER MATCHDAY You play soccer against the computer.
(b) 2 PLAYER MATCHDAY You and a friend play against each other.
(c) TWIN PLAYER MATCHDAY You and a friend team up against the
computer.
(d) MATCHDAY CUP You and up to seven friends may take part in a
three round cup competition.
(e) MATCHDAY LEAGUE You and up to seven friends may take part in
a league championship.
(f) KEYS AND OPTIONS Access numerous options and facilities.
Before you kick off each half, you may use the handicap system.
(Not available for cup or league matches.)
(a) START HALF - Kick off.
(b) SCORE TEAM ONE 0 - Give team 1, goal advantage.
(c) SCORE TEAM TWO 0 - Give team 2, goal advantage.
PAUSE MENU
This menu may be selected only during the match by pressing [RUN/STOP].
(a) RETURN TO MATCH - Restart the game.
(b) QUIT MATCH Quit - Quit match and return to main menu.
(c) TACTICS SELECTION - Select tactics menu.
KEYS AND OPTIONS MENU
This is accessed from the main menu.
(a) QUIT MENU - Return to keys and options menu.
(b) MATCHDAY OPTIONS - Access various match options.
(c) PLAYER 1 KEYS - Access the user definable key menu for player
one.
(d) PLAYER 2 KEYS - Access the user definable key menu for player
two.
(e) TEAM NAMES - Change the team names.
(f) TACTICS SELECTION - Select tactics menu.
(g) COLOUR SCHEME - Select team and pitch colours.
MATCHDAY OPTIONS MENU
Each option in this menu may be selected, and then changed by
pressing ENTER.
(a) QUIT MENU - Return to keys and options menu.
(b) SOUND LEVEL - (HIGH/LOW/OFF)
(c) TIME EACH HALF - (5/10/15 MINUTES)
(d) KICKOMETER - (ALL/FWD/HARD/II/III) See the paragraph on the
kickometer for a full explanation.
(e) COMPUTER MATCHES - {UNATTENDED/ATTENDED) Decide whether to
watch games you are not taking part in.
(f) COMPUTER SKILL - (LOW/MEDIUM/HIGH).
(g) KEEPER 1 - (HUMAN/COMPUTER) You may delegate control of your
keeper to the computer.
(h) KEEPER 2 (HUMAN/COMPUTER).
PLAYER 1 & 2 KEYS MENU
It is important to utilise this function properly - please read
the screen prompts.
Step (a): Move cursor to highlight the required control on which
the keys are to be changed.
Step (b) Press CBM (clears all current keys).
Step (c) Press all keys required for control (they will be
printed on the current line as they are pressed). If you want to
use the CBM key then press it first. N.B. If you accidentally
press the wrong key at this point, go on to step (d) and then
back to (b). (This involves pressing CBM twice).
Step (d) When all keys are selected press CBM.
Step (e) If you want to change more controls then start again at
Step (a), otherwise move the cursor to QUIT MENU and press CBM
to return to the keys and options menu.
The default controls have been defined as follows.
In two player mode, if both players are using keyboards:
PLAYER 1
LEFT - Left cursor key
RIGHT - Right cursor key
DOWN - F3
UP - F1
KICK/JUMP - F7
PLAYER 2
LEFT - Arrow
RIGHT - 1
DOWN - S
UP - E
KICK/JUMP - Space
In two player mode, if player 1 is using a joystick in port 2:
PLAYER 2 keys
LEFT - Arrow
RIGHT - 1
DOWN - L
UP - P
KICK/JUMP - Space
The Commodore joystick ports are interactive with the keyboard. When 1 or
2 joysticks are selected certain keys are not available.
TEAM NAMES MENU
You may change any of the eight team names by moving the cursor,
pressing CBM, and then typing your new team name. Press CBM
again when you have finished. The top menu option is QUIT MENU,
and this will return you to the keys and options menu.
TACTICS SELECTION MENU
QUIT MENU - This will return to either the pause menu or keys and
options menu.
TEAM 1 - (ATTACKING/DEFENSIVE) Push your men up front to go for
goal or pull them back to shore up your defence.
TEAM 2 - (ATTACKING/DEFENSIVE).
MATCHDAY CUP & LEAGUE MENUS
This menu for cup & league competitions are fairly similar and
will be dealt with together. At the top of each menu, just under
the heading, the next fixture is printed. If there is no fixture
then the competition has ended and you will have to start a new
one.
Near the bottom of the screen is the CUP/LEAGUE CODE NUMBER.
This changes as you progress through a competition The number may
be typed back in at a later date to restore the current position
in the competition. The computer skill level only sets the
minimum level for cup and league matches, i.e. during the cup
semi-finals the minimum skill level will be MEDIUM and during the
final it will be HIGH. In the league championship different
teams play at different skill levels. Please note that if the
result of a cup game is a draw after extra time, you will have
to play a replay.
PLAY FIXTURE - Play the current fixture. When the game has
finished, the cup/league table is shown; pressing any key at this
stage will return you to the main menu. This means that you may
intermix league, cup and friendly matches.
CONTROL
(Comp Vs. Comp / Comp Vs. Human / Human Vs. Comp / Human Vs. Human / 2
Humans Vs. Comp / Comp Vs. 2 Humans)
You may select what teams you wish to control, and even change
your mind mid-competition. If Comp V Comp is selected, they will
not be shown unless you have changed the COMPUTER MATCH option
(Matchday options menu) to ATTEND. If you do not watch, you will
be shown the cup/league table immediately.
VIEW CUP/LEAGUE TABLE - This will display the appropriate table.
START NEW CUP/LEAGUE - This will wipe all results in the current
competition and start a new one. A new random draw is made in the
case of cup competitions. The cup/league table will be displayed
after this.
START OLD CUP/LEAGUE -
Access the menu that permits you to type in an old code number.
QUIT MENU - Return to main menu.
START OLD CUP/LEAGUE MENUS
QUIT MENU - Return to cup or league menu
CODE -
Selecting this will produce a screen prompt and a cursor. Type
in a previously written down code number and if you get it
correct you will be shown the appropriate table before returning
to the cup/league menu. If you mistype it, a screen prompt will
inform you and give you a chance to have another try.
PLAYING THE GAME
Deadball situations (Centres, throws, corners, goal kicks)
The player taking the kick/throw will automatically run to the
ball. Pressing the fire key sends the ball to one of nine
positions. The positions are selected by pressing the joystick
the way you want the ball to go. For instance, at a centre taken
by the left team, pressing the joystick right will result in a
long kick to the right, pressing left results in a short kick,
pressing up sends the ball to the far side of the pitch, pressing
down to the near side, etc. A different set of nine is provided
for each deadball situation. Please note that the kickometer
has no effect on these kicks and throws.
Controlling a player
You have control of the player in the best position to get the
ball. When the ball is kicked you gain control of the player
nearest to the landing spot. However, when control swops from
one player to another, you will, for a short time, control both
players to give you a better chance in the case of a rebound.
The player you control will have a miniature copy of the
kickometer just above his head.
Getting Possession
If the ball hits your player below his knees, he will gain
possession. This means that your player will automatically
dribble the ball. Please note that a player will run slower
while he is in possession. To gain possession of the ball, you
must judge its path and time your interception so that the ball
arrives at your feet. To trap a bouncing ball, you must keep
your eye on its shadow and stand where you estimate the point
that the ball and shadow will meet (i.e. where the ball bounces).
Note that the size of the ball's shadow changes according to
its height.
The kickometer
The kickometer determines the kick pressure, where III is very
hard, II is medium, I is very soft and -1 is a backheel. The
range of the meter may be altered from the MATCHDAY OPTIONS menu.
(a) All kicks - All forward kicks and the backheel
(b) Fwd kicks - All forward kicks (default value)
(c) Hard kicks - The meter just uses II and III
(d) Kick II - The meter is fixed at II
(e) Kick III - The meter is fixed at III
Please note: when you play twin player matchday, the two players
under control are indicated by two different miniature
kickometers. Player two controls the man with the double
kickometer.
Kicking the ball while in possession
Pressing fire while in possession will kick the ball. If your
player is standing still, he will kick along the ground; if he
is running, he will do a lob. The final pressure is determined
by the kickometer.
Locking the kickometer & volley shots
If you press and hold your fire key, you will lock the kickometer
reading for your team. This means that if your player contacts
the ball, he will instantly volley the ball. The volley is a
low, hard shot ideal for shooting at goal. The final pressure of
the shot is determined by the locked kickometer (shown above your
player's head).
Jumping
If the ball is above waist height, and fairly near your player,
he may jump by pressing the fire key. While in the air, he is out
of your control.
The keeper
The keeper will automatically get in a good position to save any
possible shot. You get control of the keeper if the ball is
coming towards the goal. Pressing the fire key will make the
keeper dive. Pressing up on the joystick will dive him towards
the far post, pressing down, towards the near post, and he will
jump straight up if thejoystick is left in the middle. If
playing twin player matchday, control of the keeper always
goes to player one. When you get control over the keeper, you
retain control over the nearest player. It is possible to
delegate control of your keeper to the computer - this is done
on the MATCHDAY OPTIONS menu.
Barging
You may shoulder barge players to force mistakes. However, when
playing the computer team on the HIGH skill level, you will find
they are very good at holding their ground and even barging back.
Diamond deflection system (DDS)
The DDS has been incorporated to provide maximum realism when the
ball deflects from a player. In practice, the ball responds not
only to the angle the player is standing and the ball direction,
but also to the direction he is moving, including if he is
jumping, and also detects his forehead for extra control.
HINTS AND TIPS
Use 2 PLAYER MATCHDAY to get the hang of passing and receiving
the ball and to test the various corners, centres, goal kicks and
throws. To keep track of the ball while it is in the air, it is
important to keep your eye on its shadow. When using the
kickometer on ALL KICKS, try locking it on backheels when you run
into a tackle.
Use the Diamond deflection system to knock the ball on to others
on your team. Get used to using volleys - in particular, you may
move into attack very quickIy using volleys and a zig-zag route
up the field.
For the ultimate challenge, play the computer team with skill set
to HIGH, the kickometer set to ALL KICKS or FWD KICKS, the
computer tactics set to ATTACKING and your keeper control set to
HUMAN.
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Its program code, graphic representation and artwork are the
copyright of Ocean Software Ltd and may not be reproduced,
stored, hired or broadcast in any form whatsoever without the
written permission of Ocean Software Ltd. All rights reserved
worldwide.
This software product has been carefully developed and
manufactured to the highest quality standards. Please read
carefully the instructions for loading.
IF FOR ANY REASON YOU HAVE DIFFICULTY IN RUNNING THE PROGRAM, AND
BELIEVE THAT THE PRODUCT IS DEFECTIVE, PLEASE RETURN IT DIRECT
TO: MR YATES, OCEAN SOFTWARE LIMITED, 6 CENTRAL STREET,
MANCHESTER M2 5NS.
Our quality control department will test the product and supply
an immediate replacement if we find a fault. If we cannot find
a fault, the product will be returned to you at no charge.
Please note that this does not affect your statutory rights.
Written by Jon Ritman and Bernie Drummond
Music and sound effects by Guy Stevens
Produced by D C Ward
(c) 1987 Ocean Software Limited
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