Dear MISL Franchise Applicant.
The Major Indoor Soccer League is deligted to inform you that your
application for a new MISL franchise has been approved by the League Office.
The addition of your franchise brings the total number of teams in
the MISL to 12 - six Eastern Division and six Western Division teams.
Your team will start out as the weakest team in the Eastern Division. If
you make it to the post-season playoffs and win your Division Title, you will
then play the best team from the stronger Western Division for the
coveted MISL Championship Trophy.
While congratulations are in order, I should mention that the task of acquiring
talent for your new franchise will be difficult, at best.
Undoubtedly, it will take you several seasons before all of the pieces fit
together. To work your way up through the league to become the Number
One team may seem like an impossible task at present. However, we're
confident that with your superior abilities as an owner/general manager,
head coach, and plater, your new organization will flourish.
Office of the Commissioner
Welcome to the Major Indoor Soccer League, better known as the MISL.
Headers, bicycle kicks, passes, dribbling, injuries - MISL Soccer contains
all the action, realism and excitement of indoor soccer. Play midfielder or goalkeeper.
Play against another player, against a computer controlled team, or
have the computer play against itself.
You also can have two players play against the computer, where
one plater controls a team's midfielder and the other
player controls the same team's goalkeeper. Make your own coaching decisions
or let the computer be your coach. Compete in regular league play or
In regular season play; your team starts as the worst of the six teams
in the MISL Eastern Division. At the end of regular season play, the best four
teams in each division participate in their division playoffs. If you win your
division title you'll proceed to the final playoff round and battle the Western
Division champion for the MISL Championship Trophy. Even if you don't win the
League Championship, your playoff ranking will be recorded in your team
history for each of nine seasons play.
The challenge of MISL Soccer doesn't stop on the field. You also have
the opportunity to act as your team's Owner, General Manager and Head Coach.
You make the trades, recruit young player, conduct training camps, make
substittions, and call strategies. Make good decisions and you could build up
a dynasty as you climb through the ranks. Make the wrong moves, and your
team may play like and expansion franchise forever.
Every season will consist of five home games and six road games. The
schedule is arranged so that all of your home games are played against teams
in your division, while all road games are played against teams from the Western
Division. All road games will be played out by the computer, but will not
be viewed because of a "TV blackout". When you select PLAY SOCCER and the
next game is against a team from the Western Division, the message 'YOUR
TEAM IS ON THE ROAD, THIS GAME IS BEING PLAYED IN: (opponent's city).
RESULTS WILL BE AVAILABLE AFTER THE GAME" will appear on the screen.
This home awat feature makes it important for the General Manager to
build a well-balanced team, since road games will be played against teams
from the stronger Western Division. A skillful Coach who calls the right plays and
has built up a strong midfielder and goalkeeper may have a greater advantage
when playing at home. However, if the rest of the team is not balanced in
both SKILL and AGE at all playing positions, they will have real trouble winning
games on the road. Only by mastering all three aspects of the game - Player,
Coach, and General Manager - can you hope to win the Championship MISL
Soccer puts you in complete control of the sport of indoor soccer.
Your Options as a Player
Choose to control either the midfielder or the goalkeeper of your team
from the Game Setup Screen that appears after you select PLAY NEXT GAME
from the Main Menu. Choose the computer as your opponent, play against a
friend, or play two against the computer. (You can also elect to have the
computer play against itself.)
As your team's midfielder, shoot, pass, and perform headers and bicycle
kicks. You also have a 'turbo boost' option to run faster than usual, but use it
wisely, or you'll wear your player out. When you play as the goalkeeper, make
spectacular saves while your computer-controlled teammates try to keep the
opposition out of your face.
Read the section entitled "HOW TO CONTROL YOUR MIDFIELDER AND GOALKEEPER"
in the enclosed reference bookler for details about player control and techniques.
Your Options as an Owner/General Manager
As owner and general manager of a new franchise, you are responsible
for improving your club to make it more competitive with established league
members. Should you go with a team of establish but aging veterans, or
replace the older players and start to rebuild? If you don't acquire better players
and develop the players you have, you stand very little chance of moving up
through the division or winning the MISL Championship Trophy.
Your team probably will slump and gain a reputation as the leagues "doormat". Three
methods to improve your team are available to you. You can recruit (create)
new young player, trade players, and send your team to special training camps
to improve their overall skills.
Select RECRUIT A PLAYER, A PLAYER TRADE, or IMPROVE TEAM from the
Main Menu to reach menu options for recruiting, player trades, and training
camp. See the section of this manual entitled "IMPROVING A TEAM THROUGH
RECRUITMENT, TRADES, AND TRAINING CAMPS" for details. You may also
name your team when you select "START NEW LEAGUE" from the Main
Menu. See "Start New League" in "THE MAIN MENU" section of this manual for
Your Options as a Coach
As head coach, you can establish your lineup, make substitutions for tied
or injured players (you must substitute for injured players) during a game,
and decide offensive and defensive strategies to use against your opponent.
Or, at your option, the computer can handle substitutions and strategy
selection for you.
Select SET UP TEAM from the Main Menu before a game to make
lineup and roster changes. During a game, you can send in substitutes and
make strategy decisions from the Coaching Screen that appears during any
break in the action. See "Set Up Team" in the section entitled "THE MAIN MENU"
for details. Also, see the section entitled "COACHING STRATEGY SELECTION
AND SUBSTITUTION". To get the big picture from start to finish, begin by
reading the next section.
THE MAIN MENU
The Main Menu offers several choices, all of which are discussed
individually later in this manual. You also can save a team from the Main
Manu. See the enclosed reference booklet for specifics about saving a team
and about how to make selections from the Main Menu, as well as the other
menus in the game, if you need help.
The top half of the Main Menu displays the current league standings,
which show the won, loss, and games behind ("W", "L", and "GB" on the screen)
records for every team in the league. The first-place team in each division
appears at the top of the column for that division. The last-place teams appear
at the bottom of each column. Your expansion franchise, the DESIGNSTAR
team, is the last-place team in the weaker Eastern Division. (You can change
the name of your team when you choose START NEW LEAGUE from the
The options displayed on the bottom half of the Main Menu are split into
two sections, under the headings "VIEW" and "TRY". A description of
each option follows.
The League Status
When you select THE LEAGUE STATUS from the Main Menu, you'll see
some general information about your soccer franchise. The display tells you how
many trading points you have available for player recruitment, player trades, or
training camp, as well as the number of games that constitute a single season
It also shows the number of games needed to win each round of
the playoffs (you may change these when you select START NEW LEAUGE),
the number of games played so far during the current regular season, and the
number of rounds played so far during the current seasons playoffs. To exit
THE LEAGUE STATUS, press the fire button (or in some versions, the key
that serves as the fire button).
A Team History
If you choose A TEAM HISTORY, you'll be able to view a record of
your team's performance over the last nine seasons. The years will be numbered
1 through 9 down the left side of the screen when you begin. After nine
seasons have been completed the yaers will scroll up, the top one being lost
forever and the bottom one moving up to make room the next. The display will
subsequently show years 2 through 10, 3 through 11, etc. This process
continues for each new season played.
The statistical categories tracked include won and loss records ("W"
and "L"), winning percentage ("PCT"), games behind ("GB"), calculated by
subtracting a team's number of wins from that of the first place team; goals
for and against ("GF" and "GA"), division position ("DIV"), and round reached in
the Championship Playoffs ("PL"). When a team makes the playoffs, this figure
starts at four and decreases by one for every round the team advance. An
asterisk indicates that the team won the Championship that year, a zero means
the team didn't make the playoffs. The last statistic given is the team's overall
rating relative to all of the other teams in the league ("RATE").
In addition, the cumulative total (or average) for each statistical category
is displayed at the bottom of the screen. Totals are given for wins, losses, goals
"for" and "against". Averages are given for winning percentage, games behind,
division position, round reached in the playoffs, and overall rating. You can
change the display to a different team's history or exit A TEAM HISTORY and
return to the Main Menu by following the instructions in the reference booklet.
This screen shows the game-by-game progress of all the teams in the
Championship Playoffs. The playoffs begin at the end of the regular season,
with the top four teams in each division participating. The first two playoff
rounds are intra-divisonal teams play only other teams in their division. Playoff
palrings are determined from the final regular season standings. The first-place
team plays the fourth-place team from the same division, while the second-place
team plays the third-place team from the same division. The winners of this first
round then play each other in the second round for the Division Title. The
Division Title winners play each other in the third and final round of the playoffs
to see who will take home the MISL Championship Trophy (the MISL Trophy Screen
appears when your team wins the Championship).
The number of games to be played in each round of the playoffs is shown on
THE LEAGUE STATUS screen, and may be changed when you select START NEW LEAGUE
from the Main Menu. See the section of this manual entitled "Start New League" for
the options available. The team with the better record gets the home field advantage
for the first game of each playoff round. If more then one game is played in a round,
subsequent play alternates between the two home fields.
When playoff palrings are unknown, the Playoff Tree will show "XXXXXXXXXXXX"
in place of team names. To exit the PLAYOFF TREE and return to the Main Menu, press
the fire button (or, in some versions, the key that serves as the fire button).
The GAME SCORES screen displays the results of the last set of games played.
To exit GAME SCORES and return to the Main Menu, press the fire button
(or, in some versions, the key that serves as the fire button).
This screen displays the total number of wins and loses accumulated by each team over
the last nine seasons. Teams are displayed in their respective divisions, the teams
with the best overall records are listed first and the teams with the worst records
are listed sixth (last in their division). The total number of seasons played is shown
below. Press the fire button (or, in some versions , the key that serves as the fire button)
to return to the Main Menu.
Recruit a Player, A Player Trade, Improve Team
See the section in this manual "IMPROVING A TEAM THROUGH RECRUITMENT,
TRADES AND TRAINING CAMPS" for more information on these options.
Set Up Team
In M.I.S.L. Soccer, a starting lineup consists of an uninjured player at each
of the six field positions. These positions are: midfielder (MF), left forward
(LF), right forward (RF), left defense (LD), right defense (RD), and goalkeeper (GK).
In addition to the 6 starters, you carry 14 additional players on your roster. However,
when you play a hame, only 10 of those 14 players are available as substitutes during play.
Use the SET UP TEAM option to establish your starting lineup and to decide which 10 of the
remaining 14 players will be on your "active" roster for the next game.
The SET UP TEAM screen shows all 20 players on your team on the left, and the
16 players who are eligable to play on the right. The names of the four players
who are not on the active roster appear in a different color than the other 16 players'
names on the left side of the screen. In addition, each player's skill points (under
the heading "S", age (under the heading "A"), number of games the player will
miss due to injury (under the heading "I"), and the player's natural position (
under the heading "P") are displayed on the left side of the screen. To give you a
quick assessment of the team's strength, the total skill points (adjusted for
players out of their natural positions) and average age of the 16 active members are
shown at the bottom right of the screen.
The higher the player's skill points, the better the player. The older the player,
the more quickly the player tires and the more susceptible the player is to longer
injuries. (Ages range from 1" to 36.) Also, when a player plays a position other
than his natural position (given on the left side of the screen),
the overall effectiveness of that player will be reduced. You can easily tell
when a player is injured or out of his natural position. His name appears in a
different color than healthy or naturally positioned players on the right side of
the screen (see the reference booklet for specific colors).
Use this information to help you set up your lineup and to decide which
players to include as substitutes. You also should look over your opponent's
lineup to help you determine your own lineup. Look at the other team's
strengths, weaknesses, player ages and injuries, then rearrange your lineup
accordingly to create the best matchups. Creation of good matchups can give
you a strategic edge and sometimes can help you make up for a lack of talent.
To change your lineup, follow the instructions in the reference booklet
to select the name of the first player you wish to change. Then select the name
of the player you wish to place in the first player's spot. As soon as you choose
the second player's name, the two players will swap lineup positions or roster
spots. This method of swapping players from one position or roster spot to
another can be used with any of the players on the right side of the screen
and the four players who are not on the active roster is indicated on the
left side of the screen. If you change your mind about a swap after selecting
the first player's name, just select that player's name again to avoid making
an unwanted change.
Make sure you have ab uninjured player at each position. The computer
won't let you start injured players.
To see another team's lineup, select VIEW TEAMS and follow the instructions
in the reference booklet. When you're done with your lineup, select FINISHED
to return to the Main Menu.
Start New League
After you select START NEW LEAGUE from the Main Menu, you will be given the
warning that exercising this option will reset all accumulated records
for every team in the league to their default settings (the way they were when
you first loaded the program). To return to the Main Menu without resetting
the league records, select CANCEL. If you wish to proceed, select OK.
(NOTE: Once these options are set, you will not be able to change them from
game to game.) You will then be asked for a team name. Once a team name
has been entered, five more options appear: "CLOCK SPEED PER
GAME", "NUMBER OF GAMES NEEDED TO WIN PLAYOFF" - "ROUND ONE", "ROUND TWO", and
"ROUND THREE", and "FINISHED". The "CLOCK SPEED" option lets you decide
how fast the game clock will run in league games, from 1X (real time) to 10X
(ten times faster than real time). The next three options let you choose the
number of games that will be played in each round of the playoffs.
Playoff rounds may consist of one game (1), the best two out of three (2), or
the best three out of five games (3). A different number of games may be chosen
for each round. When you have made all your choices, select FINISHED to return to
the Main Menu.
Play Next Game
When you choose PLAY NEXT GAME, the Game Setup Screen appears.
From the Game Setup Screen you can establish some rules and conditions
under which the game will be played. Each choice is described below (see
the reference booklet for instructions about how to make menu selections).
"DETAILS": The clock speed setting you chose in START NEW LEAGUE
(from 1X to 10X) is shown, and may not be changed for league games. In
practice game, you may change this setting to any speed from 1 to 15 times
faster than real time (1X to 15X). If you set the game clock faster than real
time, the pace of the action won't be any faster than normal; however, players
will fatigue and recuperate proportionally faster as you shorten the length
of the game.
The names of the next two teams to play are displayed above pictures
of each midfielder wearing the team's colour. In a practice game, you may
choose any two teams you wish - you may even choose to play against
yourself! In a league game, your team will always appear on the left and the
next opposing team in the schedule (arranged each season by the computer)
will appear on the right.
You may also choose colors for each team. The midfielder appears in the
color shown while his teammates appear in a lighter shade (so that you can
tell them apart). Both goalkeepers always wear black.
"CONTROL": Depending on how you set the control options, you may
choose a one-player game against the computer, a two-player game in which
you and a friend play against the computer, or a game in which the computer
controls both teams. (In PRACTICE mode, you and a friend may choose
opposing teams and compete head to head.)
In a one-player game against the computer, you may choose to control
either your team's midfielder or goalkeeper: the computer will control the
other position. You may also choose to act as your team's coach; if you let the
computer act as your coach, you will have no input about offensive and defensive
strategies, substitutions, or time outs. The opposing team is controlled
entirely by the computer.
In a two player game against the computer, one player may control the
team's midfielder while the other may control its goalkeeper. Either player
or the computer can act as the team's coach. The opposing team is controlled
entirely by the computer.
In a head-to-head, two-player practice game, each player decideds which
position to play on his or her team (the computer will control the other
position), and whether or not to act as coach. To view a game without participating,
select the computer to control all functions on both teams. Results
from a computer-controlled game will count in the league standings if the
LEAGUE option, described below, is in effect. If you just wish to view a
"demo" game, make sure you select the PRACTICE option.
"RULES": Choose tp play either LEAGUE or a PRACTICE game. (When you select
LEAGUE, the program checks all options and changes any that are illegally
set.) In a practice game, you may decide whether or not penalties
will be called. If you select YES for the "PENALTIES" option, the practice game
will execute exactly like a league game except that the records will not be
tallied by the league. If you select NO for the "PENALTIES" option, no penalties,
fouls, or three-line violations will be called. Play will stop only after a goal,
a delay of game, interference, an injury a time out call, or the end of a quarter
or game. Results from practice games are not tallied in the league standings.
"START": Select CANCEL to return to the Main Menu. Select PLAY SOCCER
when you have made all your choices from the Game Setup Screen.
(If the program detects an error in your starting lineup, the PLAY SOCCER
option will be replaced with the SET UP TEAM option. If this occurs, select
SET UP TEAM and adjust your lineup.) In a few moments the playing field will
appear, and the game will begin. Eac game consists of four 15-minute
quarters, for a total of 60 minutes (actual playing time will depend on the
"clock speed" setting). The teams switch sides after every quarter. The name
of each team and the number of goals each has scored is shown at the top of
the screen (your team will be on the left), along with the time remaining and
the quarter. Each team's actual power rating (the combined AP ratings of the
players on the field), current offensive and defensive strategies, indicator bar,
foul count, and penalty clock also appear. Whenever play is stopped, the
reason for stopping will be displayed at the top of the screen and the Coaching
Screen will appear in place of the playing field. See the reference booklet
("HOW TO CONTROL YOUR MIDFIELDER AND GOALKEEPER") for details on
maneuvering your player, see the section in this manual entitled "COACHING:
STRATEGY SELECTION AND SUBSTITUTION" for details on the Coaching Screen.
When a game ends the final score is displayed, and you then are returned
to the Main Menu.
IMPROVING A TEAM THROUGH RECRUITMENT, TRADES, AND TRAINING CAMPS
The MISL administrators and the owners of the existing franchises recognize the
need to maintain a competitive league. Toward this end, the Leauge Office has
worked out a system of trading points used by all franchises to improve their
teams. Trading points are of great value to you, because every time your recruit
a player, attempt to trade for a player or send your team to training camp, it
costs you trading points.
New franchises are allotted 25o trading points. At the end of a season,
additional trading points are awarded to each team on a proportional basis
accorcding to the team's overall rating for that season. (A team's overall rating
after a season can be seen when you select A TEAM HISTORY from the Main
Menu.) Each team gets trading points equal to 100 times their overall rating.
The better a team's rating at season's end, the fewer trading points the team
receives. The last place team receives 1200 trading points while the MISL
Champions get only 100 trading points. You can stockpile up to 9999 trading
points, or you can spend trading points before each season as you see
fit. Each team has its own strategy for using trading points, a good General
Manager should be aware of his opponent's decisions.
To see how many trading points your team has, select THE LEAGUE
STATUS from the Main Menu. Use your trading points wisely. You'll need to
take a close look at your own players' skills to decide where you need the
most help before making player transactions that cost you precious trading
points. A good starting point for the evaluation of players is the Player Trade
Screen that appears when you select A PLAYER TRADE from the Main Menu.
Every player has skill points to indicate their ability level. The skill points
appear next to each player's name on the Player Trade Screen under the headinh "S".
The higher the number of skill points, the better the player's
skills. Skill points range from 0 to 99. The skill points incorporate several
factors, such as a player's top running speed, showing accuracy; shot quality,
and defensive ability. All players' skill points improve each season as players
develop through training camps. However, a player's effectiveness declines as
he gets older and nears the end of his career, even if his skill ratings are high.
Keep a player's age in mind when you access your team. During a game,
older players fatigue much faster and are more susceptible to longer injury
than younger players. Players can miss up to eight games with injury; but
younger players are less likely to miss a high number of games when injured.
As general manager, you must make the tough decisions to retire an older
player or try to trade him to another team. The players' ages are listed on the
Player Trade Screen under the heading "A". Ages range from 17 to 36 and
increase by one year at the start of each new season. When a player reaches
age 36, he may remain on your roster in subsequent seasons, but his age
continues to be given as 36. You must replace the player, through recruitment
of a rookie or a trade, in order to drop the veteran from your roster.
By contrast, older players on opposing teams are eventually "retired" by the
computer starting at age 30.
Now that you have an awareness of trading points and player skill points,
check out the three methods to improve your team.
Recruit a Player: Getting Help from New, Young Players
You can put as many new players on your roster as you can afford. New
players cost you trading points and, in addition, come at the expense of
players who are currently on your roster. All new players that you recruit are
healthy 17 year olds. A new player costs, in trading points, four times his total
For example, if you bring up a rookie whose skill points total 25, 100
trading points will be deducted from your trading point total. Because of
his inexperience, a new player's maximum skill points cannot exceed 50.
Perhaps the hardest decision to make when bringing up a new player is
whose place he will take on the roster.
Rosters have a fixed number of
players (20), so when a new onr comes, an old one must go. Sometimes,
youth must be saved, and as general manager, you have to push an aging
veteran or a player who hasn't shown much development off the roster to
make room. It's a tough business.
When you select RECRUIT A PLAYER from the Main Menu, your team's
current roster appears. (See the reference booklet to learn the mechanics of
making selections on the Recruit a Player Screen.) You must select the player
who will be removed from the roster. If you want to give the player a new
name, select NAME and type in the name that you want to give the new
player (up to eight characters) and press RETURN (or Enter).
You can keep the old name if you want. Next, select SKILL and then set the
new player's skill points (see the reference booklet). Your computer regulates the number
of skill points. Remember that the skill points that you assign to the new player can't
exceed 50, and that you must pay four times the player's total skill points in
trading points. After you assign skill points, select POSITION and then select
the new player's natural position.
You need to select a position only if it
differs from the position of the player you removed from the roster. The
available positions are midfielder, left forward, right forward, left defense,
right defense, and goalkeeper. These options may be selected in any order, and may
be changed as often as you wish prior to exiting the
Recruit a Player Screen.
When you're finished, select OK to return to the Main Menu, or select
CANCEL if you change your mind and decide not to go through with the
recruitment. If you select OK, the new player appears in the old player's roster
spot and the cost of your new player is deducted automatically from your
trading point total. If you select CANCEL, your original player is restored to
your roster without any cost to you.
A Player Trade: Wheeling and Dealing With Other Teams
Trading is a great way to improve your team in a hurry, but it can be quite costly
as it comes with no guarantees. The MISL administration wants to ensure that
the league maintains competitive balance among its members to keep fans
interested. As a result, the MISL arbitrates all trade offers.
You can't make a trade without league approval. In addition, the League Office changes an
arbitration fee. The arbitration fee charged is 10% of your total trading points
to a maximum of 100 trading points. The minimum arbitration fee is 10
trading points. The arbitration fee is non-refundable, even if the trade is
denied by the league.
To initiate a trade, first select A PLAYER TRADE from the Main Menu.
The Player Trade Screen appears, which gives you the option to TRY TRADE,
VIEW TEAMS, or RETURN. The player Trade Screen shows your team roster
on the left half of the screen and the roster of your next opponent on the
right half of the screen.
In addition, the skill points, age, injury status, and
position of each player appears next to each player's name. The average age
and cumulative skill points of each team displayed is shown also. The cumulative
skill points and average age give you a good idea of how well your team
stacks up with the rest of the league.
Decide who to trade from your roster and whom you want in return. You
can view the rosters of all of the other teams in the league to find a player
who interests you. To do so, select VIEW TEAMS from the Player Trade
Screen and follow the directions in the reference booklet to change the display
from one team to another.
When you are ready to trade, make sure that the roster of the team
that you want to trade with appears on the right side of your screen. Select
TRY TRADE. The arbitration fee that will be charged by the League Office
for considering the trade appears on the screen, along with OK and CANCEL
Select CANCEL if you change your mind about the trade
and don't want to spend the cost of the arbitration fee. To proceed with the
trade offer, select OK. Now, select the player from your roster that you wish to
trade. Next, select the player that you want from the other team. Now, type
in the number of additional trading points that you wish to add as an enticement
and press RETURN (or Enter).
You can enter "0" if you don't think
additiobal trading poins are necessary to make the trade more acceptable to
the league and to the other team. However, the more you offer, the more
likely it is that the trade will go through. The trick is to offer enough
without offering too many.
The MISL administration will consider your offer. The administration takes
into account the age and skill ratings of the two players, as well as injuries,
playing position, the player's importance to his present team and any extra
trading points that you have offered. The MISL monitors your offer carefully,
and "serious" offers have a better chance to go through. Remember, the arbitration
fee is deducted whether the trade is approved or not.
If the trade is allowed, a message to that effect appears on the screen and
the two players switch teams. Any trading points included in your offer will be deducted from
your total and given to the other team, which will use the trading points
immediately for general improvement (training camp). If the trade is not
allowed, an on-screen message informs you that the offer has been rejected.
After a trade attempt, follow the instructions in the reference booklet to continue
Select RETURN from the Player Trade Screen when you're ready to go
back to the Main Menu.
Improve Team: Sending a Team to Training Camp
Through general improvement, you can improve your entire team by
sending them to training camp. At training camp, the skill points of each
player on your roster will improve. The degree to which each player improves
depends on how much you, as owner of the team, spend on the quality and
duration of the camp.
You can send your players to training camp only once
each season, and you can spend anywhere from 1 to 300 trading points for each
camp. (To leave the screen without having to go through training camp,
enter "0" trading points or simply press RETURN.) Remember, as a new
franchise owner you have only 250 trading points to work with, and your other
team improvement options, trades and player recruiting, don't come cheaply.
Consider all of your options before you spend.
There are pros and cons to using general improvement. On the positive
side, all players improve somewhat at training camp, even if you do not see
an immediate improvement in their skill points. Also, general improvement
involves no risk. All trading points allocated for improvement are guaranteed
to produce good results. On the negative side, it will take many seasons and
lots of trading points to build up your weakest players. Trading may get you
better players right away. Also, only a slight priority is given at training camp to
improving your weakest players. For the most part, strong and weak players
improve equally at camp.
When you select IMPROVE TEAM from the Main Menu, you'll be asked
how many trading points that you want to allocate to your team's improvement.
Type the number of trading points that you want to speed (0-300) and
press RETURN (or Enter). The message "TRAINING CAMP COMPLETE"
appears on the screen when the team breaks camp. Follow the instructions in
the reference booklet to return to the Main Menu when training camp is over.
COACHING: STRATEGY SELECTION AND SUBSTITUTION
To put yourself in the coach's seat, make sure before the game starts
that you have made the appropriate CONTROL selection from the Game
Setup Screen (see "Play Next Game" in "THE MAIN MENU" section for
details.) Before a game starts and whenever there is a break in the action
during a game, you are given the opportunity to take over the coaching reins
of your team, unless you have selected the computer to act as your team's
coach (in which case the computer handles substitution and strategy selection
Play stops after a goal, a penalty or foul, an injury, interference,
a delay of game, a time out, a three-line violation, and the end of a quarter
or game. When play stops, the Coaching Screen appears. From the Coaching
Screen, you can substitute players to replace tired or injuried players. In
addition, you can select your offensive and defensive strategies.
When the Coaching Screen appears, first select your offensive strategy:
PICK OFFENSIVE PLAY will be highlighted on your team's side of the
Coaching Screen to remind you to make the offensive strategy selection. You
have three choices: SHOOT, PASS, or MIX. (See the reference booklet for
details about the mechanics of making choices on the Coaching Screen.)
Each offensive strategy option is discussed under the heading "Strategy
Selection" later in this section.
After you select the offensive strategy, you need to selecta defensive
strategy: PICK DEFENSIVE PLAY will be highlighted on your team's side of the
Coaching Screen when the computer awaits your defensive strategy
choice. You have four defensive options: DEFEND 1, DEFEND 2, COVER 1, and
COVER 2. Each defensive strategy option is discussed under the heading
'Strategy Selection' later in this section.
Next, you're given the opportunity to make lineup substitutions (SUBSTITUTIONS
will be highlighted on your team's side of the Coaching Screen.)
Be forewarned that no substitutions will be allowed if play was stopped
because of interference, delay of game, a foul, or a three-line violation! Select
NO if you want to return to the game without making any substitutions. If you
select YES, your lineup appears, and you can make a substitutions or change
The actual power rating ("AP"), maximum power rating
("MP"), and position ("PO") of each player on your team is displayed. The
actual power rating indicates how tired a player is and whether the player is
playing out of position. Compare a player's actual power rating with his
maximum power rating. The further apart the two ratings are, the more tired
the player may be. Tired players do not perform well! In the case of players
out of their natural position, you'll find that players' actual power ratings are
reduced on a percentage basis, depending on their natural positions and the
position you've moved them to.
For example, a midfielder moved to left forward retains "5% of this effectiveness.
However, if you move the midfielder
to goalie, a less similar position, he retains only 25% of his effectivenss.
Experiment! After you've made a substitution, the Coaching Screen reappears,
and again you are given the opportunity to make more substitutions. You can
cancel a substitution by selecting the same player twice. When you've made
all the substitutions you want, select NO on the Coaching Screen to return to
Choose among three offensive strategies:
SHOOT: This is a good strategy when your team is behind or if you prefer
an aggressive offense. All players will try to get off a lot of shots from up close,
and even from out at midfield. The closer players get to the goal, the more
likely a shot will be taken. This strategy often results in good rebound shot
possibilities for your midfielder. It also can reduce the responsibilities of a
weak midfielder. Overall, SHOOT is a good strategy to get off the most shots
in the least amount of time.
PASS: This strategy draws lots of passes to your midfielder. The midfielder can
keep teammates in the flow by passing the ball as well. This teamwork ultimately
will result in working the ball downfield while keeping the defensive offbalance.
The PASS strategy allows your midfielder to take more control of
the offense. It's a good strategy to use when you have a high quality midfielder.
It can be used effectively to set up for an insurance goal when you have a
lead, or to help kill the clock as a defensive move.
MIX: In most situations, this is the most appropriate strategy. It results in a
well-balanced combination of passing and shooting.
You also have your choice among four defensive strategies:
DEFEND 1: This is a good, conservative defense. DEFEND 1 is a good choice
when you want to "sit on a lead" and kill the clock while playing it safe. This
strategy keeps your players from over-committing themselves. They will play
back and will be in a better position to prevent breakaways and open shots.
DEFEND 1 is a zone defensive in which your players "play the man" rather than
"play the ball".
DEFEND 2: This strategy is similar to, but not quite so conservative as, DEFEND 1.
It's a zone defensive, but your defenders will play both the man and
the ball. DEFEND 2 is a more aggressive, slightly riskier version of
COVER 1: If you have to play "catch-up", this is a good strategy. Your teammates
will take risks in order to get the ball. They will "shadow" the opposition,
bumping and harassing opposing players at every opportunity. On the
negative side, the increased bumping will cause more penalty calls. Also,
your team becomes vulnerable to a fast break by the opponent. It's tough for
lower-skilled players to keep up in this type of defense. When you use
COVER 1, your players will play the man and not the ball.
COVER 2: This strategy is similar to COVER 1, but even more aggressive. Your
team will play both the man and the ball. This is the most aggressive, not to
mention the most risky, defensive strategy available to you.
SubsitutionABOUT YOUR PLAYERS
You establish control of the midfielder and goalkeeper from the Game
Setup Screen. Follow the instructions given under the heading "CONTROL"
in the play "Play Next Game" section of this manual. Step by step instructions
that tell you how to control your midfielder or goalkeeper are given in the
reference booklet, but there are a few things you should be aware of first that
have to do with the responsiveness of your players.
As head coach, you should monitor your players' fatigue and replace a
tired player with a fresh substitute. Also, you'll have to send in a substitute
whenever one of your players is injuried. Your team is made up of players of
varying abilities and ages. The longer a player stays on the field, the more
tired the player is likely to get (especially older players). You can tell how tired
a players is by his "AP" (actual power) rating, which appears when you select
YES while SUBSTITUTIONS is highlighted on the Coaching Screen. The first
time a player takes the field, the player's "AP" rating equals that player's "MP"
(maximum power) rating (unless he's playing outs of his natural position). As
the player tires, the "AP" rating drops. The longer a player rests on the bench
after coming off the field, the more the player recuperates.
The skill points, age, playing position, and, in the case of midfielders,
forwards, and defensemen, actual power ("AP") rating (found on the Substitution
Screen) each affect your player's effectiveness on the field. For example,
a highly rated, young midfielder who isn't tired runs faster, and shoots more
accurately than a lowly rated, older midfielder who has been on the field
for too long a period. Defensively, your midfielder's ability to knock
down balls in the air is affected by skill points and fatigue level. When you
play midfielder, you may notice that your player is extremely sluggish and
simply can't keep up with the action. This player is either tired, not very
skilled, or both. The importance of building up your team, establishing your
lineup, and substitution durinng a league game is never more plainly demonstrated
than when your player moves at a snail's pace up and down the field.
Goalkeeper's skill points affect his reaction time. His skill points and
age effect his quickness in moving around the goalkeeper's box. His age affects
how long it takes him to recover from one save and prepare for another.
A goalkeeper will not fatigue during a game.
SOME RULES AND REGULATIONS
The following paragraphs provide information about some of the rules
and regulations of soccer as it is played in the Major Indoor Soccer League.
FREE KICK: When contach occurs between opposing players, the referee may
decide that the contact was either a delibrate "obstruction", a "dangerous play",
or some other infraction on the part of the player who made the contact.
If this occurs, the team not guilty of the infraction gets possession of the ball
at the location of the infraction. All other players back away from the location,
allowing the midfielder plenty of room to pass or shoot the ball.
INTERFERENCE: When a goalkeeper has the ball the opposinh midfielder
must give the goalkeeper plenty of room to throw the ball back into play.
(The opposing midfielder should be no closer to the goalkeeper than the
goalkeeper's own midfielder.) If Interference is called, the goalkeeper's team
is awarded a free kick when play resumes.
DELAY OF GAME: When a goalkeeper holds the ball too long (and there is
no interference by the opposing midfielder), a delay of game is called by the
referee and a free kick is awarded to the opposition.
PENALTIES/FOULS: Every time players bump each other there is a possibility
that a penalty or a foul will be called. Minor infractions will result in a foul, and
the foul count will be incremented by one. If the foul count reaches six in any
one quarter, the player responsible for the sixth foul must go to the penalty
box for two minutes, and the foul count is reset to zero. Serious infractions
may result in an immediate penalty, causing the player at fault to serve two
minutes in the penalty box. The faster the game clock, the more likely it is that
an infraction will be called as a penalty instead of a foul (since it would be
difficult to accumulate six fouls in an accelerated game). If the game clock is
running faster than normal the penalty time will be adjusted accordingly
up to 4 times normal speed.
THREE-LINE VIOLATION: A three-line violation is called against players who
pass (or shoot) the ball across three lines in the air towards the opponent's
goal without touching another player between the outermost lines. The opposing
team is awarded a free kick, to be taken from the center point of the first line
that the ball crossed.
TIME-OUTS: Each team is allowed one time out per quarter. A coach may call a
time out if one of his or her players has possession of the ball. See the
reference booklet for specific instructions on how to call a time out. The
Coaching Screen appears when a time out is called. When play resumes, the team
whose coach called the time out will get a free kick (to be taken from
the location of the ball when the time out was called).
SUDDEN DEATH: There are no ties in MISL Soccer - every game must have a
winner. If a game's score is still tied at the end of the regulation 60 minutes
of play, 15 minute "Sudden Death" overtime periods will be played until one team
scores a goal.
FORFEIT: If you exit the program during a league game (by turning off your
computer), you forfeit the game and it counts as a loss for your team in the
league standings. Your opponent is credited with the victory, and no goals
will be recorded in your team's statistics. In addition, you lose 109 trading
points for each forfeit from the total trading points your team receives at the
end of the season. (In other words, you can't deliberately forfeit game after
game just to build up trading points). There is no way to escape a game once
it has started, so be carefulk to double check your choices on the Game Setup
Screen before you select PLAY SOCCER.