"Forty Fantastic finger flikk'n years"
After 47 successful years Subbuteo is now more popular than
ever before. Today more than 5 million people take part in the
world's most realistic table football game, flicking their way
around a table size cloth pitch.
Having totally revamped the product in the mid-80s with
brighter more modern packaging Subbuteo were able to walk
away with the toy industry's coveted "Game of the Year"
award in 1988.
Since then Subbuteo has grown at a phenomenal rate to a
point today where the range includes 150 different strips with
a total of over 500,000 teams being sold annually in the U.K.
and a million throughout the world and has had the added
enjoyment of a successful World Cup campaign by
incorporating the Italia '90 logo.
National Leagues, National Championships and the thrill of
International competition, organised since 1979 by the
Federation of International Subbuteo Associations (F.I.S.A.),
means that for many players, young and young at heart,
Subbuteo is more than a game - it's a sport in its own right.
Indeed, with sales of accessories and teams booming - in some
years they outstrip sales of games - it's evident that Subbuteo
has rightfully earned the position of the world's favourite table-
top football game.
GAME PLAY AND RULES
Loading instructions
COMMODORE 64 LOADING INSTRUCTIONS
Cassette
Insert Subbuteo cassette into cassette unit making sure it is fully rewound.
Press SHIFT and RUN/STOP keys.
Press PLAY on cassette unit.
Loading a saved league
Insert cassette with saved data on into cassette unit.
Select LOAD LEAGUE option from league menu.
When screen goes purple press PLAY on cassette unit.
Saving a league
Insert blank cassette into cassette unit.
Select SAVE LEAGUE option from league control.
When screen goes purple press PLAY and RECORD on cassette unit.
Disk
Insert Subbuteo game disk into disk drive, making sure label is
facing upwards.
Type LOAD "*",8,1 then press RETURN.
Loading a saved league
Insert disk with saved data on into disk drive.
Select LOAD LEAGUE option from league menu.
Saving a league
Insert blank disk into disk drive.
Select SAVE LEAGUE option from league control menu.
GAME PREPARATIONS
Subbuteo can be played with either computer or up to eight
friends. The game also offers the player the choice of either
individual matches or league.
SKILL LEVELS
There are three skill levels ...
AMATEUR - easy level where the computer's accuracy
when "flicking" is probably your standard.
LEAGUE - Here the computer is good but not that good.
INTERNATIONAL - It's more a question of "are you that good?"
SINGLE MATCHES
This allows you to play a game with either the computer or a
friend so that you may practice, experiment and improve your
skills ready for the league challenge. You may select whichever
skill level most suits you.
LEAGUE
The league will consist of eight teams controlled either by
player or computer. Each computer controlled team will have
individual skill levels which he will maintain throughout the
league.
The league fixtures and tables are set by the computer. When
a fixture is controlled by two computer players, you will have
the option of either watching the game or allowing it to play
within the machine's memory and seeing only the results. Up to
eight players may play and the computer will automatically
control any teams without player control.
Each player will be able to select joystick or keyboard functions
prior to playing.
HOW TO PLAY COMPUTER SUBBUTEO
KEY USES COMMODORE 64
All menus are controlled using cursor keys and enter.
Universal Keys
Run Stop = PAUSE GAME
F = ALLOW ON SIDE FLICK
Player One Keyboard
Q = UP
A = DOWN/ABORT
Z = LEFT
X = RIGHT
C = "FIRE"
Player Two Keyboard
* = UP
; = DOWN
< = LEFT
> = RIGHT
/ = "FIRE"
Joystick
Forward = UP
Back = DOWN/ABORT
Left = LEFT
Right = RIGHT
Fire Button = "FIRE"
DURATION OF GAME
A clock offers a time option of up to 45 minutes per half.
TEAM FORMATIONS
A choice of team formations will appear for the player to
select. Once selected the formation will remain throughout the
match.
TEAM POSSESSION DISPLAY
A team is highlighted either by pointer or colour change
(depending upon computer) when in possession of the ball.
A TIMER BAR (SEE TIME LIMIT) appears below the name of the
team from whom the computer is awaiting instructions; e.g.
positional "flicks", kicking and shooting, etc.
TIME LIMIT
To restrict player time wasting, (cheating), and to ensure that
the game is played at a speed in accordance with table
Subbuteo, a time restriction for each move is incorporated. The
duration is 30 seconds.
PENALTY: Indirect Free Kick to the opposition.
NOTE: The clock stops for Free Kicks, Corner Kicks, Throw Ins,
Penalties or when a goal is scored.
SELECTING PLAYER
To select a player for manoeuvring see the following ...
a) Scroll screen up/down to bring required player into view.
b) PRESS and RELEASE FIRE BUTTON.
c) A flashing highlighter will appear on screen. Move LEFT/
RIGHT to select required player.
d) Press and release FIRE button.
e) A dot will appear and circle around the selected player.
This is used to indicate the direction in which the player
will travel when "flicked". Use LEFT/RIGHT to select
required direction.
f) Press and release FIRE button.
NOTE: The above procedure will cease if abort is selected.
(SEE ABORT)
POWER BAR
When a player has been selected to be "flicked", then TWO
bars will appear on side of screen. The LEFT bar selects the
POWER you wish to apply when "flicking" player. The longer
the bar the more power applied. The RIGHT bar allows you to
decide how much SPIN you require. Below midway point
applies RIGHT HAND SPIN; above applies LEFT HAND SPIN.
Stop the bar midway in order to "flick" a player straight
forward. This requires skill - so practice.
ABORT
This enables the user to alter his mind when selecting player
(SEE SELECTING PLAYER). The option is available until the
POWER BAR is activated (SEE POWER BAR). ABORT is
selected by pressing the DOWN key on KEYBOARD or
PULLING BACK on Joystick.
THE GOALKEEPER
The goalkeeper will be COMPUTER CONTROLLED at all times.
He will attempt to keep, throughout the game, goal side of the
ball anticipating a shot. The goalkeeper will also attempt to
clear the ball whenever it rests inside the inner goal area.
Upon playing the ball he will be returned to position prior to
kick.
This will count as a player's turn.
DEAD BALL KICKS
When a free kick occurs, you will be asked to select a player.
When selected, the player is then REMOVED FROM SCREEN
WITH THE BALL allowing the "free positional flicks" to take
place (SEE POSITIONAL FLICKS). The player and ball will
return and you will be able to select the direction you wish him
to aim for.
****** IMPORTANT ******
THE RULES TO COMPUTER SUBBUTEO ARE THE "OFFICIAL"
RULES AS LAID DOWN BY F.I.S.A. (Football International
Subbuteo Association) 1990. THESE RULES WILL AT TIMES
DIFFER FROM THE SOCCER RULES AS APPLIED BY THE F.A.
(Football Association).
THE PLAYING PITCH
The playing pitch is the same as Table Subbuteo. This means
that you will observe a line passing directly across the pitch
approximately half way between the standard half way line
and the goal line. This is called the SHOOTING ZONE.
THE SHOOTING ZONE
Unless otherwise stated, or an own goal occurs, a player
CANNOT SCORE A GOAL WHILST THE BALL IS OUTSIDE OF
THIS AREA (SEE GOAL SCORING).
PENALTY: Goal Kick
KICK OFF
The ball must travel forwards and cannot be touched by the
same player consecutively.
PENALTY: Indirect Free Kick
NOTE: If the ball fails to move forward the KICK OFF
procedure is repeated.
POSSESSION
a) The attacking team keeps possession until such time as any
player flicked (other than a positional flick) fails to hit the
ball, or an offence is committed.
PENALTY: Possession to opposing team.
b) The attacker may use any player (except goalkeeper) to
"flick" at the ball, buy may not use the same player more
than three times in succession.
PENALTY: Indirect Free Kick.
DEFENDING FLICKS
After each attacking move the DEFENCE may have ONE
defensive "flick". If the player touches either another player or
the ball then a FOUL is committed.
PENALTY: Opponent decides whether the offending player
(plus other players and ball if struck) be replaced to original
position.
For all dead ball situations the following procedure occurs:-
a) You select the player to take the Free Kick, Throw In, etc.
b) The computer REMOVES selected player and ball from
screen leaving an indicator where ball will be placed.
c) You may then proceed to select and place players accordingly.
(SEE POSITIONING FLICKS AND RE-POSITIONING PLAYERS).
d) The computer will now replace (to screen) the ball and
player selected to take kick.
e) The player selected to take kick may now be positioned
accordingly. When completed press fire button.
NOTE: Throw Ins do not allow positioning oF player taking throw.
GOAL KICKS
You may select any player, including the goalkeeper, to take
goal kicks.
a) The ball must travel outside of the goal area.
PENALTY: Retake.
b) Player must strike the ball when taking kick.
PENALTY: Opposing team gains possession.
c) The ball cannot be played immediately by the SAME player.
PENALTY: Indirect Free Kick.
d) A goal cannot be scored from a goal kick unless it is an
own goal.
THROW IN
The following occurs ...
A throw in occurs at the point where the ball goes out of play
in accordance with below:
a) If player of Team A kicks the ball into touch without the
ball hitting any other player.
PENALTY: Throw in to Team B.
b) If player of Team A kicks ball, striking an opponent, inside
the same zone BUT the ball goes out of play in a different zone.
PENALTY: Throw in to Team B.
c) If player of Team A kicks ball, striking an opponent inside
the same zone AND the ball goes out of play in the SAME zone.
PENALTY: Throw in to Team A.
d) If player from Team A kicks the ball striking an opponent
who is in a different zone and goes out of play.
PENALTY: Throw in to Team B.
NOTE: A goal cannot be scored direct from a throw in unless it
is an own goal.
CORNER KICK
A comer is awarded when the following occurs:-
a) If a defending player kicks the ball behind his own goal
line without the ball touching an opponent ... Corner Kick.
b) The ball is forced over the goal line, off a defending
player, providing the defending player and ball are in
shooting zone an attacking player is in an opposing
team's half ... Corner Kick.
IF NEITHER OF THE ABOVE = Goal Kick.
RE-POSITIONING PLAYERS ... (Goal Kick)
Players are normally positioned by "flicking" EXCEPT when the
GOAL KICK rule is applied.
Here an unlimited amount of players may be positioned BUT
the following restrictions apply :-
1) A player situated in his own half of the field may be
placed anywhere OTHER than the OPPOSING team's half
of the field.
2) A player situated in the OPPOSING team's half of the field
may be moved anywhere EXCEPT TOWARDS the
OPPOSING team's GOAL LINE.
3) Players are not permitted in the penalty area where goal
kick is being taken.
PENALTY: The computer will move them to outside the area.
NOTE: THE COMPUTER WILL ONLY ALLOW LEGAL POSITIONING OF PLAYERS.
POSITIONING FLICKS
The team in possession will take his positional flicks first
after player has been selected to take kick/throw.
NOTE: It is an offence for a player, when "flicked", to touch
another player.
PENALTY: Opponent decides whether the offending player
(plus other players and ball, if struck) be replaced to original
position.
GOAL KICK
An unlimited amount of players may be "flicked" positionally
for a goal kick and may be positioned anywhere on the field.
However, players are not permitted in the penalty area where
the goal kick is being taken.
PENALTY: Computer will move them outside of the area.
THROW IN
One positional "flick" permitted for both teams.
CORNER KICK
Three positional "flicks" permitted for both teams.
GOAL SCORING
a) The player shooting MUST be anywhere in the opponent's
half of the field and the ball MUST be within the opponent's
SHOOTING ZONE.
PENALTY: Goal Kick
b) An OWN GOAL may be scored from ANYWHERE on the pitch.
c) A goal CANNOT BE SCORED direct from a Free Kick,
Throw In or Goal Kick.
d) A goal CANNOT be scored from an Indirect Free Kick or
Throw In EVEN if the ball touches another player.
PENALTY KICK
Any player may be selected to take the kick. The computer will
move any figures from inside of the penalty area.
The player shooting cannot touch the ball again until another
player from either side has done so.
FOULS
1) If an attacking player touches any other player from
EITHER team and proceeds to MISS the ball ...
PENALTY: Opponent decides whether the offending player
(plus other players and the ball, if struck) be replaced to
original position.
2) If an attacking player touches any other player from
EITHER team and proceeds to HIT the ball ... then
depending upon where the offence took place, the
following penalty will occur:-
a) Inside OWN penalty area - Penalty Kick.
b) Inside own SHOOTING ZONE - Direct Free Kick.
c) Elsewhere - Indirect Free Kick.
NOTE: Before the Free Kick is taken the team awarded the kick
may return the players to their positions, prior to the offence,
before continuing with the kick.
OFFSIDE
An attacking player is only offside if he is INSIDE THE
SHOOTING AREA while there are LESS than TWO
OPPONENTS between him and the goal line.
PENALTY: Indirect Free Kick.
NOTE:
a) This does NOT apply if the player is behind the ball before
it is played.
b) If a player is OFF the field but still comes under the criteria
for the offside rule then he will be CONSIDERED OFFSIDE.
ON SIDE FLICKS
If the attacking team has a player in an offside position he may
REQUEST to put them on side by PRESSING "F" (keyboard).
This will allow him to have TWO FREE "flicks" ONLY.
The defence may then make the SAME number of MARKING "flicks".
FIGURES LEAVING PITCH
If a player leaves the pitch, he will be treated THE SAME as a
player on the field; e.g. Offside decisions.
If a player moves into the goal net then he will be moved to
end of pitch.
20 THINGS YOU DIDN'T KNOW ABOUT SUBBUTEO
1. A week before the Italia '90 World Cup, Subbuteo held
their own World Cup in Rome with 25 nations taking part.
2. The game was invented over 40 years ago in 1947 by an
Englishman named Peter Adolph.
3. Top footballer Vinny Jones likes to unwind by playing
Subbuteo (as do many other leading players).
4. Over seven hundred different Subbuteo strips have been
available since the game was invented (about 500 ore
currently available).
5. The name Subbuteo is taken from the Latin name for the
Hobby Hawk - "Falco Subbuteo".
6. The original Subbuteo men were made from cardboard,
with plastic buttons for bases.
7. The most popular Subbuteo team is Liverpool.
8. The Subbuteo World champion at Senior level is from
Greece and the Junior World Champion hails from Portugal.
9. The first Subbuteo sets did not include a pitch cloth. Instead
there was a piece of chalk and instructions for marking out
the playing area on a blanket.
10. Bobby Charlton is the President of the U.K. Subbuteo
Association.
11. His brother Jack Charlton is President of the Irish Subbuteo
Association.
12. The full Subbuteo stadium can hold over 6,000 tiny plastic
spectators.
13. The England team took several Subbuteo sets with them to
Italy during the World Cup.
14. Over 5 million people around the world play Subbuteo.
15. There ore over 200 official Subbuteo leagues and clubs in
the U.K.
16. There has been a Subbuteo league formed by Carmelite
nuns in Italy.
17. Well over 100 million Subbuteo figures have been
manufactured since the game was first invented.
18. Subbuteo is sold in over 50 countries.
19. There has been an eight part BBC TV series about the
game called "Playing for Real". It was first shown in 1988.
20. The longest game of Subbuteo ever played lasted over
four days.