JOYSTICK CONTROL IN THE GAME:
The player can always control the team member who is nearest to the
ball. The currently activated man has a distinctive cap colour. As
long as the man is in motion, the player will not lose control of the
selected man, without respect the current distance from the ball. If
the currently activated man is stopped by the player, the program
will monitor the distance of each man from the ball and select again.
- At the beginning of each quarter, the teams will swin for the ball,
and the ball will be obtained by the player who presses FIRE first.
- If the selected man does not have the ball:
8 directions of the joystick: turn and swim in the given direction.
- If the [FIRE BUTTON] is pressed, then the man will raise the ball high
in the air and start to swing it. A shot can pnly be made from this
position.
- While swinging the ball, the player can define the shot parameters:-
Joystick in the middle position: normal shot
Joystick pushed in the direction of the shot: increase shot power
(the shot will be low and powerfull).
Joystick pushed in the opposite direction: decrease shot power
(the shot will be higher but weaker).
Joystick pushed sideways (compared to the direction of the shot):
spin the ball in the given direction. The trajectory of the ball will
crescent-shaped, and the amount of "hook" or "slice" given to the ball
will be set according to the time how long the player holds the
joystick in the sideways position.
The player can combine power and spin adjustment by pressing the
joystick diagonally.
Shoot:
Release the [FIRE BUTTON] and press it agein rapidly. The man will throw
the ball in the direction and with the power set in the way described
above.
Controlling the goalie:
The goalie will also be activated automatically by the program if the
game situation requires it. Controlling the goalie is similar to the
other man, except that if he has not got the ball, and the FIRE BUTTON
is pressed, he will raise his arms and throw himself in the direction
of the shot.
RULES OF THE GAME:
The rules are by and large identical to real-life waterpolo. Ther is
a chance to take the ball away from the opposing team's member, by
attacking him from the front 5 directions. If the opponent is inactive
(not swinging the ball in the air), the ball will change hands.
The three rear directions (back left, back and back right) are illegal
to attack from, and the referee will signal a foul if a player tries
it.
Fouls, goals and quarter ends are indicated by the referee's whistle.
Attacking the goalie in front of the goal is also considered a foul.
Fouls are recorded individually for both team's members. After a man's
third foul, the referee will send him off (for 1.5 minutes or until the
next goal is scored by the opponent), and the opposing team will have
the ball. Team members only return to the pool after a goal, or when
the ball is out of the pool, or when a game quarter is over (so when
neither of the teams are in action).
A quarter lasts for 5 minutes, and the time for both teams to attack is
35 seconds. If the 35 seconds expires without a shot at the opponent's
goal, the other team will get the ball.
There is an instant replay when a goal is scored.
If any of the teams score 50 goals, the match ends - because there is
a suspicion of cheating.
MENU:
4 options are available:
A. DEMO
This option is highlighted by default and if the player does not
intervene, the demo will be selected automatically after 30 seconds.
B. ONE PLAYER
The player can determine the skill level. The human player will control
the team with the black cap (joystick in Port 2).
C. TWO PLAYERS
Blue team: Port 1; Red team: Port 2.
D. CHAMPIONSHIP
The program provides a chance to play a championship of 4 teams. First
the skill level can be set, then (in the championship chart) any of the
four names displayed can be re-typed for a team name the player chooses
to use (up to 5 characters). Re-naming the team also means that the
team will be human-controlled in the championship. Selecting EXIT on
the chart will start the championship.
At the beginning of each round the names of participating teams are
displayed, with the human vs. human and human vs. computer matches
highlighted. The player can also highlight the computer vs. computer
matches; in that case these matches will also be played as demos.
Results of matches not played will be calculated by the computer, and
included in the championship score chart. (In this case the skill level
of the team playing on home ground is 1 degree higher than the
opponent's.)
The score chart is organised in the order of points scored in the
subsequent rounds. The columns of the chart are from left to right
as follows:
POINTS
NUMBER OF MATCHES WON
NUMBER OF MATCHES DRAWN
NUMBER OF MATCHES LOST
NUMBER OF GOALS SCORED
NUMBER OF GOALS SCORED BY THE OPPONENTS
CONTROL KEYS:
[RUN/STOP] key will freeze the game. Re-start: press [RUN/STOP] again
or press [FIRE].
Gremlin Graphics Software Limited. All rights reserved.
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