World Championship Soccer - Manual

HERE IT IS THE ULTIMATE SOCCER GAME!!..ONE GRAND STADIUM, 24 INTERNATIONAL
TEAMS AND ENOUGH FIERCE COMPETITION TO MAKE YOUR BLOOD BOIL!!. THAT IS, IF
YOU`VE GOT ANY INTEREST IN BEATING THE ODDS AND GRABBING THE WORLD
CHAMPIONSHIP AS YOUR VERY OWN PRIZE. TO WIN WONT BE EASY SINCE QUALIFYING
IS A MUST BEFORE YOU`RE ALLOWED TO TAKE ON THE BEST OF THE BUNCH FOR
SPIRITED SOCCER PLAY.

BUT TO PREPARE YOURSELF, TRY A FEW PRACTISE GAMES TO MASTER YOUR WEAKNESSES
AND IMPROVE YOUR STRENGTHS. THEN YOU`LL BE READY TO QUALIFY AGAINST 6
SEPERATE GROUPS OF TEAMS, ALL VYING FOR A SPOT IN THE FINAL TOURNAMENT.

A GROUP OF PLAYERS ARE REGISTERED ON EACH TEAM AND BEFORE A MATCH BEGINS,
THE STARTING ELEVEN ARE SELECTED. TO HELP YOU SELECT THE TEAM OF YOUR
CHOICE, EACH TEAMS OFFENSIVE AND DEFENSIVE STRENGTHS ARE REPRESENTED IN
NUMERICAL VALUE. NATURALLY, YOUR OFFENSIVE AND DEFENSIVE STRENGTHS WILL
HELP YOU DECIDE. ITS UP TO YOU. SO GO FOR THE GUSTO AND EARN THE RIGHT TO
CARRY THE CUP!.

LOCATE MODE SELECTION SCREEN:

DURING THE TITLE SCREEN. YOU`LL BE OFFERED 3 MODES OF PLAY. USE THE
JOYSTICK TO MOVE THE ARROW TO EITHER WORLD CHAMPIONSHIP OR TEST MATCH 1P
DURING THE TITLE SCREEN. WHEN YOU`RE PLAYING WITH AN OPPONENT, INSERT A
SECOND JOYSTICK AND SELECT TEST MATCH 2P. WHEN YOU ARE READY, PRESS THE
FIRE BUTTON TO VIEW THE GAME SCREENS.

SELECT FROM WORLD CHAMPIONSHIP OR TEST MATCH SCREENS:

WETHER YOU CHOOSE TO PLAY WORLD CHAMPIONSHIP COMPETITION FROM THE ONSET
AGAINST THE COMPUTER OR AGAINST ANOTHER PLAYER OR PLAY A TEST MATCH FIRST,
THE SAME SCREEN AND CHOICES WILL BE OFFERED TO YOU REGARDLESS, HERE`S HOW
YOU GET READY.SPECIAL INSTRUCTIONS FOR TEST MATCH 1P, TEST MATCH 2P GAME
WILL FOLLOW THIS MENU.

TEAM SELECTION SCREEN:

FOLLOWING YOUR MODE SELECTION, THE TEAM SELECTION SCREEN WILL APPEAR.
BEFORE YOU, IS A MAP OF THE WORLD. USE THE JOYSYTICK TO MOVE THE ARROW TO
THE COUNTRY OF YOUR CHOICE. ONCE THE ARROW IS SETLD ON THE COUNTRY, IT WILL
BEGIN TO FLASH. NOW PRESS THE FIRE BUTTON TO REVEAL THE TEAMS NUMERICAL
QUALIFICATION. THE DATA IS DISPLAYED FROM NUMBERS 1-5. THE HIGHEST
REPRESENTING THE BEST. DEPENDING ON THEIR GIVEN STRENGTHS. YOU MAY USE THE
JOYSTICK TO MOVE THE ARROW TO EITHER YER OR NO AND THEN PRESS THE FIRE
BUTTON TO ENTER YOUR SELECTION. IF YOU WISH TO CHOOSE ANOTHER TEAM CHOOSE
`NO` TO CANCEL YOUR SELECTION AND REPEAT THE PROCEDURE. YOU MAY THEN CHOOSE
ANOTHER TEAM FROM THE MAP.

MEMBER SELECT SCREENS:

AFTER YOU HAVE ENTERED YOUR TEAM SELECTION, THE MEMBER SELECT SCREENS WILL
AUTOMATICALLY APPEAR. YOU WILL HAVE TO SELECT A STARTING LINEUP OF ELEVEN
PLAYERS FROM YOUR GROUP. YOU WILL HAVE TO CHOOSE FROM 4 DIFFERENT SCREENS
WHICH WILL AUTOMATICALLY APPEAR ONE AFTER THE OTHER ONCE YOU HAVE COMPLETED
YOUR SELECTION FROM EACH ONE. THE FIRST MEMBER SELECT SCREEN IS THE
GOALKEEPER SCREEN. ON THE MINIATURE FIELD OPPOSITE THE PLAYERS NAMES. YOU
WILL NOTICE A BLINKING POSITION. MATCH THE PLAYERS WITH THE BLINKING
POSITIONS.

CHOOSE ONE GOALIE BY USING THE JOYSTICK TO MOVE THE ARROW TO THE PLAYER OF
YOUR CHOICE. NOW PRESS THE FIRE BUTTON TO ENTER YOUR SELECTION, PRESS F10.
WHEN YOU PRESS F10 DURING ANY MEMBER SELECT SCREEN YOU WILL AUTOMATICALLY
RETURN TO THE GOALKEEPER SCREEN, THE MEMBER SELECT SCREENS WILL THEN FOLLOW
IN ORDER: DEFENDERS CHOOSE 4: MIDFIELD CHOOSE 4: FORWARDS CHOOSE 2.

TO HELP YOU CHOOSE. THE PLAYERS STATISTICS ARE LISTED OPPOSITE THEIR NAMES.
THESE STATS ARE BASED ON SPEED, KICKING STRENGTH, TACKLING STRENGTH, AND
ACCURACY. THEY ARE NUMBERED FROM 1 TO 5, `5` BEING THE BEST. A PLAYERS
NUMERICAL VALUE IS BASED ON A COMPARISON WITH OTHER PLAYERS ON THE SAME
TEAM, SO IF A PLAYER ON A DIFFERENT TEAM IS AWARDED THE SAME STATS, BOTH
PLAYERS ABILITIES MAY VARY BASED ON THEIR TEAMS TOTAL DATA.

ELIMINATION LEAGUE SCREEN:

AFTER YOU HAVE SELECTED YOUR TEAM AND STARTING PLAYERS, SIX GROUPS WILL BE
DISPLAYED. YOUR TEAM WILL BE HIGHLIGHTED IN A DIFFERENT COLOUR. THESE TEAMS
REPRESENT YOUR QUALIFYING OPPONENTS. WHILE YOU ARE PLAYING, THE COMPUTER IS
BUSY PLAYING THE OTHER GROUPS AGAINST THEMSELVES SO THE VICTORS WILL EMERGE
FOR THE FINAL TOURNAMENT.

THE FIRST AND SECOND PLACED TEAMS OF EACH GROUP WILL QUALIFY FOR THE FINAL
TOURNAMENT, IN ADDITION. FOUR OF THE REMAINING 3RD PLACE TEAMS WILL ALSO
QUALIFY BASED ON THEIR RECORD OF PLAY. DURING THE QUALIFYING ROUND. IF YOUR
TEAMS RECORD SATISFIES THE REQUIREMENTS THE REQUIREMENTS TO TAKE PART IN
THE FINAL TOURNAMENT. YOUR TEAM MAY ADVANCE, IF YOUR TEAM DOES NOT SATISFY
THE REQUIREMENTS, THE GAME IS OVER. AFTER SIZING UP YOUR COMPETITION. PRESS
THE FIRE BUTTON TO REVIEW THE QUALIFYING SCREEN.

THE REQUIRMENTS TO ADVANCE ARE:-

1.........TEAM WITH MOST POINTS
2.........TEAMS WITH THE BEST GOAL DIFFERENCE
3.........TEAMS WITH THE MOST GOALS SCORED
4.........TEAMS WHICH SCORED THE QUICKEST GOALS

ELIMINATION LEAGUE: 1ST DAY.

THE ELIMINATION LEAGUE: 1ST DAY SCREEN WILL DISPLAY YOUR TEAM AND THE NAME
OF THE OPPOSING TEAM. PRESS FIRE BUTTON TO START PLAY.

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SPECIAL INSTRUCTIONS FOR TEST MATCH AND 2P-PLAYER GAMES:

WHEN YOU PLAY A TEST MATCH, ONLY ONE MATCH IS HELD. DURING THE TEST MATCH
1P. YOU WILL COMPETE AGAINST THE COMPUTER ALTHOUGH YOU ARE ALLOWED TO
CHOOSE ITS TEAM. DURING TEST MATCH 2P. YOU WILL PLAY AGAINST YOUR
OPPONENT`S TEAM.

WHEN TWO PEOPLE PLAY, EACH PLAYER SELECTS A TEAM AND COMPETES AGAINST EACH
OTHER. IF YOU END IN A TIE, THERE WILL BE A REMATCH, WHEN THE MATCH IS
OVER, THE NAMES OF UP TO THREE PLAYERS WHO SCORE AND THEIR TIMES WILL BE
DISPLAYED.

TAKE CONTROL:

IN SOCCER, THE ATTACKING TEAM AND DEFENDING TEAM FREQUENTLY CHANGE. THE
BTEAM THAT IS CONTROLLING THE BALL OR THE NEAREST THE OPPONENTS GOAL IS THE
ATTACKING TEAM. THE INSTANT THE OPPONENT TAKES THE BALL, ATTACKING AND
DEFENDING ROLES CHANGE.

ATTACKING:

KICK OFF.

AT THE START OF THE MATCH,PLAYER 1 KICKS OFF. AT THE START OF THE SECOND
HALF PLAYER B2 KICKS OFF. WHEN A GOAL IS SCORED THE OTHER SIDE KICKS OFF TO
RESUME PLAY.

DRIBBLE:

DURING GAME PLAY, YOU CAN ONLY CONTROL THE MOVES OF THE PLAYER WITH AN
ARROW OVERHEAD AT ANY GIVEN TIME. THE COMPUTER WILL CONTROL THE REST. TO
MOVE A PLAYER IN CONTACT WITH THE BALL, PRESS THE JOYSTICK IN YOUR DESIRED
DIRECTION AND THE PLAYER AND BALL WILL ADVANCE.

KICKING:

PRESSING THE FIRE BUTTON WILL CAUSE 3 DIFFERENT TYPES OF KICK WHEN IT IS
RELEASED. DEPENDING ON THE POSITION OF THE JOYSTICK AT THE MOMENT OF
RELEASE.

1.......IF THE JOYSTICK WAS CENTRED, THE BALL WILL KICK FORWARD, ALWAYS IN
        THE DIRECTION OF THE OPPOSING GOAL.

2.......WITH THE JOYSTICK PULLED BACK, THE BALL WILL BE PASSED HIGH
        OVERHEAD IN THE DIRECTION THAT THE ARROWED PLAYER WAS MOVING IN
        WHEN THE FIRE BUTTON WAS PRESSED.

3.......WITH THE JOYSTICK PUSHED FORWARD, THE BALL WILL BE PASSED ON THE
        GROUND IN THE DIRECTION THE SELECTED PLAYER WAS MOVING IN WHEN THE
        FIRE BUTTON WAS PRESSED.

THROW IN:

WHEN A BALL TOUCHES A PLAYERS BODY AND GOES OVER THE SIDELINE. A PLAYER
FROM THE OPPOSSING TEAM IS ALLOWED A THROW IN FROM THE PLACE WERE THE BALL
WENT OUT. CONTROL THE DIRECTION OF THE THROW IN. BY USING THE JOYSTICK.

CORNER KICK:

WHEN THE BALL GOES OVER THE DEFENDING TEAMS END LINE AFTER LAST BEING
TOUCHED BY ONE OF THE DEFENDING TEAM`S PLAYERS. THE ATTACKING TEAM IS
AWARDED A CORNER. SELECT THE POINT WERE THE BALL IS TO HIT THE GROUND BY
PRESSING THE JOYSTICK IN THAT DIRECTION. USE THE FIRE BUTTON TO KICK THE
BALL.

DEFENCE:

TACKLING.

WHEN YOU APPROACH A PLAYER IN CONTACT WITH THE BALL YOU CAN SLIDE TACKLE BY
PRESSING THE FIRE BUTTON, NOW YOU CAN STEAL THE BALL.

OPERATING THE GOALKEEPER:

WHEN YOUR GOALKEEPER IS INDICATED BY THE ARROW, YOU CAN STOP THE OPPONENTS
SHOT BY MOVING THE GOALKEEPER WITH THE JOYSTICK. NOW PRESS THE FIRE BUTTON
TO MAKE THE KEEPER JUMP AND CATCH THE BALL. IF YOU PIUSH THE JOYSTICK WHILE
PRESSING THE FIRE BUTTON SIMULTANEOUSLY THE KEEPER WILL DIVE. WHEN THE
JOYSTICK IS PUSHED IN THE DIRECTION OF ONE OF THE FIELD NUMBERS. THE KEEPER
WILL MOVE IN THE DIRECTION OF THE CORRESPONDING NUMBER IN THE GOAL. AFTER A
SET TIME HAS ELAPSED WHILE THE GOALKEEPER HOLDS THE BALL.THE KEEPER WILL
AUTOMATICALLY KICK THE BALL EVEN IF NO BUTTONS ARE PUSHED. WHEN THE
GOALKEEPER IS HOLDING THE THE BALL, RELEASING THE FIRE BUTTON WITH THE
JOYSTICK CENTRED WILL CAUSE THE GOALKEEPER TO THROW THE BALL IN THE
DIRECTION THE KEEPER WAS FACING BEFORE THE FIRE BUTTON WAS PRESSED. IF THE
FIRE BUTTON IS RELEASED WITH THE JOYSTICK PUSHED FORWARD OR PULLED BACK
THIS WILL CAUSE THE KEEPER TO KICK THE BALL IN THE DIRECTION THAT THE
KEEPER WAS FACING BEFORE THE BUTTON WAS PRESSED.

GOAL KICK;

IF THE BALL GOES OVER THE DEFENDING TEAM`S END LINE AFTER AN ATTACKING
PLAYER HAS TOUCHED IT LAST. THE DEFENDING TEAM IS AWARDEDA GOAL KICK.
SELECT THE KICKING DIRECTION WITH YOUR JOYSTICK AND KICK WITH THE FIRE
BUTTON. IF THE JOYSTICK IS NOT PUSHED, THE BALL WILL TRAVEL TO THE CENTRE.

NOW MAKE YOUR MOVE;

ITS TIME FOR REAL COMPETITION, BUT FOLLOW THE GAME CLOSELY, READ THE
FOLLOWING RULES AND REGULATIONS.

TIME:

ELAPSED GAME TIME IS 45 MINS PER HALF, (2ND HALF SLIGHTLY FASTER THAN 1ST)
THERE IS NO OVERTIME HELD, SHOULD THE GAME END IN A TIE.

WIN,LOSE OR TIE:

WHEN THE GAME TIME ENDS, THE TEAM WITH THE MOST POINTS WINS. IN THE EVENT
OF A TIE SCORE. THE GAME ENDS IN A DRAW, A ROUND OF PENALTY KICKS WILL BE
PLAYED TO DECIDE THE WINNER OF A TIE GAME DURING THE FINAL TOURNAMENT
OONLY.

QUALIFYING RSULTS:

WHEN THE TIME HAS ELAPSED FOR THE QUALIFYING ROUNDS, THE RESULTS FOR THE 6
GROUPS WILL BE DISPLAYED AUTOMATICALLY ON THE ELIMINATION LEAGUE 1ST DAY
SCREEN. HERE YOU`LL SEE TOTAL TOURNAMENT POINTS, LOSSES, WINS AND DRAWS FOR
EVERY TEAM, DURING THIS SCREEN, A GROUP CAN BE SELECTED WITH THE JOYSTICK
AND THE WIN/LOSS CHART WILL BE DISPLAYED BY PRESSING THE FIRE BUTTON.

WHEN DAY 3`S MATCHES ARE FINISHED, THE QUALIFYING TEAMS WILL BE DISPLAYED.
IF YOUR GAME IS NOT INCLUDED, THE GAME WILL END.

FINAL TOURNAMENT:

16 TEAMS WILL PARTICIPATE IN THE FINAL TOURNAMENT. A TOURNAMENT GROUPINGS
SCREEN WILL BE DISPLAYED AND ANNOUNCED IF YOU PRESS THE FIRE BUTTON. GAME
WILL PROCEED EXACTLY AS IT DID IN THE QUALIFYING ROUNDS, WITH ONE
EXCEPTION.

DURING THE FINAL TOURNAMENT THERE ARE NO DRAWS, A REMATCH WILL TAKE PLACE
IN THE EVENT OF A TIE.

SCREEN SIGNALS DURING MATCH:

DURING GAME PLAY, THE SCREEN WILL INFORM YOU OF ELAPSED TIME, THE CURRENT
SCORE, AN OVERHEAD VIEW OF THE ENTIRE FIELD VIA A MINI-GAME SCREEN AND THE
PLAYER WHO IS ELIGIBLE TO BE CONTROLLED BY HIS OVERHEAD MATCHING ARROW.
SCREEN LAYOUT WILL VARY FROM FORMAT TO FORMAT. nb THE C64 VERSION WILL NOT
DISPLAY THE MIN-GAME SCREEN.

HELPFUL HINTS:

WHEN YOUR SETTING UP FOR A GOAL, PASSING THE BALL, OR THROWING IN FROM THE
GOAL, LINE THE JOYSTICK UP WITH ANY ONE OF THE COORDINATING NUMBERS 1-5 ON
THE FIELD AND THE BALL WILL FOLLOW IN THAT EXACT DIRECTION. WHEN YOU
CONTACT OPPOSING PLAYERS HEAD ON YOU CAN STEAL THE BALL MORE EASILY.

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TEAM STRENGTHS:

1.....USA          2.....ROM          3.....CAM          4.....BRA
      U.S.A              ROMANIA            CAMEROON           BRAZIL

SPEED......3       SPEED.......3      SPEED......3       SPEED......5
SKILL......1       SKILL.......4      SKILL......4       SKILL......5
DEFENCE....1       DEFENCE.....2      DEFENCE....1       DEFENCE....5
KEEPER.....1       KEEPER......2      KEEPER.....1       KEEPER.....4
TOTAL:     1       TOTAL;      3      TOTAL;     2       TOTAL;     5


5.....ARG          6....URG           7.....UAE          8.....EGY
      ARGENTINA         URUGUAY       UNITED ARAB EMIR         EGYPT
SPEED......5      SPEED......3        SPEED......2       SPEED......2
SKILL......5      SKILL......5        SKILL......4       SKILL......3
DEFENCE....4      DEFENCE....4        DEFENCE....2       DEFENCE....1
KEEPER.....4      KEEPER.....4        KEEPER.....2       KEEPER.....2
TOTAL;     5      TOTAL;     4        TOTAL;     2       TOTAL;     2

9.....SCO         10....ENG           11....SPA          12....CZE
      SCOTLAND          ENGLAND             SPAIN        CZECHOSLVAKIA

SPEED......3      SPEED......5        SPEED......4       SPEED......4
SKILL......3      SKILL......2        SKILL......3       SKILL......5
DEFENCE....3      DEFENCE....4        DEFENCE....3       DEFENCE....4
KEEPER.....5      KEEPER.....5        KEEPER.....3       KEEPER.....4
TOTAL;     3      TOTAL;     4        TOTAL;     3       TOTAL;     5

13....ITA         14....BEL           15....HOL          16....AUT

SPEED......4      SPEED......4        SPEED......5       SPEED......5
SKILL......2      SKILL......3        SKILL......3       SKILL......4
DEFENCE....5      DEFENCE....2        DEFENCE....4       DEFENCE....4
KEEPER.....5      KEEPER.....3        KEEPER.....3       KEEPER.....3
TOTAL;     4      TOTAL;     3        TOTAL;     4       TOTAL;     4

17....GER         18....IRL           19....SWE          20....YUG

SPEED......4      SPEED......5        SPEED......4       SPEED......3
SKILL......3      SKILL......3        SKILL......4       SKILL......4
DEFENCE....5      DEFENCE....4        DEFENCE....4       DEFENCE....2
KEEPER.....5      KEEPER.....4        KEEPER.....4       KEEPER.....3
TOTAL;     5      TOTAL;     4        TOTAL;     4       TOTAL;     3

21....URS         22....COS           23....KOR          24....COL

SPEED......5      SPEED......1        SPEED......3       SPEED......1
SKILL......4      SKILL......2        SKILL......2       SKILL......1
DEFENCE....4      DEFENCE....1        DEFENCE....2       DEFENCE....2
KEEPER.....5      KEEPER.....1        KEEPER.....2       KEEPER.....1
TOTAL;     5      TOTAL;     1        TOTAL;     2       TOTAL;     Q

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Typed by SCOOTER
