TIP OFF DOCS ============ 1.0 INTRODUCTION. ----------------- TIP OFF IS A BASKETBALL SIM WITH A MULTI DIRECTIONAL SCROLLING COURT.BASKETBALL IS A FAST GAME WITH END TO END ACTION AND WITH EVER CHANGING TACTICAL PLAY.TACTICS DIRECTED BY THE COACH PLAYS JUST AS IMPORTANT PART AS THE SKILLS OF AN INDIVIDUAL PLAYER. BASKETBALL IS A GAME OF MAXIMUM PARTICIPATION. NO PLAYER IN EITHER TEAM IS RESTRICTED FROM GETTING THE BALL WHENEVER IT IS IN PLAY.PLAYERS ARE FREE TO OCCUPY ANY PART OF THE COURT AND FREE TO MASTER. IT REQUIRES FITNESS,SKILL,DEXTERITY,AGILITY AND ALERTNESS AND ABOVE ALL ANTICIPATION BECAUSE THE GAME IS A TEAM GAME AND A PLAYER MUST FIT INTO THE TEAM PLAY. EACH PLAYER ON THE COURT IS AN INDIVIDUAL WITH A UNIQUE COMBINATION OF ATTRIBUTES AND SKILLS. THE SKILL LEVEL IN VARIOUS DEPARTMENTS LIKE DRIBBLING,SHOOTING,PASSING ECT DEPENDS ON THE SKILL LEVEL AT WHICH THE GAME IS BEING PLAYED. A HOST OF PLAYING OPTIONS ARE PROVIDED. ONE OF THE MOST USEFUL IS THE ABILITY TO SET AN INDIVIDUAL SKILL LEVEL OF THE TEAMS PLAYING AGAINST EACH OTHER. OTHER USEFUL OPTIONS ARE. ------------------------- FACILITY TO DESIGN YOUR OWN TACTICS,CREATE YOUR OWN TEAM AND WATCH ACTION REPLAYS. 1.1 GENERAL. ------------ THE PROGRAM IS RECORDER ON 2 DISKS, THE SECOND DISK IS NOT PROTECTED. YOU ARE ADVISED TO FORMAT A DISK AND USE A GENERAL COPIER TO COPY THE SECOND DISK. YOU CANNOT WRITE TO DISK 2. BUT YOU WILL BE ABLE TO WRITE TO YOUR COPIED DISK 2. THE COPIED DISK CAN THEN BE LEFT IN THE DRIVE TO SAVE LEAGUE DATA ECT..ie USED AS A DATA DISK. IF YOU DO NOT USE A COPY DISK,A FORMATTED DISK WILL BE REQUIRED FOR SAVING LEAGUE DATA AND OTHER DATA ie SQUADS,TACTICS ect... 1.11 FORMATTING A NEW DISK. --------------------------- ANY DISK CAN BE USED FOR FORMATTING(OLD OR NEW) TO BE RE-USED THE DISK MUST BE FORMATTED YOU WILL FIND THE INFORMATION ON HOW TO FORMAT A DISK IN THE MANUAL SUPPLIED WITH THE COMPUTER. 2.0 MAIN MENU. -------------- 2.1 SINGLE GAME A SINGLE GAME CAN BE PLAYED BETWEEN A PLAYER AND THE COMPUTER OR BETWEEN 2 PLAYERS. TWO PLAYERS CAN TEAM UP AGAINST THE COMPUTER OR AGAINST ANOTHER PLAYER OR TWO PLAYERS. 2.2 THE LEAGUE THERE ARE 2 TYPES OF LEAGUES,THE LEAGUE CHAMPIONSHIP REQUIRES CONSISTENT EXCELLENCE. THERE IS A LOAD AND SAVE GAME FACILITY. 2.3 DEMO GAME THIS OPTION SHOWS THE COMPUTER VERSUS COMPUTER GAME AT ANY SKILL LEVEL. 2.4 CREATE TEAM EACH PLAYER IN THE TEAM IS CREATED FROM A TOTAL POOL POINTS. THE POOL POINTS ARE ASSIGNED TO VARIOUS ATTRIBUTES AND SKILLS. WHILE CREATING SUCH A TEAM,IT IS IMPORTANT THAT THE SET OF TACTICS USED ARE APPROBRIATE TO THE CREATED TEAM. AN ASTUTELY DESIGNED TEAM WITH A SUITABLE TACTICS FOR THE TEAM TO EXPOLIT CAN BE A DEADLY MIXTURE. 2.5 DESIGN TACTICS ENABLES A COMPRHENSIVE DESIGN OF TACTICS IN DEFENSE OR ATTACK MODE.A SEQUENCER IS INCLUDED WHICH ENABLES THE DESIGNER TO SEE THE MOVEMENT OF PLAYERS COVERING THE WHOLE COURT. THE FLUIDITY AND THE EFFECTIVENESS OF THE TACTICS CAN BE JUDGED USING THE SEQUENCER. THERE IS A SAVE AND LOAD FACILITY. 2.6 KIT COLOUR THERE ARE 2 COLOURS,THE MAIN COLOUR AND WHITE TRIMMING. THE OPTION ALLOWS YOU TO CHANGE THE MAIN COLOUR. 2.7 PRACTISE THERE IS AN OPTION TO PRACTISE INDIVIDUAL SKILL OR PRACTISE AS A TEAM. TIP OFF JOYSTICK MOVEMENTS HAVE BEEN SPECIALLY DESIGNED FOR EASE OF USE AND IT IS IMPORTANT TO PRACTISE AND LEARN MOVEMENTS BEFORE STARTING A MATCH. THE MODE CAN ALSO BE USED TO TEST TACTICS. THE TEAM PRACTISE CAN BE DONE AT ALL SKILL LEVELS.PASSING SKILLS CAN ONLY BE PRACTISED IN TEAM MODE. 2.8 OPTIONS THIS OPTION MENU ALLOWS YOU TO CHANGE THE GAME ENVIROMENT. THE OPTIONS MUST BE SET BEFORE EXITING THE MAIN MENU. 3.0 - OPTIONS - --------------- THE OPTION IN THIS MENU ONCE SET REMAIN OPERATIONAL UNTIL CHANGED.THE DEFAULT CONDITION IS PRINTED IN -BOLD-. 3.1 QUARTER DURATION;2\4\6 AND 12 THE LEAGUE QUARTERS ARE SET AT 4 MINUTES EACH AND CANNOT BE CHANGED. 3.2 GAME SPEED; 50% OR FULL 50% GAME SPEED IS IDEAL WHEN YOU ARE STILL LEARNING HOW TO PLAY THE GAME. ITS ALSO VERY USEFUL INSTUDYING THE WORKING OF YOUR TACTICS AND TACTICS USED BY THE OPPOSITION. 3.3 FOULS; YES OR NO THE FOULS ARE EASY TO COMMIT WHILE YOU ARE LEARNING TO LAY THE GAME.SETTING FOULS OPTION TO `NO` WILL ENSURE THAT THE GAME FLOWS SMOOTHLY. 3.4 SKILLS LEVELS 1. INTERNATIONAL 2. NATIONAL 3. COUNTY 4. CLUB 5. YOUTH 3.41 SELECTING SKILL LEVELS. USE THE MAIN MENU AND SELECT `OPTIONS`. THIS MUST BE DONE BEORE EXITING THE `MAIN MENU`. YOU CANNOT RETURN TO THE `MAIN MENU` ONCE YOU HAVE SELECTED A GAME OPTION. 3.42 SINGLE GAME. YOU CAN SET THE SKILL LEVELS OF TEAM `A` AND TEAM `B` INDIVIDUALLY. THIS IS FACILITY IS VERY USEFUL. A GOOD PLAYER WITH A TEAM SKILL LEVEL 5 CAN HAVE A TOUGH AME AGAINST A NOVICE CONTROLLING A SKILL LEVEL 1 TEAM. 3.43 LEAGUE. THE LEAGUE CAN BE PLAYED AT ALL SKILL LEVELS. NOTE; IF A LOAD SQUAD OPTION IS USED IN A SINGLE GAME OR IN THE LEAGUE,THE SKILL LEVEL IS SET BY THE SKILL OF THE LOADED SQUAD. 3.5 REFEREES. EACH PLAYER IN THE TEAM HAS A UNIQUE MIXTURE OF PHYSICAL ATTRIBUTES AND SKILLS,THE ATTRIBUTES AND SKILLS PLAY A VERY IMPORTANT PART IN THE PLAYING ABILITY OF A PLAYER. FOR EXAMPLE A PLAYER WITH A HIGH PACE AND LOW STAMINA WILL TIRE QUICKLY WHEREAS A PLAYER WITH POOR SHOOTING SKILLS WILL NOT GET A BASKET VERY OFTEN IF TACTICS REQUIRES NO 5 TO DO THE SHOOTING,YOU SHOULD ENSURE THAT THE PLAYER PLAYING IN THAT POSTION HAS GOOD SHOOTING SKILLS AND A GOOD JUMPING ATTRIBUTE. 4.1 ATTRIBUTES. AGE HEIGHT FLAIR PACE STAMINA COMPOSURE FLAIR - A PLAYER WITH A HIGH DEGREE OF FLAIR TRIES TO PLAY INDIVIDUAL GAME RATHER THAN A TEAM GAME. HE WILL ATTEMPT TO SHOOT AT THE BASKET FROM A DISTANCE RATHER THAN PASS TO ANOTHER PLAYER. COMPOSURE - A PLAYER WITH GOOD COMPOSURE IS NOT PANICKED INTO MAKING A PASS OR SHOT DUE TO PRESSURE FROM THE OPPOSITION. A CONTROLLED PLAYER NATURALLY DOES NOT HAVE COMPOSURE BUT THE COMPUTER PLAYERS DO.IF A PLAYER IS PLAYING IN POSITION,THEN THE REST OF THE TEAM,BEING COMPUTER CONTROLLED AND PLAYING ACCORDING TO PRE-DETERMINED TACTICS WILL HAVE THE COMPOSURE ATTRIBUTE. 4.2 SKILLS. DRIBBLING STEALING SHOOTING PASSING JUMPING 4.3 SELECTING NUMBER OF PLAYER. 1 TO 4 PLAYERS CAN PLAY THE GAME.SELECT THE BOX AND PRESS THE FIRE BUTTON. 5.0 CONTROLS. AMIGA - ST JOYSTICK ONLY AMIGA AND ATARI ST - FOR MORE THAN 2 PLAYERS TO PLAY, A SPECIAL JOYSTICK ADAPTOR IS REQUIRED. STE - PORTS 1 TO 4 CAN BE USED. 6.0 KIT COLOUR. THE CURRENT KIT COLOUR OF THE CURRENT 16 TEAMS FOR THE LEAGUE AND TEAMS `A` AND `B` WILL BE DISPLAYED. TEAMS `A` AND `B` ARE FOR THE SINGLE GAME ONLY. IF YOU WISH TO CHANGE THE KIT COLOUR OF ANY TEAM,SELECT THE TEAM,PRESS THE FIRE BUTTON REPEATED TO CYCLE THROUGHT THE COLOURS. IF 2 TEAMS HAVE THE SAME COLOUR THE AWAY TEAM DEFAULT TO WHITE. 7.0 SQUAD SELECTION. THE COACH TAKES 10 PLAYERS TO A MATCH FROM A SQUAD OF 12 PLAYERS.THE DETAILS OF THE ATTRIBUTES AND SKILLS OF EACH PLAYER AND HIS NUMBER IS SHOWN AGAINST EACH NAME.DUE TO LACK OF SPACE,THE HEADINGS OF THE ATTRIBUTES AND SKILLS HAVE BEEN ABBREVIATED.PLEASE SEE (7.51 FOR FULL DESCRIPTION OF THE ABBREVIATIONS) 7.11 SELECTING THE SQUAD. THE 1ST 10 LAYERS IN THE LIST ARE SELECTED AS THE TEAM TO GO TO THE MATCH.TO REPLACE A PLAYER,SELECT THE PLAYER TO BE REPLACED AND PREE THE F.B(FIRE BUTTON). NOW SELECT THE NAME IN POSITION 11 AND 12 AND PRESS THE F.B. THE PLAYERS WILL EXCHANGE PLACES. THE FOLLOWING ICONS ARE SHOWN ON THE SCREEN. 7.12 SQUAD. THIS OPTION ALLOWS YOU TO LOAD A NEW SQUAD EITHER FROM THE DATA BANK OF TEAMS SUPPLIED OR FROM THE DATA DISK CONTAINING TEAMS CREATED USING `CREATE TEAM` OPTION. 7.121 ON SELECTING `SQUAD` OPTION, THE FOLLOWING DISK OPTIONS WILL BE SHOWN. LOAD FILE SAVE FILE DELETE FILE DIRECTORY DONE 7.122 SELECT LOAD FILE OPTION SELECT LOAD FILE OPTION.THIS WILL DISPLAY THE DIRECTORY OF THE SQUAD IN THE DATA BANK OR ON THE DATA DISK.SELECT THE SQUAD YOU WISH TO LOAD AND PRESS F.B.NEW SQUAD WILL BE DISPLAYED,IF YOU WISH TO CHANGE THE OPTION AGAIN,USE `SQUAD` OPTION AGAIN. 7.13 TACTICS THIS OPTION ALLOWS YOU TO REPLACE ANY OR ALL OF THE 16 TACTICS IN THE CURRENT MATCH TACTICS FILE. 7.121 ON SELECTING THE OPTION,THE SAME OPTIONS AS IN 7.121 WILL BE DISPLAYED,SELECTED LOAD FILE OPTION. THE DIRECTORY OF TACTICS IN THE DATA BANK ON DISK 2 OR TACTICS DESIGNED USING THE TACTICS DESIGNED STORED ON THE DATA DISK WILL BE DISPLAYED. 7.132 SELECT THE TACTICS YOU WISH TO REPLACE AND PRESS F.B. SELECT THE REPLACEMENT TACTICS FROM THE DIRECTORY AND PRESS F.B WHEN ALL THE TACTICS YOU WISH TO REPLACE HAVE BEEN REPLACED,SELECT `DONE` TO RETURN TO THE SQUAD SELECT SCREEN. 7.14 DONE THIS SAVES THE SQUAD AND TACTICS ON A DATA DISK IF PLAYING IN A LEAGUE.IN CASE OF A SINGLE GAME,THE DATA IS STORED IN THE MEMORY AND IS RETAINED UNTIL CHANGED. 7.15 QUIT SINGLE GAME - RETURNS TO MAIN MENU LEAGUE - RETURNS TO LEAGUE MAIN MENU 7.2 SELECT TEAM ONLY 5 PLAYERS ARE ALLOWED ON THE COURT AT ANY 1 TIME, A `FOUL OUT` PLAYER IS NOT ALLOWED TO GO ON THE COURT. THE COMPUTER SELECTED PLAYERS APPEAR IN THE TOP QUARTER OF THE SCREEN. THEIR SHIRT NUMBER IS DISPLAYED,MARKINGS ARE LEFT BLANK. FOULS AND FATIGUE OF EACH PLAYER IS ALSO SHOWN. THE BOTTOM QUARTER OF THE SCREEN SHOWS THE REST OF THE MATCH TEAM.ie THE RESERVES. TO REPLACE A PLAYER ON THE COURT BY ANOTHER FROM THE RESERVES SIMPLY SELECT THE PLAYER TO BE SUBSTITUTED AND PRESS THE F.B NOW SELECT THE PLAYER FROM THE RESERVES ANFD AGAIN PRESS THE F.B. THE DISPLAY SHOWS THE FOLLOWING INFORMATION;- NAME ; NAME OF THE PLAYER No ; PLAYERS SHIRT NUMBER Pos ; COURT POSITION LG ; LEFT GUARD RG ; RIGHT GUARD C ; CENTRE L.F ; LEFT FORWARD R.F ; RIGHT FORWARD P ; PLAYING IN POSITION M1 ; MARK 1 M2 ; MARK 2 FTG ; FATIGUE AS PERCENTAGE, 100% IS INJURED FLS ; NUMBER OF PERSONAL FOULS F/O ; THIS INDICATES THAT THE PLAYER IS FOUL OUT AND IS NOT ALLOWED ON THE COURT. 7.21 THE FOLLOWING ICONS ARE ALSO SHOWN 7.211 TACTICS THERE ARE 16 TACTICS AVAILABLE. FIRST 8 OF THESE TACTCS ARE CURRENT TACTICS AND THE REMAINDER ARE RESERVE TACTICS. ANY TACTICS IN THE CURRENT TACTICS BANK CAN BE REPLACED BY A TACTICS IN THE RESERVE BANK.SELECT TACTICS TO BE REPLACED AND PRESS F.B. THEN SELECT THE REPLACEMENT TACTICS AND PRESS F.B. SELCT `DONE` TO RETURN TO THE `SELECT TEAM` MENU. THESE MENUS ARE ONLY USED WHEN ZONAL MARKING IS USED AND WHEN ATTACKING THE OPPOSITION BASKET. 7.212 QUICK DEFENSE. THIS AUTOMATICALLY SETS UP THE MARKINGS DEPENDING ON SELECTION MADE. FULLER EXPLANATION IS GIVEN IN 7.43 7.213 STATS PLEASE SEE 7.5 FOR FULLER DESCRIPTION 7.214 DONE THIS LEADS TO THE GAME 7.3 SELECT PLAYING MODE THERE ARE 2 OPTIONS; 7.31 NEAREST TO THE BALL. THE CONTROL IS TRANSFERRED TO THE PLAYER NEAREST TO THE BALL. THE REST OF THE PLAYERS ARE COMPUTER CONTROLLED. 7.32 PLAY IN POSITION. A NAMED POSITION.ie CENTRE OR RIGHT GUARD ect IS SELECTED. THE PLAYER PLAYING IN THAT POSITION IS CONTROLLED. 7.33 ONE PLAYER. PLAYER CAN SELECT TO PLAY IN POSITION OR NEAREST THE BALL. 7.34 2 PLAYERS - AGAINST EACH OTHER (AS IN 7.33) TEAM MODE - SECOND PLAYER CAN ONLY PLAY IN POSITION 7.35 3 PLAYERS - 3RD PLAYER PLAYS IN TEAM MODE WITH PLAYER 1 AND CAN ONLY PLAY IN POSITION. 7.36 FOUR PLAYERS - 4TH PLAYER PLAYS IN TEAM MODE WITH PLAYER 2 AND CAN ONLY PLAY IN POSITION. 7.37 SELECTING TO PLAY [IN POSITION] A PLAYER IS AUTOMATICALLY SELECTED TO PLAY NEAREST TO BALL. IF YOU WISH TO PLAY IN POSITION, SELECT THE PLAYER YOU WISH TO CONTROL AND PRESS FIRE BUTTON [FB]. NOW PRESS KEY `P` ON THE KEYBOARD. A LETTER P WILL APPEAR AGAINST THE NAME. TO CANCEL, PRESS `P` AGAIN. WHEN THE PLAYER IS SUBSTITUTED, THE NEW PLAYER WILL CONTINUE TO PLAY IN THAT POSITION AT QUARTER TIME. YOU CAN,HOWEVER, SELECT A DIFFERENT PLAYER TO PLAY IN THE POSITION AT QUARTER TIME. IN TWO PLAYERS TEAM MODE, THREE OR FOUR PLAYERS MODE, YOU WILL NOT BE ABLE TO QUIT THE SCREEN UNLESS A PLAYER IN POSITION HAS BEEN SELECTED. 7.4 DEFENCE - IN TIP OFF THERE ARE 2 MAIN DEFENCE OPTIONS * A) ZONAL MARKING * B) MAN TO MAN MARKING 7.41 ZONAL MARKING - WHEN ZONAL MARKING IS USED,PLAYERS DEFEND AN ASSIGNED AREA OF THE COURT AND MOVE TO THE AREA ACCORDINGLY. 7.42 MAN TO MAN MARKING - ANY PLAYER OR ANY NUMBER OF PLAYERS CAN BE ASSIGNED TO MARK AN OPPOSITION PLAYER. THE MARKING IS DONE BY POSITION AND NOT NAME. ie, YOU INSTRUCT LEFT GUARD(LG) TO MARK THE OPPOSITION LG. OR YOU ASK YOUR LG AND CENTRE TO MARK THE OPPOSITION L.G. IN FACT YOU MAY INSTRUCT ALL YOUR PLAYERS TO MARK THE L.G. THERE ARE 2 COLUMNS AGAINST EACH NAME IN THE TEAM SELECTION. 1ST AND 2ND MARKINGS. THE 1ST MAN TO MAN MARKING IS HALF COURT PRESS. BOTH ARE USED FOR FULL COURT PRESS. HALF COURT PRESS ---------------- THIS MAN TO MAN MARKING ONLY TAKES PLACE IN YOUR HALF WHEN THE OPPOSITION HAS THE BALL. ZONAL MARKING IS USED AT ALL OTHER TIMES. FULL COURT PRESS ---------------- MAN TO MAN MARKING MARKING IS USED OVER THE WHOLE COURT WHEN THE OPPOSITION HAVE THE BALL. ZONAL MARKING IS USED OTHERWISE. 7.43 QUICK DEFENCE - WHEN SELECTED THIS ICON DISPLAYS A MENU 7.431 ZONAL MARKING - THIS WILL CLEAR ALL MAN TO MAN MARKING 7.432 HALF COURT PRESS - THIS WILL CLEAR ALL 2ND MAN TO MAN MARKING AND WILL SET UP AUTOMATICALLY 1ST MAN TO MAN MARKING. THE MARKINGS CAN BE CHANGED. MOVE THE POINTER TO THE MARKING AND PRESS FIRE BUTTON. THE MARKINGS WILL CYCLE THROUGH. 7.433 FULL COURT PRESS - THIS WILL SET UP BOTH 1ST AND 2ND MAN TO MAN MARKING * IST MAN TO MAN MARKING IN DEFENCE HALF * 2ND MAN TO MAN MARKING IN ATTACKING HALF CHANGE MARKINGS AS IN [7.432] 7.5 STATS - THERE ARE 3 TYPES OF STATS. ATTRIBUTES / SKILLS / MATCH WHENJ THE STATS ICON IS SELECTED, THE ATTRIBUTES OF THE WHOLE TEAM WILL BE DISPLAYED. THERE IS THE OPTION TO SEE EITHER THE SKILLS OR MATCH STATS OR QUIT DURING QUARTER TIME, MATCH STATS WILL BE DISPLAYED WITH THE OPTION TO SEE THE ATTRIBUTES AND SKILLS STATS IF SO DESIRED. 7.51 DUE TO THE LACK OF SPACE, THE HEADINGS IN ATTRIBUTES,SKILLS AND MATCH ARE ABBREVIATED AS FOLLOWS... ATTRIBUTES AGE AGE HEIGHT HGT FLAIR FLR PACE PAC STAMINA STM COMPOSURE COM SKILLS DRIBBLING DRB STEALING STL SHOOTING SHT PASSING PSG JUMPING JPG MATCH STEAL STL INTERECEPT INT ASSIST AST BASKETS SCORED BSK GOOD PASSES GDP BAD PASSES BDP BASKET % BSP INTERCEPT IS THE SUCCESS A PLAYER HAD IN BLOCKING A PASS. ASSIST IS THE HELP GIVEN BY A PLAYER IN PASSING THE BALL TO ANOTHER PLAYER WHO IS IN POSITION TO SHOOT AT THE BASKET. 8.0 -TACTICS DESIGNER - TACTICS DESIGNER GIVES YOU THE FACILITY TO DESIGN YOUR OWN TACTICS. BEAR IN MIND THAT WETHER MAN TO MAN MARKING IS GOING TO BE USED AND WETHER ONE PLAYER IS PLAYING IN POSITION. THE QUALITY OF THE PLAYERS IMPLEMENTING THE DESIGNED TACTICS SHOULD ALSO BE BORN IN MIND. TACTICS PLAY A VITAL PART IN THE GAME OF BASKETBALL. USED WITH CARE, EVEN AN ORDINARY TEAM CAN HAVE AN EDGE ON A TEAM PACXKED WITH STARS. THE DESIGNS MENU CONSISTS OF THE FOLLOWING; 8.1 DISK - THIS DISPLAYS THE FOLLOWING - 8.11 LOAD FILE - AN EXISTING TACTICS CAN BE LOADED FOR MODIFICATION. INSERT EITHER PROGRAM DISK 2 OR DATA DISK. THE DIRECTORY OF THE CURRENT TACTICS WILL BE DISPLAYED. 8.12 SAVE FILE - A DESIGNED TACTICS CAN BE SAVED ON A PRE-FORMATTED DATA DISK UNDER A GIVEN FILE NAME. 8.13 DELETE FILE - ANY FILE CAN BE DELETED FROM THE DISK. SELECT THE FILE NAME FROM THE DIRECTORY AND THEN SELECT `DELETE FILE` OPTION. 8.14 DIRCETORY - DISPLAYS THE DIRECTORY OF THE TACTICS ON THE PROGRAM DISK OR THE DATA DISK. 8.15 [DONE] - QUITS THE DISK OPTIONS 8.2 [DEFENCE]- IT SHOWS THE 8 NUMBERED BLOCKS 1-8 REPRESENTING THE COURT. THE MOVEMENT OF THE BALL IS FROM TOP TO BOTTOM. SELECT ANY SQUARE SAY No3. THIS REPRESENTS THE POSITION OF THE BALL IN THAT SQUARE. NOW SELECT ANY PLAYER BY POINTING THE POINTER AND PRESSING THE FIRE BUTTON. MOVE THE PLAYER TO ANY POSITION ON THE COURT AND PRESS THE FIRE BUTTON. THIS WILL BE THE POSITION OF THE PLAYER WHEN THE BALL IS IN THAT SQUARE. SELECT THE POSITION OF ALL THE PLAYERS ON THE COURT FOR THE BALL IN THAT SQUARE. REPEAT THE PROCESS FOR THE BALL IN EACH SQUARE 1-8. 8.3 [ATTACK] - THE DEFENDING HALF OF THE COURT IS NUMBERED 1-4. THE ATTACKING HALF OF THE COURT IS ONE BLOCK. BUT HAS 3 FULL HALF COURT MOVEMENTS. DESIGN TACTICS AS IN DEFENCE. WHEN DESIGNING MOVEMENTS 5,6 AND REMEMBER 7 THAT MOVEMENTS ARE CONSECTUTIVE. 8.4 [COPY BLOCK]-THE POSITION FOR THE BALL IN ONE BLOCK CAN BE COPIED TO BALL POSITION IN ANOTHER BLOCK. SELECT COPY BLOCK OPTION. SELECT THE BLOCK TO BE COPIED AND THEN SELECT THE BOX IN WHICH THE MOVEMENT IS TO BE COPIED. 8.5 [FLIP BLOCK] - IF YOU HAVE DESIGNED TACTICS FOR BLOCK 3,SAY,AND WISH TO REPEAT IT FOR 4, YOU CAN COPY BLOCK 3 TO 4 BUT THE AXIS WILL BE WRONG. BY USING THE FLIP BLOCK OPTION, A MIRROR IMAGE WILL BE PRODUCED.HOWEVER,THE RIGHT GUARD WILL APPEAR ON THE LEFT WING AND VICE VERSA. USE EXCHANGE PLAYERS OPTION TO CORRECT IF REQUIRED. 8.6 [EXCHANGE PLAYERS]-SELCT THE 2 PLAYERS ON THE COURT AND THEY WILL EXCHANGE POSITIONS, 8.7 [BLOCK MOTION]-BLOCK MOTION IS USED TO SHOW THE MOVEMENT OF PLAYERS IN ATTACK OR DEFENCE MODE AS THE BALL MOVES FROM BLOCK TO BLOCK. THE SEQUENCE MOVEMENTS ARE;- * DEFENCE 7-5-3-1 8-6-4-2 * ATTACK 1-3 MOVEMENTS 5,6 AND 7 2-4 MOVEMENTS 5,6 AND 7 SELECT BLOCK MOTION TO REPEAT THE MOVEMENTS AGAIN. 8.8 [SET SEQUENCER]-THE BALL CAN BE PLACED IN ANY BLOCK ie THE SEQUENCE CAN BE FOR DEFENCE,FOR EXAMPLE. 7-8-6-4-3-4-2-3, HOWEVER, IN THE ATTACK HALF ONLY 1 SEQUENCE CAN BE SEEN BUT THE ORDER OF MOVEMENTS 5,6, AND 7 CAN BE CHANGED. FOR EXAMPLE FOR ATTACK THE SET SEQUENCE CAN BE 1-3-4-3-6-7-5. SELECT ATTACK OR DEFENCE AND SELECT THE SET SEQUENCER OPTION. SELECT THE FIRST COMPARTMENT OF THE 8 IN LINE BLOCK. PRESS THE FB REPEATEDLY TO CYCLE THROUGH THE NUMBERS. WHEN SATISFIED MOVE TO THE NEXT COMPARTMENT AND REPEAT THE PROCESS. WHEN ATTACK IS SELECTED, THE LAST COMPARTMENT CAN BE LEFT BLANK. NOTE;- ANY BLOCK OMITTED IS SKIPPED. 8.9 [RUN SEQUENCER]-SEQUENCER SET IN 8.8 CAN BE SEEN IN OPERATION USING THIS OPTION. `RUN SEQUENCER` TO REPEAT. 9.0 [CREATE TEAM]-THIS OPTION ALLOWS YOU TO CREATE YOUR OWN TEAM AT ANY SKILL LEVEL. A TEAM WITH NAMES PLAYER 1-PLAYER 12 WILL APPEAR EACH PLAYERS ATTRIBUTES WILL BE DISPLAYED. 9.1 THE TEAM CAN BE CREATED FOR ANY SKILL LEVEL. THERE ARE 3 ICONS AT THE BOTTOM OF THE SCREEN. 9.11 [SKILL]-SELECT THE ICON. HOLD THE FB DOWN FOR THE SKILL LEVEL TO CYCLE THROUGH. 9.12 [DISK]-THE FUNCTION IS THE SAME AS DESCRIBED IN 8.1 - EXCEPT THAT IT DISPLAYS THE DIRECTORY OF THE SQUADS INSTEAD OF TACTICS. 9.13 [LOAD]-A PRE-DESIGNED TEAM CAN BE LOADED FOR EDITING.SELECT THE ICON TO DISPLAY THE DIRECTORY OF SAVED TEAMS. 9.14 [SAVE]-A TEAM CREATED CAN BE SAVED. THERE IS A MAX OF 16 CHARACTERS FOR THE FILENAME. 9.15 [DONE]-QUIT AND RETURN TO MAIN MENU 9.2 [PLAYER NAME]-TO EDIT A PLAYER NAME, SELECT THE NAME. THE CURSOR WILL APPEAR.USE THE KEYBOARD TO EDIT THE NAME. PRESS ENTER/RETURN TO SELECT MODE. 9.3 [PLAYERS STATS]- FOLLOWING ATTRIBUTES AND SKILLS CAN BE MODIFIED. DRIBBLING DRB PASSING PAS SHOOTING SHO PACE PAC JUMPING JMP STEALING STL STAMINA STM 9.31 THERE IS A SET POOL FOR EACH SKILL LEVEL FOR EACH PLAYER. INTERNATIONAL 350 NATIONAL 300 COUNTY 250 CLUB 200 YOUTH 150 TOTAL POOL POINTS ARE SHOWN ON THE SCREEN. 9.32 [SETTING PLAYERS STATS]-SELECT THE REQUIRED BOX AGAINST A PLAYER NAME. HOLD DOWN THE FB AND MOVE J/S UP OR DOWN. THE POOL POINTS WILL BE AMMENDED ACCORDINGLY. 9.33 [LOADING TEAM TO PLAY]- A CREATED TEAM CAN BE LOADED FOR A SINGLE GAME OR IN THE LEAGUE. 10.0 [JOYSTICK MOVEMENTS]-THE PLAYERS CAN MOVE IN ALL 8 JOYSTICK DIRECTIONS. IBM KEYBOARD COMMANDS REPRESENT THE JOYSTICKS MOVEMENTS UP,DOWN,LEFT AND RIGHT.PRESSING 2 KEYS SIMULTANEOUSLY ie UP AND LEFT WILL GIVE THE DIAGONAL MOVEMENT. THE CONTROLS ARE GIVEN FOR A NORMAL JOYSTICK. HOWEVER, SPECIAL JOYSTICK MOVEMENTS WITH INDEPENDANT LEFT AND RIGHT BUTTONS CAN BE USED FOR SOME EXTRA MOVES AND EASE OF CONTROL. THESE JOYSTICK CONTROLS ARE LISTED AS `SPECIAL` ALL INSTRUCTIONS ARE FOR NORMAL J/S UNLESS MENTIONED OTHERWISE. 10.1 [PLAYER MOVEMENT]- A PLAYER RUNS IN ALL 8 J/S DIRECTIONS, A PLAYER WITH THE BALL CAN RUN AT 2 SPEEDS.TAP THE FB TO TOGGLE BETWEEN 2 SPEEDS. 10.2 [DRIBBLING]- A PLAYER WITH THE BALL DRIBBLES THE BALL WHEN HE IS STATIONERY.HOLD DOWN THE FB MOVE J/S LEFT OR RIGHT TO CONTROL THE RYTHM OF THE PLAYER. KEEPING THE J/S IN ONE DIRECTION WILL MOVE THE PLAYER ROUND IN A CIRCLE. ONY THE LEFT OR RIGHT MOVEMENTS OF THE JOYSTICK ARE OPERATIONAL. 10.3 [CROUCHING]- HOLD DOWN THE FB WITH J/S IN CENTRE POSITION. THE PLAYER WILL NOW DRIBBLE IN A LOW CROUCHING POSITION TO MINIMISE THE CHANCES OF A STEAL FROM AN OPPOSITION PLAYER. NOTE;- WHEN THE FB IS RELEASED THE PLAYER GOES INTO HOLD MODE. AN ALLOWANCE OF 0.5 SEC HAS BEEN MADE. IF YOU PRESS THE FB AGAIN WITH 0.5 SEC YOU CAN RESUME DRIBBLING OR RUN WITH THE BALL. IF YOU GO INTO `HOLD` MODE, YOU MUST EITHER SHOOT OR PASS THE BALL. 10.4 [PASSING]-A PLAYER MUST EITHER SHOOT OR PASS THE BALL WHEN HE STOPS DRIBBLING AND GOES INTO THE HOLD MODE. RELEASE THE FB AND THE PLAYER WILL NOW HOLD THE BALL. HE IS NOW READY TO PASS OR SHOOT. 10.41 [CHEST PASS]-HOLD THE FB DOWN AGAIN.MOVE THE J/S IN THE DIRECTION YOU WISH TO PASS AND RELEASE THE FB. 10.42 [BETWEEN THE LEGS PASS]-HOLD THE FB DOWN. REVERSE THE J/S FROM THE DIRECTION THE PLAYER IS FACING AND RELEASE THE FB. 10.43 [OVERHEAD PASS]-(SPECIAL ONLY) PRESS THE 2ND FB. MOVE THE J/S IN THE DIRECTION YOU WISH TO PASS.AND RELEASE THE FB. 10.44 [BOUNCE PASS]-(SPECIAL ONLY) PRESS THE 2ND FB AND MOVE THE J/S IN THE DIRECTION YOU WISH TO PASS. PRESS THE 1ST FB TO MAKE A BOUNCE PASS. 10.5 [JUMP SHOT]-THIS IS THE MOST POPULAR SHOT IN THE MODERN GAME OF BASKETBALL. THE PLAYER JUMPS IN THE AIR WITH BOTH FEET LEAVING THE GROUND. THE BALL IS HELD IN BOTH HANDS IN HOLDING POSITION. THE PLAYER RELEASES THE BALL AT THE HEIGHT OF HIS JUMP. WHILE THE PLAYER IS HOLDING THE BALL `TAP` THE FB BRIEFLY. 10.6 [HOOK SHOT]-THE PLAYER STAYS ON THE GROUND RISING ON HIS TOES AT THE BASKET. THE SHOT AT THE BASKET IS PLAYED WITH 1 HAND. `RESERVE` THE J/S WHILE THE PLAYER IS HOLDING THE BALL. `SPECIAL` TAP THE 2ND FB 10.7 [SKY HOOK]-THE SHOT IS ONLY POSSIBLE WHEN THE PLAYER MAKING THE SHOT IS NEAR THE BASKET. REVERSE THE J/S. 10.8 [RUNNING JUMP SHOT]-TO DO A RUNNING JUMP SHOT,THE PLAYER WITH THE BALL MUST BE RUNNING AT FULL SPEED.`REVERSE` THE J/S. `SPECIAL` BRIEFLY TAP 2ND FB 10.9 [SLAMDUNK]-THIS SHOT IS PLAYED VERY NEAR THE BASKET. HE NEEDS TO BE TALL AND MUST HAVE GOOD JUMPING ATTRIBUTES. `REVERSE` THE J/S.`SPECIAL` BRIEFLY TAP 2ND FB. 10.10 [DUMMY]-A PLAYER MAKES A MOVE TO DO A SHOT AND THENS STOPS. INSTEAD OF SHOOTING, HE THEN PASSES THE BALL WHILE THE OPPOSITION PLAYER TRYING TO PUT HIM OFF THE SHOT IS OFF BALANCE. PRESS THE FB BEFORE HE RELEASES THE BALL. 10.11 [JUMPING]-WHILE THE BALL IS IN THE AIR PRESS THE FB 10.12 [STEALING]-WHILE A PLAYER IS DRIBBLING THE BALL, THE OPPOSITION TRIES TO STEAL THE BALL. THE PLAYER WHO IS GOING TO DO THE STEALING MUST BE FACING THE PLAYER WITH THE BALL. PRESS THE FB. NOTE;- IT IS A FOUL TO TRY TO STEAL THE BALL WHILE THE OTHER PLAYER IS SHOOTING OR PASSING. 10.13 [FREE THROW]-PRESS FB 10.14 [BASKET SHOOTING AID]-WHEN A SHOT IS MADE AT THE BASKET A CROSS WIRE APPEARS. THIS SHOWS WERE THE BALL IS GOING TO LAND IF NO CORRECTIVE ACTION IS TAKEN. YOU CAN MOVE THE CROSS WIRE USING CONTROLS TO ACHIEVE A BASKET. YOU HAVE 2 SECONDS TO CONTROL THE MOVEMENT.ALL OTHER J/S MOVEMENTS ARE SUSPENDED DURING THIS TIME. THIS SKILL SHOULD BE PRACTISED IN `PRACTISE MODE` TO PERFECTION. ACTION REPLAY ------------- DURING THE GAME YOU CAN SEE AN ACTION REPLAY.. PRESS....R TO SEE ACTION REPLAY PRESS....F1 FOR SLOW REPLAY PRESS....F2 FOR NORMAL REPLAY PRESS....F3 FOR FAST REPLAY KEYBOARD -------- S........SCANNER ON/OFF H........PAUSE ON/OFF R........REPLAY F5.......TIME OUT TEAM 1 F10......TIME OUT TEAM 2 F3.......SUBSTITUTION TEAM 1 F8.......SUNSTITUTION TEAM 2 PRACTISE -------- THERE ARE 2 PRACTISE OPTIONS..[INDIVIDUAL] AND [TEAM] END.......