European Champions Manual Compiled by Underdogs for Home of the Underdogs http://www.theunderdogs.org/ INSTALLATION INSTALLING THE GAME: Insert the CD into your CD-ROM drive and log on to it by typing the letter of that drive followed by : and press RETURN (or ENTER). For example, if your CD-ROM drive is installed as drive D, type D: and press RETURN. When the computer is ready, type START and press RETURN (or ENTER). Follow the on- screen prompts. CD-ROM DRIVE: This game requires you to have MSCDEX 2.1 or above loaded prior to starting it. You will also need a CD-ROM driver installed. If your CD-ROM works with other products, then these driver programs are probably installed already. If in any doubt please consult the documentation for your CD-ROM drive. REQUIRED EQUIPMENT IBM PC CD-ROM. IBM PC 386 33 MHz or above req. 486 recommended, 4 MBYTES RAM REQUIRED. Minimum 596K free conventional memory. CD- ROM DRIVE. VGA 256K bytes. MSDOS 5 OR ABOVE REQUIRED. MSCDEX 2.1 or higher. Supports SoundBlaster sound cards. Supports keyboard and joystick. Mouse required. CONTROLS The games are played with a joystick or keyboard only. SOUND The games support the following sound cards: SoundBlaster and Adlib only. The games also should work with other sound cards that are 100 percent compatible with a card from the above list. If you have a compatible card, please check your sound card documentation before selecting the sound device in the games. EUROPEAN CHAMPIONS THE MAIN MENU When the Main Menu appears, you may customize the game options or play one of the different game types offered. You may select an option by using the Pointer. Use the joystick or keyboard to move the Pointer around the screen. Press the Fire Button or Enter Key to select an option when the Pointer is touching the icon. Alternatively, if a mouse is plugged in, use the Left mouse button to select an option. When you see the EXIT option in the bottom right-hand corner of the screen, select it to return to the previous screen. OPTIONS There are two types of options: PLAY OPTIONS (used to adjust the play environment) and VIDEO OPTIONS (used to adjust the Video Option features). PLAY OPTIONS EQUAL SKILLS All players on both teams have identical attributes. For a more realistic match, select INDIVIDUAL SKILLS and use the TEAMS option (see page 5) from the Main Menu to adjust your players' attributes. VIEW COMPUTER If you do not wish to view any CPU vs. CPU matches in League mode, turn this option off. A cross on the option's icon shows that it's not active. MUSIC ON If you don't wish to hear music, select MUSIC OFF. MATCH MODE Decides whether the opposing team will be active. Select PRACTICE MODE to play against a Goalkeeper. REFEREE MODE Unlike real soccer, you may choose from three different types of referees: Lenient, Average and Strict. PASS MODE European Champions allows you to customize the passing system by controlling Ping Pass, Point Pass and Crosshair Mode. You can choose to have any combination of these modes active. VIDEO OPTIONS LOAD FILE When a disk containing video replays is in a drive, a window with a list of file names containing previously saved action replays will be presented. Use the Pointer to pick one, then select LOAD. Select CANCEL if you don't want to load a file. The arrows to the far right of the window are used to run through the list of filenames. SHOW REPLAY Once a file has been selected and loaded, you will be able to see the replay. All the normal video controls are functional, and you can exit the replay by pressing the ESC key. AUTO REPLAY You may not want to see an action replay after every goal scored. A cross on the option's icon shows that it's not active. OVERHEAD VIEW The action replay is automatically viewed from above. It will be viewed from the side if you select SIDE VIEW. You may also alter the view during the replay. TEAMS From here you can adapt the teams to your liking, change the players abilities and even their names. The results can be saved for later use. Use the Pointer to select the team you want to adjust. Select the country of your choice from the five flags at the bottom of the screen. Or, let the computer pick a team for you by selecting the AUTO option. If you are happy with your team selection, select OK. If not, de- select the team by clicking on it again. MANAGER Selecting the word COMPUTER or PLAYER toggles control of that team. Select the large arrows to view the other teams (in alphabetical order). LOAD FILE Load teams from a European Champions format team disk. SAVE FILE Save the status of the current team to a European Champions formatted disk. FORMAT DISK Use a blank or unwanted disk. Ensure that the write-protect tab covers the hole in the corner of the disk. Beware: This will erase any data on a disk. You cannot use a European Champions disk for any other purpose without destroying the game data on it. SELECT SQUAD There are 17 players on a squad. You may rename them and adjust their attributes. Use the Pointer to select a player from the list and his name will be shown below the team name. Click on the player, then use the keyboard to type a new name and press the Enter key. Each player has their own attributes: FITNESS, SPEED, TACKLING and AGILITY. The Red bars to the left of these words show the presence of these attributes. The longer the Red bar, the more pronounced the attribute. Select a bar to increase or decrease the attribute. To move a player from one position to another, simply select a player (For example, "2"), choose the SWAP option, and select a new player position (For example, "3"). Select the UNDO option to ignore your last alteration. Select EXIT when you are satisfied with all your selections, or have finished loading teams from the disk. Select the large arrows to change the team. Selecting COMPUTER or PLAYER toggles control of that team. When you are happy with the set-up, select the START MATCH icon. FRIENDLY GAME Use the Pointer to select two teams (they need not be from the same country). If you can't decide, the computer will choose for you if you select the AUTO option. De-select a team by clicking on it again. Note that the same team can't play itself. SKILL LEVEL Selects the computer controlled team's quality of response and intelligence. The weakest setting is "1"; the strongest is "10." NORMAL PITCH Selects field conditions: NORMAL, HARD, MUDDY, WET or ASTRO pitch. Each pitch type has its own qualities. For example, the MUDDY pitch is a slow surface while the ASTRO pitch is fast. NORMAL PLAY Play by yourself or with a friend by selecting TEAM PLAY. FOUR MINUTES Selects match length: EIGHT, SIXTEEN, TWENTY, FORTY or NINETY MINUTES. NO WIND Select this icon to choose between NONE, LIGHT, MEDIUM or STRONG WIND. Select the START MATCH icon when you are satisfied with the set- up. The match is ready to begin! CUP COMPETITIONS European Champions allows you to compete in the Ocean Cup. Thirty-two teams have been pre-selected to play in this five- round knockout competition. You can, however, define your own Cup competition and include any of the teams featured in European Champions. FIXTURES This displays the current status of the Cup competition. Clicking on the arrows at the top and bottom of the list will scroll the display up and down. START MATCH This will play the current match. NEW CUP Selecting this will allow you to design and play in your own Cup competition! You can choose the number of teams that start in the competition by clicking on the number. You can have 2, 4, 8, 16 or 32 teams in a competition. You then decide on the format of the competition. For each round, you select the number of matches played. You can have goals scored away from home count double. In the case of a tied result— you want extra time, you got it! You can even have replays or settle the result with a penalty shoot out. When you are happy with the competition selection click on OK. You will then be able to select the teams that will compete in the competition. Clicking on AUTO will have the computer fill the remaining slots for you. SAVE/LOAD Saving a game can only be done when the golfer is on the green. Click the POST icon to return to the Main Menu then click the LOAD/SAVE icon. Once in the LOAD/SAVE menu click a save game description slot. Once a slot has been chosen use the backspace key to delete the previous name, then using the keyboard type your save game description and press the Enter key. Remember to click SAVE before exiting, once back at the Main Menu click the CONTINUE icon to return to competition. In order to load a saved game, simply click the OCEAN GOLF icon followed by the LOAD icon. Once the "Game Loaded OK" message has appeared, exit and continue. TACTICS EDITOR Each team has its own tactics. Here's where you can adjust the tactics to suit your taste. You may choose to adjust several aspects of the team's tactics. The icons at the bottom of the screen toggle ATTACK or DEFENSE and ZONAL or SET-PIECE modes. SET-PIECE METHOD You may change individual player positions for Kick Off, Goal Kick, Left Corner and Right Corner situations, depending on whether you're attacking (i.e., have the ball) or defending (don't have the ball). To move a player, click on the number representing him and then click in the new position. The player will now move to that position when that situation occurs. ZONAL METHOD You may also select the positions using the ZONAL method. When the editor is in this mode, you may click on one of the colored zones to select it. This zone will pulse and the players' position will change to the preferred position when the ball is in the pulsating zone. These positions may be further adjusted. In the zones there are three White numbers in circles. These numbers represent the PING PASS targets, with Number 1 being the preferred position. When you are playing the game and you use PING PASS, where the ball goes depends on the current zone and the position of these icons as placed in the Tactics Editor. LOAD/SAVE TACTICS These operate in a similar manner to the ones used for teams and replays, but work with the currently selected team's tactics. NOTE: We have already set up tactics for all the teams and all the positions. This editor is here to allow you to change the tactics if desired. LEAGUE PLAY You may continue playing the league, or choose to begin a new league with England, Italy, Spain, Germany or France. You can even set up your own Ocean League (see the NEW CONTEST option below). Use the Pointer to select the desired League scenario. STANDINGS Select this to view the current league standings. Use the arrows above and below the team numbers to view additional teams. Select the FIXTURES icon to see who's playing. The next match will begin when you select the START MATCH icon. FIXTURES Select this icon to see who's playing who in the current league. Use the arrows to the far left of the screen to view fixtures above and below those shown. STANDINGS Select this to view the current league standings. START MATCH Select to begin the match. NEW LEAGUE You may start a league from scratch and determine the number of teams in the league, the number of times they will play each other and the number of points required for a win. Use the big arrows on the sides of the screen to adjust settings. CONTROLLING PLAYERS You may control any player on your side except the goalkeeper—the computer does its best to make saves for you according to his ability. It takes a little time to get used to the control, but it's worth it. If you're a beginner, the easiest way to learn player control is by selecting the PRACTICE MATCH option. The shirt number of the player under your control appears above his head when he's not in possession of the ball. When he's in possession of the ball, he's a "Passer" and an arrow is shown above his head. The number or arrow is either Red or Yellow for dual joystick play. A player under your control is not in possession of the ball; his shirt number is shown above his head Press the Fire Button to perform a sliding tackle (if the player under your control is not in possession of the ball). PLAYING THE GAME RADAR An overview of the pitch showing the position of the ball and the players from both teams. Passers and Receivers are also shown. The shaded zone represents the area of the pitch in view on screen. INFORMATION Running commentary is provided. You are informed which player is in possession of the ball, which players are available to receive and their approximate positions on the pitch, which player has scored, plus further details relevant to play. PASS MODES PING PASS How do you know who to pass to? The player with a halo above his head is a "Receiver." The arrow above the Passer shows the general direction of the Receiver. You will also hear a PING! sound (hence Ping Pass) and text will appear at the bottom of the screen to inform you of the name and general position of the Receiver. On the radar, the dot representing the Receiver has a circle around it. A quick tap of the Fire Button will pass the ball to the Receiver (remember: the arrow above the Passer's head shows his general direction). If no Receiver has been "PINGed" the ball will be shot in the direction the Passer was facing. POINT TO PASS When the joystick shaft has returned to center, the player directly under your control continues to run. To pass, press and hold the Fire Button then push the joystick shaft in the direction you wish to pass the ball. The arrow above the Passer's head will designate the direction the pass will go. CROSSHAIR PASS When the joystick shaft is not at center and the Fire Button is pressed and held, a small crosshair will briefly appear on the pitch (and on the radar) and the player under your control is ready to kick the ball. When the Fire Button is released, the ball will be kicked in the direction of the crosshair. The longer the Fire Button is held, the stronger the kick. The position of the joystick shaft when the shot is taken determines whether the ball is kicked high or low or somewhere in between. A player under your control is in possession of the ball; direction is shown above his head Push the joystick in any direction to move the player under your control. Pressing the arrow keys simultaneously will allow you to move diagonally. Press the Fire Button, to pass or kick the ball. Note that a pass or kick only occurs when the Fire Button is released. FREE KICK! After a foul, if the joystick is not centered when the Fire Button is pressed, a computer-controlled player will take the free kick. If the player you control remains still, the computer- controlled player will shoot if there's a chance to score. Otherwise he will pass. If the joystick shaft is centered when the Fire Button is pressed, you take the free kick. A crosshair will appear on the screen (and the radar). Simply move the joystick shaft in the direction you wish to kick the ball and press the Fire Button. The longer the Fire Button is held, the stronger the kick. Note that if the free kick is direct, the opposing team's players will automatically form a wall. This is similar to using the CURSOR MODE to make a pass. PENALTY! The penalty kick is directed with a crosshair as in Shoot Mode. Note that you do not get to control the goalkeeper. Push the joystick in the direction the player is running and release the Fire Button to kick the ball along the ground. Pull the joystick in the opposite direction the player is running and release the Fire Button to kick the ball high. Leave it in a center position to kick the ball with a bit of a lift. You may also use the Shoot mode to direct the pass to another player. If you have the joystick shaft pushed in a FORWARD direction and then hold the Fire Button down, the cursor will appear in Crosshair mode. You can then move and release the button to kick the ball towards the cursor's current position. There is a built-in AUTOSHOOT feature. If you press the Fire Button when the ball is traveling from one of your players to another, as soon as the receiver receives the ball he will shoot for the goal if he is in a suitable position. Use this to set up some stunning goals and give the opposition a tough time. THROW-IN! CORNER! You don't get to take throw-ins and corners directly. A computer- controlled player will always aim to throw or kick the ball to the player under your control. There will be a short delay before the throw or kick, unless you press the Fire Button to make the player throw the ball. PLAYING ADVICE Don't try to tackle from behind—it usually results in a foul! If the player under your control is marked, move him around quickly to shake off the opponent—then press the Fire Button to make the shot immediately. When the ball is not in your possession, you control two players at once. VIDEO OPTIONS The Video Replay may be used to view up to 40 seconds of the previous play. The Video Replay controls are shown in the top of the screen. When the "R" in the top left-hand corner of the screen is Yellow, the controls are active. When it is Gray, you can look around the pitch. Note: The amount of replay stored depends on the amount of memory in your computer. VIDEO REPLAY JOYSTICK CONTROLS: Push and hold the joystick LEFT for full-speed rewind. Push and hold the joystick RIGHT for full-speed forward wind. Push the joystick DOWN to select PAUSE, then push the joystick UP for frame-by-frame advance. Push the joystick DOWN to return to normal play. Press the Fire Button to switch to View Pitch mode. Push the joystick in ANY DIRECTION to view the pitch. Press the Fire Button to return to Video Replay controls. KEYBOARD CONTROLS DURING PLAY: Press the F1 key during play to activate the Video Replay feature. Press the F1 key again to continue playing the match. Press the F4 key during play or an action replay to switch between the two views: Overhead and Side. Press the F7 key during play to freeze the action. Press the ESC key during play to abandon the match. Press the F10 key to go to halftime or end game without abandoning or forfeiting. CONTINUE Click to continue an active game or a game you have just loaded. PRACTICE Click here to play a practice round on any hole, on any course. Select the course from the Course Selection screen. After selecting a course, you are taken to the Map screen where you choose the hole you wish to practice. Click the GOLF BALL icon to select the hole you wish to play. Once the hole is selected, click the Right mouse button to play. DEMO Click to see the computer play a round. Hold the Shift key and press ESC. twice to Exit the demo. EXIT Allows you to exit to DOS. INTERNATIONAL OPEN GOLF CHAMPION THE CLUBHOUSE PLAY GAME Click the INTERNATIONAL OPEN GOLF heading at the top of the screen to enter the competition. You will then be offered a choice of courses. After the course has been selected the players for both teams will have to be chosen. Clicking the DAY 1 icon will allow you to chose from Foursome, Fourball, and Singles competition. Click the AUTO icon and the computer will choose the best European players for the European Team. After the European Team has been selected, click the Europe Flag icon to choose the U.S. Team. Once both teams have been selected, click the players you wish to control. The slot will appear Green signifying the player or players have been chosen. You are now ready to begin, click PLAY. SAVE/LOAD Saving a game can only be done when the golfer is on the green. Click the POST icon to return to the Main Menu then click the LOAD/SAVE icon. Once in the LOAD/SAVE menu, click a save game description slot. Once a slot has been chosen, use the backspace key to delete the previous name. Then using the keyboard type your save game description and press the Enter key. Remember to click SAVE before exiting. Once back at the Main Menu, click the CONTINUE icon to return to competition. In order to load a saved game, simply click the OCEAN GOLF icon followed by the LOAD icon. Once the "Game Loaded OK" message has appeared, exit and continue. THE REPLAY ICON This icon allows you to replay the last shot taken. THE ROTATION ARROWS HOLE SCORE ICON Calls up on-screen information: the hole number, length, par, distance of last shot, distance to flag, and team info. THE WIND INDICATOR Reveals the wind indicator in the lower left of the window. The arrow shows the direction the wind is moving in relation to the direction you are facing. THE PLAYING MENU From this menu all choices needed to play the game are available: THE VIEWS ICON: Opens access to the VIEW CONTROL icons. These icons allow you to control how you view the motion of the ball. Your options will be offered on screen; click to make selection. THE MAPS ICON: Here you can view full screen maps, hole maps, do a low level fly-by or preview a shot. Your options will be offered on screen; click to select. THE POST ICON: This icon returns you to the initial choices screen. You can return to the game by pressing CONTINUE. THE GOLFER ICON: Gives you access to how the golfer sees the lie of the course, including options such as hide golfer, landscape grid, shaded landscape, sound fx and show wind. Your options will be offered on-screen; click to select. THE WOBBLE METHOD This method is basically the same as the Combined Stroke Method. However, instead of the even movement of the other system, the ball attempts to move randomly in all directions. You have to drag the ball against this movement to the position that produces the shot you desire. The strength of the random wobble is governed by the difficulty of the shot. For instance, a shot using the sand wedge on the fairway would barely wobble, because the terrain is good and the club is the easiest to control. An attempt to use the driver from the rough or a bunker, however, would be almost uncontrollable as a driver is a very difficult club to control, and the conditions you are playing from are most difficult. USING THE PUTTER On the circuit, putting is where finesse really shines. It takes lots of practice, great technique and nerves of steel—matches are won and lost on the green. Control is simply a matter of selecting the desired power by clicking once to start the power bar, then again to stop the Power Bar at the desired level. Elementary as it seems, the ball must often negotiate an uneven surface, which alters the course of the ball. To be sure you are facing the point you are shooting for, before taking your first shot examine the course and hole map for the hole you are playing. Use the shot preview to see the approximate course and destination of a straight shot played using your current club at full power. After you have practiced and become familiar with the control method of your choice, you may feel ready to enter Open Golf. From the initial choices screen, click on the Open Golf icon. THE CLUB CONTROLLER To change clubs, click on the small Blue arrow on the club neck. The club will scroll left revealing the Club-Selection menu. Click on the desired club and close the menu. The chosen club will be displayed in the sight window. Below the arrow you will see a small round icon. This changes the mode of control, or "Swing Meter." THE HOOK/SLICE METHOD Reveals the CHIP/PUNCH icon from which you set the level of chip or punch you wish the shot to have. This is selected before the shot is taken and, if left unchanged, defaults to a normally lofted shot. After selecting the desired loft, click in the Chip/Punch Selector window. After a brief pause, power rises through a quarter, half, three quarters, full and over power marks. Click when the indicator is at the desired level. A Blue line scrolls back down, and you will see a Blue segmented area of the sight divided by a White line. Stop the return bar to the left of this line to slice the shot to the right. Stop the bar to the right to hook the shot left. Stop on the line to make the ball fly straight. The higher the level of power selected, the harder it is to achieve a straight shot. THE COMBINED STROKE METHOD This system disregards the need to select Chip or Punch before playing the shot. First select the desired level of power. When you release, a ball will appear behind the club sight. The ball moves from left to right then back, repeating until you click the Fire Button. The ball also may be dragged up and down. Hitting the ball left of center hooks the ball right; right of center slices left. A below-center shot chips the ball high; above-center punches the ball low. Hitting the ball dead-center results in a normally lofted shot that flies straight. THE SCOREBOARD THE GIMME You can toggle between both the European and USA squads by clicking on the flag above the names. [NOTE: THIS MAY CHANGE IN FINAL] ABOUT THE MATCH FORMATS FOURBALL Europe and USA both play two team members as a partnership. The best-scoring player in each partnership is the score that is recorded. Play consists of match play singles, whereby the player or partnership that wins a hole is said to be "1 UP," the loser is, therefore, "1 DOWN." If a hole or match is drawn, it is said to have been "HALVED." The match is over when one side is "UP" by more holes than there are left to play. If a player or partnership is "3 UP" with three holes to play, those who are "3 DOWN" must salvage the match by winning the next three holes so the match would be "HALVED." If a player or partnership is "3 UP" with two to play, victory is secured as even if the side that is "3 DOWN" wins all the remaining holes. The margin of victory is not significant (a win by one Hole scores one point just like a win by seven or eight Holes), so the match ends. In this instance, the team that is "3 UP" is said to have won "3 and 2" as in 3 (up) and 2 (to play). FOURSOME As in Fourball, this is a contest played by partnerships in match play style. The main difference is that the partnership combines to play as one golfer, sharing the same ball. Each takes alternate shots, and the partnership with the lowest score wins the hole. SINGLES Singles matches are the climax of Open Golf and invariably decide the destiny of the trophy. Every member of the team plays 12 individual battles, comprising one massive team effort. They have always been kept for the last day and follow the standard match play format explained in the Fourball format. OUT OF BOUNDS/UNPLAYABLE LIE/BALL IN WATER In the event of your ball going out of play by straying beyond the playable boundary of a hole or landing too close to a fixed hazard to be played, you will be offered the opportunity to take the shot again from the original position (take a drop). Here the ball is relocated to a safe position no closer to the hole than before (the computer will judge a suitable spot). If a player gets within approximately one meter of the hole, the "Gimme" message will appear. If you choose to take a Gimme, the putt would be presumed sunk without the player having to actually play the shot. Once the ball has been safely sunk in the hole, a message is displayed to clarify the match situation. Only when the message confirms a result can you move onto the next hole. HUMAN PLAYERS With the Europe and USA foursome line-ups completed, you are now ready to choose which player(s) you wish to play in the first match. It is very important that this part of the play procedure is understood before venturing onto the course. You may choose between one and four human players. The following tables show the possible formats for the different competitions. Click on team number one to four to edit a name and/or select a player. Then click on the appropriate number of player names. The Name Board will change color while it is being edited; click the name again to de-select it if you do not want this player to be human controlled. When you have finished, click the number to enter your selection. As in Fourball and Foursome, up to four human players can be involved in the singles. There are no restrictions on the team position or the side they occupy. Remember that in foursomes partnerships share the same ball, so if you do not want to take alternate shots with the computer, highlight both players in a partnership. SELECTING YOUR LINE-UP Before battle commences, the line-up of both teams must be chosen. Don't forget, once you have selected the line-up for the Europeans, the USA team line-up must also be selected before you can play. MORNING DAY ONE AND TWO—FOURSOME You are first given the option to select your MORNING DAY ONE line-up for the FOURSOME. This can be done in two ways: Automatically, or you as captain. Click on the AUTO icon with Left mouse button and the computer will select the line-up for this team. Don't forget, once the line-up has been selected for the Europeans, the USA team line-up must also be selected. Alternatively, you can take control of the team as captain and select your own line-up. Click on the player of your choice from the squad line-up using the Left mouse button. That player will then be "picked up" and can be positioned in any of the four matches by clicking the Left button over the match of your choice. If you are not happy with an individual selection, click on that player with the Right mouse button; that player will then be sent back to the squad line-up. If you are not happy with your line-up upon completion, click on the Clear icon with the Left mouse button and all players will be cleared out. Should you want to change the names of any of the players, click on the Player Name you wish to change with the Right mouse button and enter the new name using the keyboard. This can only be done while the player you wish to change is still positioned in the squad line up and has not yet been selected to play in that match. CHANGING THE DAY AND SESSION By clicking on the center on the Scoreboard over the current day, the competition can be advanced through its stages—right up to the singles on the last day. The up-to-date match scores are calculated fairly by the computer and are displayed as each session is bypassed. This is a very useful feature if you only want to play a short game, as it eliminates the need to bother with early matches. Note that you can intervene at any of the stages of the competition whenever the situation suits you. If you are happy with team selection for both Europe and the USA and are ready to play Fourball, click on PLAY. END OF A SESSION After each session of play, the scoreboard is displayed showing the current match status. If there is another session of play to come, you will be returned to the first scoreboard and invited to select the line-up for this stage. PLAYING IN OTHER MATCHES During the competition you will have the option to play and have a say in any of the matches. If you wish, you can just stay with one match throughout the Fourball competition and let the computer control the players in the other matches. If you wish to play any match in the tournament (Match Two for instance) you would have to start in Match One. At the end of the first game you could move to Match Two, which would be just starting on the hole you just finished. Match One would continue under computer control. If you swap matches, any other human players in the same match will also swap to the corresponding match place. When the scoreboard appears at the end of the match you are playing, click on the number of the match you wish to move to. THE FINAL DAY—SINGLES No matter how badly you have done over the previous day's games, the whole match can be turned around with Singles play. All 12 squad players line-up against each other. Choose the line- up of your team in the same manner as you selected previously, but take extra consideration when selecting the human player as there are a few differences to Days One and Two. Initially, a maximum of four players can come under human control, but this option can be stretched after each hole to allow your ability to be transferred to any of the matches. Select to play in Match One, Two, Four and Five—you must always select the lead-off match. On completion of the first hole, the scoreboard is displayed showing the current state of play for Match One. If you were to exit the scoreboard, without altering the set up, the next match you would play is Match Two—that is the second match you selected to play in—while Match One would not progress until you returned to it after completing the hole. As the other matches you elected to play in come around to tee off time (in this case Four & Five), you will play those while Match One & Two wait for your participation. If you do not wish to play in Match Two (or for that matter Match Four & Five), just de-select your involvement in them by clicking on your player with the Left mouse button. Now you are only playing in one match (Match One), but you still have the option to play in any of three other matches that are currently on the course. The Singles are the deciding event of the competition. It is not unusual for the Cup to be won on the 18th hole of the last match— the competition can be that close! THE OTHER SESSIONS AFTERNOON DAY ONE AND TWO—FOURBALL By now you should be familiar with how Foursome is played, so choose your line-up in the same manner as you did in the morning's Foursome. The option to play in any or all of the Fourball matches applies as for foursomes. FOURBALL—SKIPPING TURNS The player furthest from the hole is obliged to play first, but the ability to change the turns of the players has been added to the Fourball game. Designed to stop any stagnation in play, it is most useful when a player is sure they cannot achieve a win for the team. Here, even though is it their shot next, they can decline to take it, passing the turn on to the other member of the partnership. After a player has taken a shot, the game's statistics appear on- screen. The player highlighted in Blue is the next one to play. If you have control of that player, you can now pass this turn on to any of the other players in this match. This is done by clicking on the players you want to play next with the Left mouse button. This will speed up Fourball play, especially for the beginner who takes a large score over par for each hole. (c) 1994 Ocean Software Limited. Ocean is a registered trademark of Ocean Software Limited. All Rights Reserved