TIP OFF DOCS
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1.0 INTRODUCTION.
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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.
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FACILITY TO DESIGN YOUR OWN TACTICS,CREATE YOUR OWN TEAM AND WATCH ACTION
REPLAYS.

1.1 GENERAL.
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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.
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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.
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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 -
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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.......