FOOTBALL MANAGER 2 - ADDICTIVE

Guide and Instructions

THE NEW GAME

Football Manager 2 is not just an improvement on Football Manager 1 - it is a
complete re-write.

FM2 contains many improvements on FM1 yet still contains the basic ingredients
that made FM1 one of the biggest selling home computer games ever.

I have completely redesigned the graphics match action and the tactics of team
selection. Your team now plays to the style and formation that you select and
you can actually watch and assess the performance of your individual players.
There is skilful passing, tackling, crosses, lobs into the net, diving
goalkeeper saves, close marking, close passing play, kick and rush - in fact an
infinite variety of action. There are even action replays on 16 bit machine
versions.

Tactical changes include man to man marking, choice of formation and
substitutions.

Other enhancements include League Cup matches, full 92 team league,
Sponsorship, Success points, Goal Scorer display, Enhanced transfer market,
training etc.

There is an endless variety of techniques for playing the game and I am sure
you will enjoy developing your own Football Management style.

I have worked very hard over many months to provide you with a very
entertaining game. I hope you have many, many hours of enjoyment from Football
Manager 2.

QUICK START TO PLAYING

To get the best out of the game, you will need to study the following
instructions carefully but to get you into the game quickly I have identified
some of the instructions between the words.

CONTROLS

The whole game is controlled using joystick type movements as follows:

ACTION JOYSTICK MOUSE KEYBOARD

UP UP UP Q
DOWN DOWN DOWN S
LEFT LEFT LEFT I
RIGHT RIGHT RIGHT P
FIRE FIRE FIRE RETURN/ENTER

(On *.TAP version, use keys 1 - 5)

The use of joystick, mouse or keyboard is dependent on the Computer on which
the game is played.

The game uses UP/DOWN/LEFT/RIGHT to select items using the display pointer.
FIRE is used to confirm a selection.

TEAM SELECTION CONTROLS

Team selection is carried out over three screens depicting defence. midfield
and attack as follows:-

1. The reserve pool slot is at the top of the screen. Pressing Fire when
pointing to this slot will produce the FIRE TO QUIT message.

2. When FIRE TO QUIT is displayed:-

a) UP/DOWN will scroll through your reserve players and pressing FIRE again
will select one.

b) LEFT/RIGHT will move to the next right or left screen if possible.

c) FIRE again will end team selection if 11 players have been picked.

3. Moving the pointer to an empty slot and pressing FIRE will transfer the
reserve player displayed at the top of the screen to that slot.

4. Pressing FIRE on a slot that contains a player selected will transfer him
back to the reserves.

5. when team selection ends you will be allowed to select two substitutes by
scrolling UP/DOWN through your reserves and pressing FIRE to select.

6. At half-time you will be able to alter your team and bring on substitutes.

7. Note that display slots are placed over the actual areas of the pitch that
each individual player will cover in your teams formation.

PLAYING GUIDE

At the start of the game you will be able to choose your team.

SPONSORSHIP

At the start of each season you will be offered Sponsorship. The maximum is
50,000 per division (i.e. Division 1 = 200,000). If you reject a sponsor the
chances of another offer depends on your managerial rating (MR). A MR of 100
will give you a 75% chance of another offer whilst a MR of 50 will give you a
50% chance. If your MR is 25% or less you will get no more offers.

MANAGEMENT RECORD

This is a record of your achievements. Success points are earned from your
final league position at the end of a season and from Cup match success. Your
Managerial rating is an average of your success points per season and is out of
100.

LOAD/SAVE GAME

Before each match you will have the chance to save or load a game. This allows
you to stop the game and continue another time and will allow you to work your
way up the league. save/Load instructions are given in the machine
instructions.

THE MATCH

(See team selection controls for details of how to pick the team)

1. TEAM DISPLAY

This is shown in three sections for your defence, Midfield and Attack. Each
team is shown with the players in their playing positions. The four paired
slots on each screen show the man to man marking of players. That is players in
slots horizontally next to each other on a screen will mark each other during
the match action.

The slot at the top of the screen contains your reserve players and can be
rolled through to select them.

2. PLAYERS SKILL

(See Players Attributes)

The skill of individual players affects the match action significantly. In the
man to man marking, players with higher skill will tackle more effectively and
dribble the ball more successfully past opponents of lesser skill.

For each half of the match, all of the players in the twelve marking zones are
compared with their opponents players and, with a random factor thrown in, the
highest value player will start a new playing action sequence in possession of
the ball. If the difference between the two players is close, no action
sequence will occur. Thus you can influence the whereabouts of the start of
attacks and the likely number of them by the way you match the skill of your
players up against the opponents with the man to man marking.

NB. If the marking players are close in skill they will probably neutralise
each other. If the skills are significantly different, the highest will
probably win and start an attack at the goal with the ball at his feet. A
player marking free space will probably start an attack from there, as the game
has him as marking a skill rating 2 players.

Playing players out of position e.g. Defender playing in midfield will play as
if they have a skill rating of only 2.

The Goalkeeper's skill is a measure of his ability to save shots.

3. FORMATION

There are twelve possible zones in which you can place your outfield players.
these are depicted by the four playing slots for outfield players on each of
the three team selection screens. thus you can play in many formations i.e.
4-3-3, 4-4-2, 4-2-4 etc. Since your team will play in the positions you choose
you can decide to play defensively, attacking, with wingers, down the middle or
however you wish.

The team selection slots are directly over the area of the pitch which the
player in that slot will play when the action starts. any player on the
horizontally adjacent slot will mark him during play and will play in the same
zone. Players will also cover areas of the pitch next to their own is there is
no player covering that area. Note that this zoning of players allows you to
spot the performance of individual players because you can identify them by
their position.

4. OPPONENTS

The skill of your opponent's players will depend on who you are playing
against. If you progress through the Cup you will play more skilful teams as
you advance. Top league teams will also be stronger opponents than lowly teams.

FITNESS

Playing a match will affect your players fitness. They will pick up knocks
during play and may be injured.

6. FULL TEAM

You must pick eleven players before you will be allowed to end team selection.
You will then be required to pick two substitutes. The substitutes may be
brought on and the team formation changed at half time.

7. PLAYING STYLES

During the extra training part of the game, you can modify the playing style of
your team. The effect of this is visible during the match action. Thus your
team will use close or long passing, or high passes as you have selected. Note
that different opponents will also use varying styles.

8. THE ACTION

Each half of the match will consist of several action sequences (See playing
skill for details of how each action sequence starts). Each sequence continues
until either the ball is out of play, a goal is scored or the goalkeeper saves
a shot.

The match action allows you to see the result of your actions. the skill of the
players you have selected and how you have positioned them will visibly affect
what happens!

9. THE HOME TEAM

The home team will always start the match playing from left to right.

10. HALF TIME

At half time you can bring on substitutes and alter your team formation. this
can be useful, I'll give you an example:

In one match I noticed that my team was doing badly in midfield and I was one
down at half time. I moved one midfielder over to mark the opponents most
successful midfield player and moved another out to the wing to give some width
to the midfield play. I also moved an attacker out on to the wing. the extra
width in midfield allowed my team to get round their strongest midfield players
and my attacking winger's crosses brought 4 goals in the second half and my
team won 4-1.

MATCH RESULTS

After your match either:

a) the other league results and league table will be shown.
b) the result of your cup match shown.

INJURY REPORT

This displays a list of your injured players. Players with a fitness value less
than 50% are injured and unfit to play. Players will accumulate knocks when
playing in matches in matches, and possibly sustain long term injuries. Players
will recover their fitness gradually when rested from match play.

FINANCE

This shows the profitability of your club. If your club has a negative bank
balance, you will be sacked.

Gate receipts are dependent on who was playing at home. If you are successful
as a team your home receipts will rise. Cup success also produces high gate
receipts.

Player Buy/Sell is a total transfer Market trading.

Player wages are dependent on the skill of your players and the number of them.
In other words a lot of highly skilled players will cost a lot in wages.

Overheads are a record of the fixed costs that are incurred by your club.

Profit is measured weekly.

All financial values are higher as you rise up the divisions.

SELL PLAYERS

All of your players are listed during the sell player routine so you can check
your squad. you will be able to sell a player if you wish and an offer up to
his displayed value will be made for him if you do. If you reject the offer you
will have to wait until the following week to try again. Remember you are
paying wages for all players in your squad, even if they are not picked to
play. Also if you have less than thirteen players you cannot make up a team and
the game will be forfeited.

BUT PLAYER

Up to three players will be for sale. You may bid for any of them. The higher
you bid, the more chance of purchase. You may even be able to buy them for less
than their value. the SQUAD TOO BIG message means you must sell a player before
any more will be offered for sale.

EXTRA TRAINING

This feature allows you to modify the way your players pass the ball. It is an
advanced feature and is best left unaltered until you have got used to the game
play and watched a lot of matches.

Passing Height allows you to increase/decrease the height of passes. Basically
high passes will produce a kick and rush style which can help to, say, bypass a
weak midfield. Low passing will lead to closer play.

Passing Length allows you to increase/decrease the length of passes. Short
passes will suit a highly skilled team that dribbles well. Long passing may
suit a side with wingers.

The tips on passing height and length above are just a guide and you will be
able to develop your own technique to suit your own team and style of play. You
will see the effect of your passing style on the pitch.

If you get the PERFECTED message it means you have reached the maximum or
minimum length or height and more of the same extra training will not have an
added effect.

THE SEASON

You will play all of the other teams in your division once and play through the
cups as far as you progress. Promotion and Relegation at the end of the season
is three up and three down.

SUCCESS

The aim of the game is to be a successful as possible and try and win the
treble of League and two cups. However, the game is designed to be enjoyable
enough for you to play as long as you like.

PLAYERS ATTRIBUTES

Players have 5 attributes which are shown in the various displays:

NAME - The players name is shown;

SKILL - In the ranges 3 to 9. This affects his play during the match. A players
out of position e.g. a defender in attack, or a midfield player playing in goal
will play with a skill value of 2.

FITNESS - Out of 100. This is reduced by playing in a match as the players
receives knocks or injuries. A player who is rested in the reserves will
recover some of his fitness. A player with a fitness value of less than 50 is
too badly injured to play.

POSITION - G, D, M, A. As follows:

G Goalkeeper
D Defender
M Midfield Player
A Attacker.

These are the players correct playing positions. Not a player playing out of
position is less effective (See Skill above). Playing positions are easy to
identify on the team selection screen. The goalkeepers slot is over the goal.
defenders slots are on the same screen as the Goalkeeper. midfielders slots are
shown in the middle pitch backdrop.

VALUE - 30 000 to 360 000. This is directly affected by the players skill and
the division you are playing in. It will affect his transfer market purchase
and sale price.