KICK OFF 2
Anco


1.0 INTRODUCTION

KICK OFF 2 retains the pace and accuracy of the universally acclaimed
KICK OFF. A soccer simulation with a full size multi-directional
scrolling pitch and the players, markings, goals, etc. in correct pro-
portions. Both teams play the game strictly according to tactics.
Players move into position to receive passes and gain possession. The
ball, as in the real game, travels ahead of the player, thus making a
tackle a matter of skill rather than of chance.
KICK OFF 2, like real soccer, requires skill in ball control
for passing, dribbling, shooting, etc. Accuracy in shooting, the
ability to swerve or bend the ball need a lot of practice.
Each player on the pitch has a unique combination of
attributes and skills suitable for the skill level at which the game
is being played. An International is superior to the 4th div. player
in all departments.
A host of playing options are provided. One of the most useful
ones is the provision to set the skill levels of both teams indepen-
dently. A novice with INT. squad can give a professional with 4th
division squad a run for his money.
There is a League and cup tournament with sudden death penalty
shoot-outs in case of a draw. The teams in the League are on the whole
evenly matched but with different styles of play and the player skills
to match that style.


2.0 MAIN MENU

2.1 SINGLE GAME - A single game can be between the player and the
computer or between two players. Two players can team up against the
computer. A host of options are available to alter the match
conditions and various permutations of the options provide enormous
variety of game play.

2.2 THE LEAGUE - There is a League of 8 teams lasting 14 weeks. The
League championship requires consistent excellence. 8 players can play
in the League which can be saved to continue later.

2.3 THE CUP - The Cup tournament is played on a knockout basis. If
there is no result, extra time is played. If there is still no result,
a penalty shoot-out decides the winner.

2.4 INTERNATIONAL FRIENDLY - This option allows you to play a single
match using International sides with their distinct styles of play.

2.5 PRACTICE - Practice mode gives the opportunity to practice ball
skills and learn ball controls without being harassed by the opposition.

2.6 OPTIONS - The OPTION menu sets the conditions for a SINGLE GAME or
INT. FRIENDLY. The options must be selected before playing the game.


3.0 THE OPTIONS

The options in this menu once set remain unchanged until changed. The
DEFAULT condition is printed in BOLD.

3.1 DURATION: 2 x 3, 2 x 5, 2 x 10 and 2 x 20.
The League and cup matches 2 x 5 min.

3.2 PITCH: A choice of four playing surfaces.
NORMAL - Normal bounce and travel.
Soggy - Ball bounce and travel reduced; players' stamina reduced.
Wet - Increased ball travel and speed.
Artificial - High ball bounce; increased ball speed and travel;
reduced players' stamina.

3.3 WIND: A choice of four - OFF, light, medium and strong.

3.4 EXTRA TIME and PENALTIES: Yes or NO - If the answer is Yes, extra
time proportional to the full match duration is played if the result
is a draw after the full time. The extra time is in two halves and the
teams change ends at the half time. If the result is still a draw then
a sudden death penalty shoot-out decides the result.
The option is set to NO in the League matches and YES for cup tournament.

3.5 SKILL LEVEL: Choice of five skill levels - INTERNATIONAL, 1st,
2nd, 3rd and 4th divisions.

3.6 LEAGUE OPTIONS - The skill level at which the League is played can
be selected. Choice of 3rd division, 1ST DIVISION or International level.

3.7 AFTER TOUCH: Yes or NO - If the answer is Yes, the ball direction
can be altered for a short duration after shooting. Ideal for bending
the ball.


4.0 THE PLAYERS

Each player on the pitch has a unique mixture of attributes and skills.
The attributes are:
PACE - STAMINA - AGGRESSION - RESILIENCE
The skills are:
PASSING - SHOOTING - TACKLING
The unique mixture determines the performance of the player. For
instance, a player of great pace but with poor stamina will not
perform well as the match nears the end and should be substituted if
there is extra time in a cup match. Similarly a player with high
aggression will go for a ball and if he has good tackling skills will
succeed in getting the possession but with low tackling skills is
likely to foul the opposition and may even collect a red card if seen
by the referee.


5.0 SELECTING SKILL LEVEL

There are five skill levels plus a special level:

INTERNATIONAL
1st DIVISION
2nd DIVISION
3rd DIVISION
4th DIVISION

To set the skill level, select OPTIONS in the Main Menu and then
select SKILL.
One player or two players against the computer - TEAM A.
Two players against each other: Player 1 - TEAM A; Player 2 - TEAM B.
The skill level of each team can be set independently.


6.0 GAME OPTIONS

All the four options are selected via the Main menu.

CAUTION: Before selecting the GAME OPTIONS, selected the required
match conditions from the OPTION menu (see 3.0).

6.1 SINGLE GAME
Two players can play against the computer or against each other. One
player game is against the computer. In two players against the
computer, the second player plays as the keeper.

6.11 TACTICS
The change of tactics is only allowed at the half time. Select the
start tactics and change the tactics at half time if you wish.

6.12 SUBSTITUTIONS
Two substitutions are allowed in a match. Please see 11.0 for more
information.

6.2 INTERNATIONAL FRIENDLY
This option allows you to play a single game between any two chosen
International teams. On selecting this option, a list of the countries
is presented. Highlight TEAM A and the first country. Press the F.B.
to confirm the choice. Repeat the process for TEAM B.

6.3 THE LEAGUE
The League consists of 8 teams and lasts for 14 weeks. There are three
skill levels - 3rd, 1st and International - at which the League can be
played. Use the OPTIONS menu to set the skill level. The default skill
level is 1st Division. When the League option is selected in the Main
menu, the league table with the appropriate number of teams is
displayed. The following options are available:

6.31 SELECTING TEAM TO PLAY - When the table first appears, the letter
C appears against all the teams to say that all the teams are Computer
controlled. To change the team to J/S - ie. play that team in the
league - move J/S to highlight the team and press F.B.; C will change
to J. If two joystick controlled teams are playing a match, J1 or J2
will appear in the column to show which team each joystick is
controlling.

6.32 LOAD - This option allows you to load a previously saved league
and continue the game.
Cass. - The league is saved without a file name. The first league on
the tape is loaded. Identify the league on the cass. label when saving.
Disc - The league is saved under fixed names LEAGUE 1 to 10. Select
the name with the joystick and press the F.B..

6.33 CONTINUE - Select this option to play the League game. The two
teams to play the next match will be highlighted. If both teams are J
for control, the computer will allocate J1 and J2 to the teams.

6.34 SAVE - Select this option to save your current league. A good
quality FORMATTED disc or a blank tape is required to save the league.
Cass. - The league is saved without a file name. Insert a blank cass.
in the recorder, press PLAY & RECORD. Press F.B. to start the save.
Disc - The league is saved under names League 1 to 10. Highlight the
name and press the F.B.

6.35 QUIT - The league is abandoned without saving and the program
returns to the Main menu.

6.36 PLAY MATCH - Takes you to the match if J is selected, otherwise
the result is shown.

The league table is updated after each match.

6.4 THE CUP
The Cup tournament is for 8 first division teams and is on a knock out
basis. In case of a draw there is extra time. If there is still no
result, sudden death penalty shoot-out feature is used to decide the
result.


7.0 PLAYER CONTROL.

7.1 MOVEMENT - The player moves in all 8 joystick directions.

7.2 HEADERS - If the ball is in the air, pressing F.B. will make the
controlled player jump. Move the J/S in the direction in which you
wish to head the ball when the player is in the air.

7.3 BLOCKING TACKLE - The purpose of this tackle is to gain possession
of the ball from the opponent. The tackle must be from the front or
overtaking the opponent and getting possession of the ball as it
travels in front of the player. Tackling the player from behind is a FOUL.

7.4 SLIDING TACKLE - This tackle can be done from any direction. A
sliding tackle on an opponent without a ball is a FOUL. If the ball is
on the ground, press F.B. to do a sliding tackle. You must touch the
ball before touching the opponent to avoid being penalised. A sliding
tackle from behind is a FOUL.


8.0 BALL CONTROL

Kick Off 2 ball controls have been specially designed for ease of use.
In a fast moving game and under pressure, there is no time to remember
complicated joystick movements; the action has to be instinctive. The
controls are simple and can be learnt and practiced to perfection in
PRACTICE in the Main menu. The ball control becomes even more deadly
if AFTER TOUCH is used.

8.1 DRIBBLE BALL: The ball travels in front of the player. The
distance it travels depends on the speed of the player at the time of
contact.

8.2 SHOOT BALL: Pressing F.B. AFTER touching the ball will shoot the
ball in the direction the player is facing.

8.3 STOP BALL: Pressing F.B. BEFORE touching the ball will stop the
ball and give the player total control.

8.4 PASS BALL: You must STOP the ball before you can pass. Keep the
F.B. pressed and move the J/S in the direction you wish to pass and
release the F.B.. Releasing the F.B. when J/S is centred will take you
back into DRIBBLE action. The player will turn in the J/S direction
and start dribbling the ball in that direction. He will shoot in that
direction if F.B. is pressed.

8.5 CHIP BALL - If the ball is on the ground, reversing the direction
of the J/S will chip the ball.

8.6 AFTER TOUCH - This option can be activated in the Option menu. It
allows the player to alter the direction of the ball by a small amount
after shooting the ball. The direction must be changed immediately
after shooting the ball as the control is only effective for a very
short time. After Touch can be used to devastating effect with
practice. Move the joystick in the direction you wish the ball to go
(forward positions of the joystick only) immediately after shooting
the ball.


9.0 KEEPER CONTROL

The keeper is computer controlled except in the following cases.

9.1 DEFENDING A PENALTY: The control is transferred to the main
player. The keeper stands in the centre and starts to move as soon as
the F.B. is pressed. The longer the F.B. is kept pressed, the bigger
the movement.

A - Jump up
B - Dive top left corner
C - Dive top right corner A
D - Dive left mid bar height B C
E - Catch ball D E F
F - Dive right mid bar height G H
G - Dive left ground J
H - Dive right ground
J - Stoop

9.2 TAKING GOAL KICKS: The keeper automatically takes the goal kick
unless the player wishes to do so. If the player does not exercise the
option quickly, the computer will take control. Move the J/S in the
required position before the keeper kicks or throws the ball. Press
the F.B. quickly to boot the ball upfield to catch the opposition out
of position or to stop the keeper wasting time.

A - Hard ahead B - Hard left C - Hard right
D - Medium left E - Medium ahead F - Medium right
G - Soft left H - Soft right J - Soft ahead

9.3 CONTROLS
SPECTRUM - Joysticks or keyboard. Kempston or Sinclair 1 compatible
joysticks. The keyboard details are given below.
PLAYER1 PLAYER2
UP Q P
DOWN A L
LEFT Z N
RIGHT X M
FIRE C B
The players can use a combination of keyboard only, keyboard &
Kempston, Kempston & Sinclair, etc.

AMSTRAD - The players can use the keyboard or joystick. The keyboard
controls are as for the Spectrum.

9.4 QUIT MATCH OR PRACTICE
You can quit a single game or Int. Friendly or Practice Mode.. A
league game or cup match cannot be terminated.
CBM 64: Press Restore key.
SPECTRUM: Press T to pause the game and then press C key.
AMSTRAD: Press T to pause the game and then press ESC key.


10.0 SET PIECES

10.1 CORNER KICKS

10.11 SELECTING TYPE OF CORNER KICK
There is a choice of 9 corner kicks. A selection panel appears showing
the goal post and the corner flag.

10.12 STRENGTH OF CORNER KICKS
The duration for which the F.B. is kept pressed to select the type of
corner kick determines the strength of the kick. A short tap will do a
short kick, ie. pass to a player near the corner flag. A hard kick
will take the ball to the player across or out of play.

10.2 PENALTIES
The angle and the height of the shot are controlled, enabling the
penalty taker to put the ball anywhere in the net.
The pointer on a bar moves rapidly from left to right indicating the
horizontal direction of the ball if hit at that point. Press the F.B.
to start the run. The longer the F.B. is kept pressed, the higher the
ball will rise. It is therefore possible to hit the top corners of the
net or keep the ball on the ground or overshoot the ball. A short tap
will keep the ball on the ground.
During the penalties the keeper control is passed to the main player.
See KEEPER CONTROL instructions.

10.3 FREE KICKS (except 48K Spectrum)
Set piece Free Kick is played if there is a foul by a defending player
within a narrow sector in front of the defended goal mouth.

10.31 TAKING FREE KICK
The ball is placed where the foul occurred.
Press the F.B. to start the run. The duration for which the F.B. is
kept pressed determines the height of the ball. The longer the button
is kept pressed the higher the ball will rise. The strength of the
kick is randomly computer controlled.
Only the player taking the Free Kick has Swerve control of the ball.
He can dip the ball into the opposition net or bend the ball around
the opposition wall. The controls give infinite control on the kick.
If the ball is passed to another player normal ball controls are
resumed.

10.4 THROW IN
The computer automatically throws the ball to the nearest player in
position to receive the ball. The control can, however, be assumed by
the player. There is an option to do a directed SHORT or LONG throw.
Move the joystick in the five forward positions and press the F.B. for
a short throw. If the F.B. is not pressed soon, the computer will
automatically take a throw. The three backward positions are used for
the LONG throws.


11.0 SUBSTITUTIONS

You are allowed to make two substitutions during the match. You cannot
substitute a player who has been given a RED card by the referee. Only
ONE substitution at a time can be made. KEEPER CANNOT BE SUBSTITUTED.
The table below shows how to bring Player 12 or Player 14 on the pitch.

11.1 SELECTING SUBSTITUTE
CBM64 Spec Amstrad
PL.12 TEAM A F1 SHIFT+1 SHIFT+1
PL.14 TEAM A F3 SHIFT+2 SHIFT+2
PL.12 TEAM B F5 SHIFT+3 SHIFT+3
PL.14 TEAM B F5 SHIFT+4 SHIFT+4

[The CBM 64 keys DO read - F1,F3,F5,F5 - in the instructions.]
[The F5 duplication is probably a mistake. JimG]

11.2 MAKING SUBSTITUTION
When the ball goes out of play, you will be asked to make a
substitution.
The word NO. will appear on the screen. Type the shirt number of the
player you wish to substitute and press the F.B.


12.0 SUDDEN DEATH PENALTY SHOOT-OUT

If after an extra time there is still no result, a penalty shoot-out
takes place. Each side takes five penalties in turn. The winner is the
team which scored most goals. If the number of goals remain equal,
each side takes a penalty alternately. After both sides have taken
their turn, if there is a goal difference, the team with the most
goals is declared the winner. The shoot-out continues until there is a
goal difference.


13.0 GENERAL

The referees in the game have their own characteristics and competence
level. Some are more prone than others in disciplinary action. They
can give yellow and red cards.

The players with lower stamina are prone to get tired and lose pace as
well as accuracy. The players are also inclined to time wasting if the
winning margin is small.

Keyboard commands:
CBM 64 Spec Amstrad
Pause P T T



(c) 1990 ANCO