----------------------------------- GRAEME SOUNESS VECTOR SOCCER DOCS | ----------------------------------- AMIGA LOADING -=-=-=-=-=-=- Switch on Commodore /|miga and then insert Game disk! GAMESPLAY -=-=-=-=- Graeme Souness Vector Soccer; is an incredibly realistic simulation of modern day Football, played to full International Soccer rules. All of the players are drawn as filled polygons, and are manipulated by fast vector calculations along with all of the pitch and surrounding details. Experimentation with levels of Match details and the seven camera Angles allows the game to be played at a speed and presentation quality which suits the individual player. All of the player action is controlled by JOYSTICK. One player options use Port Two, with a second player using Port One. ESCAPE- Quits Match "P"- Pauses/Unpauses the Game. Pressing FIRE after the game has loaded allows the game to begin. GAME OPTIONS! -=-=-=-=-=-=- Moving the selection bar up and down the screen and pressing FIRE allows the following selection to be made. BEGIN TOURNAMENT! -=-=-=-=-=-=-=-=- The main playing element of Vector Socceris an International Tournament allowing up to eight players to compete at once. The original competing Teams are: ENGLAND SCOTLAND FRANCE ITALY GERMANY CAMEROON USSR The ball indicator can then be moved between teams by moving the Joystick up & down. Initially, all opponents are computer controlled. Pulling the Joystick to the RIGHT allows a player's name to be entered to compete in the tournament. The name is typed in via the keyboard and registered by pressing ENTER. Up to Eight human players can be registered in this way. Pressing the Joystick towards a particular player's name again allows it to be altered from a previously set value back to computer. Pulling the Joystick to the LEFT allows the International Team name to be altered for individual preferences pressing FIRE moves the screen to the results table. RESULTS TABLE -=-=-=-=-=-=- The international tournament match results already played are displayed on the screen for analysis The results allow comtemplation of the strongest and weakest sides, as well as giving information on the players relative Tournament positioning. After examintaion of the Match Table, the next game can commence. SINGLE PLAyeR GAME! -=-=-=-=-=-=-=-=-=- The single player game allows one player to complete against a computer opponent. All computer opponents have a three Level Artifical Intelligence system, complete with different skill abilities for players and the team as a whole. Computer opponents are selected by pressing the following keys on the keypad during the Tactics screen selection period: 1. First Division Team 2. Second Division Team 3. Third Division Team All Players abilities alter with the passing of time due to fatigue and moral. TWO PLAYER GAME -=-=-=-=-=-=-=- The two player game allows teo players to practise and compete against one another in a competitive environment. Both players use JOYSTICK control method, but refer to the TATIC SCREENS section for Information regarding player strategies. CHANGE GAME DETAIL! -=-=-=-=-=-=-=-=-=- The vector calculation system used in G.Souness Vector Soccer allows a large scope of variation in the computer generated match display. As all movements are mathematically calculated, elements in the equations can be removed to produce an individualistic playing senario. Generally the more elements that are removed on this screen the quicker the football action. However, the more elements that are left in the more impressive the screen display, especailly when viewed through the different camera angles. Moving the Display bar down and pressing FIRE removes an element from the Match Play. The folowing highlighted items can be omitted or included in a match PLAYER DETAIL Shows more players in intricate polygon shapes. GOAL NETS On or Off Match Display. CORNER FLAGS On or Off Match Display. STADIUM STANDS On or Off Match Display. If this option is selected, it will also remove the Stadium Roof and Shadow. STADIUM ROOF On or Off Match Display. STADIUM SHADOW On or Off Match Display. EXIT MENU Returns to Main Game Options Screen. SET GAME TIME -=-=-=-=-=-=- All matches consist of Two Halves, each of which last for 45 minutes. The actual half game time can be set to the following real time intervals: 2 MINUTES 5 MINUTES 10 MINUTES 20 MINUTES 30 MINUTES 45 MINUTES EXIT MENU Returns to Main Game Options Screen. DEMO VERSION! -=-=-=-=-=-=- G.Souness Vector Soccer has an automatci playing demo which runs when selections have not been made over a measured time span. This demo can be initated using this option. The demo ends automatically on the pressing of the FIRE button. TACTICS SCREEN! -=-=-=-=-=-=-=- At the start of all participating Matches, the Tactics screen is displayed. These screens are essential to set up the basic positioning of players during the match. Tactic positioning is done against the clock at the bginning of the First and second half of each game. Both players are able to alter their tactics at the same time. There are THREE tactical set ups. PLAYER ONE Uses keyboard numbers 1,2 and 3. PLAYER TWO Uses Keyboard numbers 1,2 and 3. The players are presented on the tactic screens in a basic formation. The joystick should be positioned over the player to be moved, and pressing FIRE button allows the player to be picked up and re-positioned. This process is repeated until the players are in their desired position position One has now been set-up. Pressing "2" then allows Postion two to be set-up in the same manner as Postion one. The process is repeated by pressing "3" for position 3. Although individual tactics will differ, a Defensive, Midfield and Attacking set-up should cover initial Match positions. The Tactical Screens are aborted by Pressing SPACE. THE MATCH -=-=-=-=- The Artifical Intelligence system used in Vector Soccer gives the players the ability to "think" about the Match as it happens, contemplating all ball movements. The players do not all chase the ball, but stay in their approximate tactical set-up locations until they can contribute to the game. Players not under direct Joystick control will mark opposing team players, look for goal scoring developments, and postion themselves in the most advantageous sections of the pitch. The player under direct Joystick control is indicated by a dark shadow at their feet. On the passing of the ball, the player in the nearest direct line of the shot will automatically come under Joystick control. This control will vary according to the swerve, speed, and direction, of the shot. Joystick control is directional from the joystick to the pitch, whilst pressing FIRE allows a shot to be taken. Pushing the Joystick in the direction of the shot will kick the ball along the ground at pace. Holding the fire button down for longer periods increases the force of the shot. Pressing fire when no direction is indicated by the joystick chips the ball into the air. Goal kicks have an automatically higher kick velocity. Greame Souness Vecotr Soccer is played to International Football rules. All referee interactions are indicated by a whistle and the ref's voice giving his decision. The team who wins the ref's decision automatically have their players positioned to take the shot. SPOT CAMERAS ANGLES -=-=-=-=-=-=-=-=-=- There are SEVEN camera viewpoints from which the action on the pitch is viewed. These can be selected at any time during the game, by pressing the following keys: F1 Player's Eye View F2 Above and Behind Current Player Under Control F3 Tracking North Down Sidelines of the Pitch F4 Tracking South Down Sidelines of the Pitch F5 View from Behind North End's Goalposts F6 View from Behind South End's Goalposts F7 Demonstration View Tracking the Ball For ease of initial play. A tracking mode should be selected until familiarity with the game increases. PITCH MAP -=-=-=-=- In the top Right Hand Corner of the screen, a pitch Map is displayed showing the current positions of all twenty two players, and the Ball. The basic positioning of players is covered by the Tactic Screen set-ups and this will be observed in the pitch map. Use the Pitch Map as your eyes when the camera angle does not allow a long view up the pitch. ACTION REPLAYS! -=-=-=-=-=-=-=- At the end of each Half, automatic Action Replays cover the goal mouth highspots of the 45 minutes. Goals and near misses are shown from a camera angle behind the defending teams goal. End................