KICK OFF 2

WORLD CUP '90

LOADING: Select SPECIAL EVENTS option on the MAIN MENU and
select WORLD CUP option on the sub menu.

Disc: The program will load automatically.
Cassette: Press PLAY on the tape recorder.      

CONTROLS: As in KICK OFF 2

SAVE: A blank formatted disc is required to save the world cup finals. DO

NOT use the program disc to save the finals. The program will be

corrupted.

Cassette: A blank tape is required to save the World Cup.    

INTRODUCTION: There are 24 teams competing in the World Cup Finals.
The teams are organised in 6 groups of 4 teams each. The first part of the
Finals is played on a league basis. Each team in the group plays against the
other three teams and a win is awarded 2 points and a draw 1 point. Goals
FOR and goals AGAINST are also recorded. When all groups have
completed the league, the winner and the runner up from each group
goes to the next round of the tournament together with the best four losers.
The 16 teams left in the Finals now play on a knock out basis to the Quarter
Finals, Semi Finals and the Final.

INSTRUCTIONS: The 24 teams of the world cup with their current

grouping A, B, C, D, E and F are displayed. Each group has four countries.

You can change the grouping of any team or all the teams if you wish to do

so provided there are FOUR teams in each group when you finish

organising the group.

At the bottom of the table there are 4 captions.

CONTINUE - Takes you to the next table or game.

LOAD - Allows you to load a previously saved World Cup game.

SAVE - Saves the current World Cup game on a disc or tape.

QUIT - Returns you to the main menu.

Move the J/S to highlight the group code and press F.B. The group letter
will cycle through the letters A to F for each press of the F.B. Move J/S to
change as many groupings as you wish to. Each group must have four
countries. When satisfied, move the J/S to captions and select CONTINUE
to proceed.

The first round of the WORLD CUP is played on the LEAGUE basis.
League table for each group will be displayed. The league will show letter
C in the control column. This signifies that in the match the team is
computer controlled. To change the team to PLAYER control, highlight C.
Press F.B. and C will change to J/S. The control toggles between C and

J/S If two players are playing, more than one team can be set for J/S
control. When the league is played, the computer will show J/S 1 or J/S 2
for the control.

When all the groups have been played, the original table will display the
teams which have made to the last sixteen.The numbers1 to 8 will appear
against the qualifying teams. The teams with the same number will play
against each other. The teams which did not qualify will have a blank. You
can modify the numbers including the blank by highlighting the panel and
pressing the F.B.

This table will appear for the Quarter, semi and finals. At each stage you
can alter the qualifyinq teams.

ADDENDUM

CBM 64 - SPECTRUM - AMSTRAD

1. You can only play as a team.

2. In TEAM MODE, the second player controls the KEEPER.

3. The scissor kicks are not included.

4. The squad selection and substitution are only available on the DISC

5. Practice Penalties option has been removed due to lack of available
memory.

6. ACTION REPLAY

The SAVE option allows as many replays as you like on one disc. It does not
have a file name and the disc should be identified on the disc label.
Please ensure that a FORMATTED disc is in the drive when you want to
save the Action Replay.
The save option must be made during the replay.

AMIGA - ST

1. KIT DESIGN is now available on the machines without expansion.

2. KIT DESIGN can also be used for all the League teams.

3. Referees, extra sound effects are only available on the expanded
version of AMIGA.

4. Scissor kick are included on the expanded Amiga version.

5. Practice Penalties option has been removed.

6. The Player Manager team is now loaded without current tactics so as to
provide more variety.

7. ACTION REPLAY

There is only a limited amount of memory allocated to the storing of Action

Replay. The length of the replay stored is dependent on the number of

joystick movements during the action recorded. More the J/S movement,

less is the recorded time.

Press R for the action replay and S to slow it down. Press F1 to record it.

The ACTION REPLAY is meant for a single game and International

Friendly only. Before going to a match, go to ACTION REPLAY option on

the MAIN MENU. Select STORE option and type the FILE NAME. You can

now save up to 3 replays under this file name. Before going to the next

match, the PILE NAME must be changed otherwise the previous saved

replays will be over written.                

The GOLDEN SHOTS disc option only saves ONE action replay under one

file name.

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 proportions. 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 skills in ball control for passing, dribbling,
shooting etc. Accuracy in shooting, the ability to swerve or bend the ball to score
when taking free kicks need a lot of practice. The practice option allows you to
practice the ball skills and set pieces without being harassed by the opposition.
Take your time and practice the skills to perfection. If two players are to team
up, it is an ideal opportunity to practice ONE - TWO up and down the pitch.

Each player on the pitch has a unique combination of attributes and skills suit-
able for the skill level at which the game is being played. An International is
superior to 4th div. player in all departments.

A host of playing options are provided. One of the most useful options is the
provision to set the skill levels of both teams independently. A novice with INT.
squad can give a professional with 4th division squad a run for his money.

There is a league and a 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. There
is an option to load your own team from Player Manager along with your own
tactics to play against another Player Manager team in a single game or enter
League and Cup tournament.

The Special Events selection in the main menu allows data discs to be loaded.

Kick Off 2 also provides the facility to change strip colours on the Amiga, ST
and IBM computers. On the expanded Amiga & ST, there are additional sound
effects.                                      

The action replay facility allows you to see the goals at normal pace or in slow
motion and compile your own Golden Goals disc.

There are 24 referees and they have their own distinctive temperaments. You
will soon know which referee turns a blind eye and which one has a pack of red
cards to distribute. On the other hand, like human beings, they have good days
and bad days. You never know, you may catch Sean Willis on a good day but
Garry Penn - unlikely!

2.0 MAIN MENU

There are 9 Main Menu options

2.1 SINGLE GAME - A single game can be between a player and the com-
puter or between two players. Two players can team up against the computer
or against two other players (Amiga & ST only). 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 be continued later.

2.3 THE CUP - The Cup tournament is played on a knock out 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 InternatioanI sides with their distinct styles of play.

2.5 PRACTICE - Practice mode allows one or two players 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.

2.7 SPECIAL EVENTS - This option is used for loading data discs to be
published at later date.

2.8 ACTION REPLAY-DISC ONLY-This option is used to edit a file of action
replay of goals to create a Golden Goals disc.

2.9 KIT DESIGN - (IBM (CGA & VGA) AMIGA & ST only) -This option enables
design of custom kit for a single game only.

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 x3.2x5.2x 10 and 2x2

The league and cup matches 2x5 min.

3.2 PITCH: A choice of 4 playing surfaces (Except IBM)

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 4 (Except IBM) - Off, light, medium and strong.

3.4 REPLACE TACTICS: (Amiga, ST and IBM only) - Each team can use a
total of 4 tactics in a game. These tactics can be replaced by 4 other tactics on
the game disc or the data disc containing tactics designed by the Player Man-
ager. See Tactics (14.0) for more information.

3.5 EXTRA TIME and PENALTIES: Yes or NO - If the answer is yes. extra
time proportional to the full time 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.

3.6 SKILL LEVEL: Choice of 5 skill levels - International, 1st, 2nd, 3rd and
4th divisions. The attributes and skills of the players correspond to the division.
In a single match, identical squads are presented for both teams, thus ensuring
that the result depends on the skill of the players only. The skill level of both
teams can be set independently. This facility allows even a novice with an Int-
ernational squad to give an experienced player with 4th division squad a run for
his money.

There is another special level (Amiga & ST) namely PLAYER MANAGER. This
option allows a Player Manager team to be loaded along with the current tactics
to play against another player or computer at any of the 5 skill levels or play
against another Player Manager team. See 5.0 for instructions.

3.7 LEAGUE OPTIONS - The skill level at which the league is played can be
selected. Choice of 3rd division, 1st Division or International level.

3.8 GAME SPEED (IBM, Amiga & ST only): The speed of the game can be
changed. At reduced speed, it is possible to play a very tactical game and see
how your tactics actually works and the response of your opponents. There are

3 options: NORMAL. MEDIUM and SLOW.


3.9 AFTER TOUCH (Except IBM): 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.

3.10 SELECT REFEREE (Amiga, ST & IBM only) - YES or NO - You may

select any of the 24 referees. The referees play a very important part in the
game.

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 tack-
ling skills will succeed in getting the possession but with low tackling skill 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 5 skill levels plus a special level.

INTERNATIONAL

1st DIVISION

2nd DIVISION

3rd DIVISION                                                       

4th DIVISION

PLAYER MANAGER (Amiga & ST only)

To set the skill level, select OPTIONS in the Main Menu and then select SKILL

LEVEL in the Option Menu.

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 thus enabling a novice to
play on equal terms with an expert. A novice using a squad of International
players with their great pace and shooting accuracy can give a tough game to
an expert with 4th division squad.

The Player Manager level allows you to load a team trained in Player Manager
to play against another Player Manager team or a computer team of chosen
skill level.

When Player Manager level is selected, you will be asked to insert your P.M.
data disc in the drive. The whole squad along with the current tactics will be
loaded. The current tactics can however be replaced with new tactics.

6.0 SELECTING NUMBER OF PLAYERS

1 to 4 players can play on the AMIGA and ST using a joystick adaptor. Other
machines are only for 2 players. Keyboard option is provided if there is a provi-
sion of 1 joystick port only.

TEAM SELECTION screen (see 8.0) provides the opportunity to select number
of players and how they are to play i.e. against the computer, against each other
etc...

7.0 GAME OPTIONS

All the four options are selected via the Main menu.

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

7.1 SINGLE GAME

Two players can play against the computer or against each other. One player
game is against the computer. On the AMIGA & ST, 2 players can play against
2 other players.

On selecting this menu option, you will be asked
Number of players: 1, 2 3 or 4 (Amiga & ST)

SELECT TEAM screens give you the opportunity to select both teams. The
winner of the toss decides whether to play UP or DOWN pitch. The name of the
referee is displayed.

7.11 TACTICS

Amiga & ST - Select the tactics for the start of the match using the keyboard.

The tactics can be changed any time during the match when the ball is out of

play.

IBM. Amiga & ST - Keys 1, 2, 3 & 4 are assigned to Team A and 1, 2, 3 &
4 on NUMERIC PAD are assigned to the Team B. Press the key and the players
will move to the new tactical positions once the ball comes into play again.

CBM 64, SPECTRUM & AMSTRAD - 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.

7.12 SUBSTITUTIONS
Two substitutions are allowed in a match. Please see 19.0 for more information.

7.2 INTERNATIONAL FRIENDLY

This option allows you to play a single game between any two chosen Inter-
national teams. On selecting this option, a list of all 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.

7.3 THE LEAGUE

The League consists of 8 teams and lasts 14 weeks. There are 3 skill levels.
Third. First 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 numbers of teams is displayed. The following options are avail-
able.

7.31 CHANGE TEAM NAMES - (Amiga, AT & IBM only) Move joystick up to
highlight a team name. Press F.B. and the cursor will flash at the end of the
team name. Use keyboard to edit the name. Move the J/S to highlight another
team if required.

7.32 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 control-
led. To change the team to J/S i.e. play that team in the league.

8 bit machines - 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.

16 bit machines - Move J/S to highlight the team and press F1

7.33 LOADING PLAYER MANAGER TEAMS - ( Amiga & ST ONLY)
- Player Manager teams together with their current tactics can be loaded
in the league. To load a team, move joystick to highlight the team you wish to
replace with the P.M. team and press F3. Insert your Player Manager Data Disc
in the drive and press F.B. Repeat the process to load other teams.

7.34 LOADING PLAYER MANAGER DESIGNED TACTICS - (Amiga &
ST only) - The tactics designed in the Player Manager can be loaded for each
team in the league. Move the J/S to highlight the team for which you wish to
load new tactics and press F5. Insert P.M. data disc and press the F.B. The
teams current tactics directory and the directory of all the available tactics will
be displayed. Highlight the tactics you wish to replace in the current directory
and press F.B. Move the J/S to highlight the required tactics in the data disc
directory and press F.B. Repeat the process if you wish to replace other tactics.
Select DONE when finished.

Repeat the process for other teams.

7.35 LOAD - This option allows you to load a previously saved league and
continue the game. When this option is exercised, none of the options above
can be used. Insert your data disc with previously saved league in the drive and
press the F.B. Select the league you wish to play and press the F.B.

CBM 64, Spectrum & Amstrad 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.

CBM 64, Spectrum & Amstrad Disc - The league is saved under fixed names
LEAGUE 1 to 10. Select the name with the joystick and press the F.B.

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

The options at the bottom of the screen will now display SAVE, PLAY MATCH
and QUIT.

TEAM B: Player 2 select J.S.2 and press F.B. then as Team A

TEAM MODE

TEAM A - Players 1 & 2 select J.S.I & J.S.2 respectively and the players

identities. Select Done.

8.4 THREE PLAYERS (Amiga & ST-J/S only)                      
TEAM A: Player 1 select J.S.I, and Player 3 select J.S.3. Follow the procedure
for TEAM MODE.

TEAM B: Player 2 select J.S.2. Select DONE to play as team or a player and
DONE to play in position.

8.5 FOUR PLAYERS (Amiga & ST-J/S only)

TEAM A: As for 3 players.

TEAM B: Player 2 select J.S.2. and Player 4 select J.S.4. Follow the procedure

for TEAM MODE.

V

8.6 SELECTING START TACTICS

AMIGA, IBM & ST - The names of the 4 tactics in current use are displayed.
Use the keyboard as detailed in 7.11 to select the tactics at Kick Off.

8 Bit Machines - The available tactics are displayed. Move the J/S to highlight
the tactics and press the F.B.

9.0 PLAYER CONTROL             

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

9.2 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.

9.3 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.

9.4 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.

9.5 SCISSOR KICK - (Amiga & ST only) Reverse the direction of the joystick
when the ball is in the air for a scissor kick.

10.0 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.

10.1 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.

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

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

10.4 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 joystick direction and start dribbling the ball in
that direction. He will shoot in that direction if F.B. is pressed.

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

10.6 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 the
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.

11.0 KEEPER CONTROL

The keeper is computer controlled except in the following cases.

11.1 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 comer                       

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                                                    

11.2 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 the or throws the ball. Press the F.B. to quickly 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

11.3 CONTROLS

AMIGA - ST - CBM 64 - IBM: Joystick only.                    -
Amiga & ST - Players 3 & 4 require special joystick adaptor available from all

computer stores.
IBM - A GAME CARD with two joysticks ports required.

IBM Second Player Keyboard

UP - Q: DOWN - A: LEFT - 0: RIGHT - P: 12 FIRE - SPACE
SPECTRUM - Joysticks or keyboard. Kempston or Sinclair 1 compatible
joysticks. The keyboard details are given below.

PLAYER 1   PLAYER 2
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 Spectrum.

11.4 QUIT MATCH OR PRACTICE

You can quit a single game or Int. Friendly or Practice Mode. A league game
or cup match can not be terminated.

AMIGA - ST - IBM - CBM 64: Press ESC 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.

12.0 SET PIECES

12.1 CORNER KICKS

12.11 SELECTING TYPE OF CORNER KICK
There is a choice of 9 corner kicks. A selection panel appears showing the goat
post and the comer flag. The selection panel is actually the face of the ball that
the player will kick.

Kicking the ball at the bottom lifts the ball to top bar height.
Kicking the ball in the middle takes the ball at mid goal post height.
Kicking the ball at the top of the ball keeps the ball low at ankle height.

Kicking the ball away from the goal curls the ball in towards the goal.

Kicking the ball straight keeps the ball straight.

Kicking the ball towards the goal curls the ball away from the goal.

Once the ball has been kicked normal ball controls apply.

Look at the scanner to see the positions of your players and select the suitable

comer tuck and press the F.B.

12.12 STRENGTH OF CORNER KICKS

The duraton for which the F.B. is kept pressed to select the type of comer kick
determines the strength of the kick. A short tap will do a short kick i.e. pass to
a player rear to the comer flag. A hard kick will take the ball to the player across

or out of play.

12.2 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.

12.3 FREE KICKS (Except IBM)

Set piece Free Kick is played if there is a foul by a defending player within a
narrow sector in front of the defended goalmouth.

12.31 TAKING FREE KICK

The ball is placed where the foul occurred. A few yards away on each side of
the ball stands a player from the team taking the Free Kick. If two players are
in team mode, the main player takes the Free Kick and the other controlled
player stands on the side nearest to the goal.

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.

There are two distinct J/S controls: BEFORE touching the ball and AFTER
touching the ball.

BEFORE               AFTER                      
A    Jump Over The Ball      Dip The Ball            B    Slight Left Bias          Dip and Swerve Ball      B       
C    Slight Right Bias       Dip and Swerve Ball  D      E       F
D    More Left Bias          Swerve Ball                     
E    Straight Kick           No Action               G        -
F    More Right Bias         Swerve Ball                  J
G    Pass Ball To Left Player
H    Pass Ball To Right Player

Only the player taking the Free Kick has Swerve control of the ball. With practice,
he can dip the ball into opposition net or bend the ball round the opposition wall.
The controls give infinite control on the kick and with practice, a match winner.
If the ball is passed to another player, normal ball controls are resumed.

If the main player jumps over the ball, in the absence of a controlled player, one
of the players next to the ball will take the kick.

12.32 DEFENDING FREE KICK
A wall of players if formed 10 yds (approx.) from the ball in direct path of the ball.

12.4 THROW IN

The computer automatically throws the ball to the nearest player in position to
receive the ball. The control can be 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.

13.0 SUBSTITUTIONS

You are allowed to make 2 substitutions during the match. You can not
substitute a player who has been given a RED card by the referee. Only ONE
substitution at a time can be made. KEEPER CAN NOT BE SUBSTITUTED.

13.1 SELECTING SUBSTITUTE

Amiga ST    IBM   CBM64 Spectrum Amstrad

PL.12 TEAMA F4     F4    F4    F1     SHIFT+1 SHIFT+1
PL. 14 TEAMA F5    F5     F5     F3    SHIFT+2 SHIFT+2
PL. 12 TEAM B F9     F9    F9     F5    SHIFT+3 SHIFT+3
PL 14 TEAM B F10    F10    F10    F7    SHIFT+4 SHIFT+4

13.2 MAKING SUBSTITUTION

When the ball goes out of play, you will be asked to make a substitution.

AMIGA - ST - IBM: The name of one of the players will appear on the screen.
Use up and down cursor keys to scan through the players on the field. When
the name of the player you wish to substitute appears, press the Space Bar
CBM 64 - SPECTRUM - AMSTRAD: The words NO. will appear on the screen.
Type the shirt number of the player you wish to substitute and press the F.B.

14.0 TACTICS

Tactics employed by each side greatly influences the game play and the results.
The players move into their tactical positions and provided the tactics have been
properly designed, the players are in position to receive passes, attack and
defend. Kick Off 2 comes with 8 ready made tactics to be used for 16 bit com-
puters and 4 for the 8 bit computers. Amiga & ST have the option to load tactics
designed in the Player Manager game to be loaded into Kick Off 2 single game
as well in the league games. The team is however allowed to used only 4 tactics
during the match. Selecting the right tactics is therefore quite important.

14.1 CHANGING TACTICS                      

On CBM 64, Spectrum and Amstrad, there is a choice of 4 tactics. The tactics
can be selected before the start of the game or at half time only.

Amiga-ST-IBM.

14.11 SINGLE GAME - There are 8 tactics included on the KICK OFF 2 disc
of which 4 are pre selected. A team is allowed to take 4 tactics to a match. Use
SELECT TACTICS in the OPTION MENU to replace any or all four tactics from
the KICK OFF 2 disc or Player Manager data disc. Select Team A or Team B
and the current list of tactics in use will be shown. Insert the Player Manager
data disc in the drive or leave the program disc in the drive. Press F.B. to display
the Tactics library on the disc. Select the tactics you wish to replace F.B. Move
the J/S to highlight the new tactics and press F.B. to load the new tactics. Select
DONE.

14.12 LEAGUE GAME - (IBM, Amiga & ST only) Each team in the
league is allocated 4 tactics. The tactics of each team can be replaced by the
library of tactics on the program disc or P.M. data disc. Follow the procedure
as detailed in 7.34.
14.2 CHANGING TACTICS DURING THE MATCH (16 bit machines only)

You can select the starting tactics to be employed by your team. The tactics
can be changed any time during the match as soon as the ball goes out of play.
See 7.11 for instructions.

15.0 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 no. of goals remain equal, each side takes a penalty alternately.
After both sides have taken their turn, 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.

16.0 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                             

Amiga ST   IBM  CBM 64 SPEC. AMSTRAD
Pause             P    P    P    P     T    T
Change scanner size   XX--     -    -

IBM                                                    
Scanner On/Off -X

Scanner effects the game speed. You are advised to keep it switched on as
much as possible.

17.0 KIT DESIGN (16 bit machines only)

The kit colours are set for the 8 bit machines. The kit colours can be changed
for the 16 bit machines.

17.1 AMIGA - ST - IBM (EGA & VGA)

The team kit can be changed for a single or Int. friendly match. Each team has

two colours allocated. The combination allows plain or striped shirts. A choice

of 16 colours is available.

Select the colour box and press the F.B. to cycle through the colours. When all

four colours have been selected, move the J/S to select the style and press the

F.B. Though all 6 styles are shown, the graphics for the last 4 styles are not

available.                                             

SHIRT- Main colour 4- Second colour or Main colour only             
SHORTS - Second colour only

18.0 PRACTICE                      

There is option to Practice SKILLS, PENALTIES. Press ESC or Space (8 bit
machines) to return to the MAIN MENU.

18.1 PRACTICE SKILLS: The option gives the player the chance to learn
joystick movements and improve his passing and shooting skills. The skills can
be practiced at all skill levels with ONE or TWO players option. The skills are
learnt without being harassed by the opposition. In ONE player option, you con-
trol the player nearest to the ball.

In TWO players option, J/S 1 controls player 9 and J/S 2 controls player 10.
This option allows you to practice One-Two up and down the pitch. The joystick
controls of KICK OFF 2 are unique and specially designed for instinctive play.
See controls and learn to dribble, pass, shoot, chip and head the ball. Utilise
GAME SPEED option to perfect the techniques. Press ESC/Space to quit.

18.2 PRACTICE PENALTIES: You can practice taking and defending penal-
ties either against a computer or another player. Each player takes and defends
5 penalties. This practice is essential for success if there is a pentalty shoot out
at the end of a CUP match. See PENALTIES section for full description of how
to take a penalty and KEEPER CONTROLS for defending penalties. Press
ESC/Space to quit.



19.0 ACTION REPLAY (Disc Only)c        

Action Replay shows the goal scored so that a player can enjoy the glorious
moments again. These glorious moments can be saved on a Data Disc and
savoured at a later stage. It is also possible to compile a GOLDEN SHOTS disc
recording exceptional goals.

THE OPTION IS ONLY AVAILABLE FOR SINGLE GAMES

19.1 Select ACTION REPLAY in the Main Menu. Select STORE option. You

will be asked the following questions.

FILE NAME: 8 characters max. (Default: Replay)

MATCH DATE: dd/mm/yy (Default: 03/05/90                

TEAM A: 8 Characters max. (Default: Anco 1)             

TEAM B: 8 Characters max. (Default: Computer)      

PLAYER 1 NAME: 8 characters max. (Default: Anco)

PLAYER 2 NAME: 8 characters max. (Default: Computer)

The Action Replays will be stored under this file name and will contain the above
information and the identity of the team scoring the goal.

19.2 The Action replay is not automatic. To see the Replay, press key R for
Normal or S for slow motion before the next kick off. If you wish to save the
replays on a disc, insert a FORMATTED data disc in the drive. This disc must
be used for only saving Action Replays.

19.3 SAVING REPLAY ON A DATA DISC

AMIGA - ST - IBM - CBM 64: Press F1 during the replay to save the replay

on the disc.

AMSTRAD - SPECTRUM: Press SHIFT and A keys to store the replay. 

19.4 EDITING THE REPLAY

This option allows the editing of the goals to create a GOLDEN GOALS disc.
A new FORMATTED disc is required.

This option is a stand alone program requiring extensive use of memory. Once
this option is used, the computer must be switched off and reloaded to play a
game.

19.41 Select EDIT option in the Action Replay in the Main menu.

Insert the data disc in the drive and select LOAD option. The directory of the

disc will be displayed. Select the goal you wish to see and press the F.B. Press

Space Bar to store the goal in the memory. Only a few goals can be stored in

the memory at a time.

Insert Golden Goals disc in the drive and select SAVE option.

Select CLEAR to clear the memory to load more Action Replays. Repeat the

process for the rest of the goals on the Match Disc. The GOLDEN GOALS disc

can be further edited to produce another GOLDEN GOALS disc.

20.0 LOADING

KEEP THE DISC WRITE PROTECTED AT ALL TIMES

AMIGA: Insert the KICK OFF 2 disc in the drive when the computer asks for

WORK BENCH.

ATARI ST: Insert the KICK OFF 2 in the drive and switch On.

IBM PC & COMPATIBLES: Type kick2 and press the ENTER key.

The IBM requires initialising. Once the set up has been done. it is stored on the

disc and loaded with the game.

REMOVE the WRITE PROTECT and insert the disc in the drive. Answer the

screen prompts. When all the questions have been answered, the computer

will ask you to remove the disc and WRITE PROTECT the disc. The game will

then load.

CBM 64 - Cassette - Type LOAD and press the RETURN key

Disc-Type LOAD"* ",8.1 and press RETURN key

SPECTRUM - Cassette - LOAD"

Disc-Use the LOADER

AMSTRAD - Cassette - Press CTRL and Small ENTER key together

Disc - Type Run" and press the RETURN key

CREDITS

AMIGA & ST  - Dino Dini
IBM          - Gary Ellis
CBM 64       - Finlay Munro

(Enigma Variations)
SPECTRUM   - Enigma Variations
AMSTRAD    - Enigma Variations

Anco would like to thank Steve Screech for all the
help so willingly given in design stages of the game
and many, many hours of play testing.

1990 ANCO

ANCO SOFTWARE. UNIT 10, BURNHAM TRADING ESTATE, LAWSON ROAD, DARTFORD, KENT.
TELEPHONE No: 0322 92513/92518 FAX No: 0322 93422