EMLYN HUGES INTERNATIONAL SOCCER
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INTRODUCTION
Emlyn Huges International Soccer offers realistic arcade action and football management combined into
one great game! Whilst there are a wide range of facilities and control options, these have been designed
in such a way that you can sit down and play without hours spent studying the manual, and getting to
grips with the controls.

One or two can play, either against each other, or against the computer. You can even watch two computer
teams playing each other! Player skill levels and fitness levels vary, so picking the right team is just
important as the way you control your players during the game. Fixture lists, results, and league tables
may be displayed at any time during the season.

LOADING & CONTROLS
To load the program from tape type LOAD "" and press ENTER. Disk users should use the loader in the
normal way. When the game has loaded select the controls you wish to use - you can play using 1 or 2
joysticks, or using keys - these instructions are written on the assumption that you are using a joystick.
Select the control method following the instructions on screen. Up to 3 different control methods ca be
chosen - once you have chosen these cannot change. Before each game starts the controls are displayed
 - press SPACE to cycle through the possible control options.

GETTING STARTED
When the game starts you will see a blank screen with the menu bar at the top, and an arrow which acts
as a pointer. If you move the joystick the arrow moves. Move the arrow up to the menu bar and cross
to the GAME option, then press fire button. A menu will drop down; to start a game move the arrow until
the PLAY GAME options is highlighted, then press the fire button again - a friendly match betwen two
computer-controlled teams will follow. IF YOU WANT TO TAKE PART IN A MATCH YOURSELF YOU
MUST FIRST BECOME MANAGER OF ONE OF THE TEAMS - SEE CHOOSING YOUR SQUAD IN THE
STRATEGY & OPTIONS SECTION.

If you've played a computer fotball game before you'll already know the basic controls. But for anyone
who's playing football on a computer for the first time, here's what you do:

# The home team plays in light-coloured shirts, and starts off playing from left to right. The away team
   plays in shirts with dark stripes.
# You control one player at a time. The player you are controlling at any particular time is indicated by an
   arrow above his head (and his name is displayed at the top of the screen). If your side has the ball, the
   player with the ball will be highlighted, unless it is a throw-on, a goal-kick, a corner, or a free-kick, in which
   case you will control one of the players waiting to receive the throw or kick.
# Move the joystick in the direction you want your player to run and hold it in that direction until he reaches
   the required speed. If you now allow the joystick to return to the central position he will continue moving in
   the same direction and at the same speed. To slow down move the joystick away from the direction of
   movement.
# To kick the ball press and release the fire button - the lenght of time you hold the fire button down determines
   the strenght of the kick. All actions which are controlled by the fire button are triggered only when you
   RELEASE the button.

That's all you really need to know to be able to play, but there are many controls to learn about as you
become more confident and proficient. Don't try to run before you can walk through!

PLAYER CONTROL - ADVANCED TECHNIQUES

TURNING
To change direction move the joystick so that it points in new direction. Of course, as in real life you can't
suddenly turn around without losing some momentum. If, for example, you move the joystick so that it is
pointing in the opposite direction your player will slow down, turn around, then start running again. You'll
find that if you move the joystick through 180 degrees yourself, going through all the angles in between
(i.e. don't pass through the centre), you can change direction much more quickly. The same principle applies
to other change in direction. This can gives an experienced player a useful edge over a less practised
opponent.

SIDESTEPPING & BARGING
When you're trying to dribble past the opposing defenders you'll often want to sidestep to avoid a tackle.
Sidestepping involves taking a step to the left or right witoutht actually changing direction, and can be
very confusing for the opposition.

To sidestep move the joystick FROM THE CENTRAL POSITION at 90 degrees to your direction of movement,
and release it instantly (if you hold it too long or pass through the 45 degrees angle you'll actually
change direction). To barge a player running alongside you use exactly the same method. These moves are
very useful, so keep practising them until you are perfect!

KICKING THE BALL - ADVANCED TECHNIQUES

If you could kick the ball only in the direction you were running it would be very difficult to pass and shoot
accurately. Emlyn Huges International Soccer allows you to control the height and direction of the ball
when you kick it - if you wish.

CONTROLLING THE HEIGHT
You can kick the ball at three different heights, detremined by where the joystick is positioned when the fire
button is released. If the joystick is pointing in the direction that the player is running the ball will stay
low. If the joystick is pointing in the opposite direction the kick will be lofted (ideal for lobs or centres),
whilst if the joystick is in the central position a 'normal' kick will result, halway between the other two.

CONTROLLING THE DIRECTION
You can kick the ball in up to five different directions, depending on the option selected before you start
playing. If you choosse the 1-direction option the ball is always kicked straight ahead (you can, of course,
change direction just before kicking if you want to fool your opponent). The 3-direction option allows you
to kick straight ahead, or at 45 degrees angles either side; move the joystick at right angles to the direction
you are running after you press the fire button (but before you release it, of course!).

The 5-directon option is the most difficult to use, but by far the most powerful, not lest because it allows
you to kick the ball at angles not otherwise available. You should aim, therefore, to master this method
of kicking as soon as possible.

To acces the additional directions move the joystick at right angles to the direction of movement.
If you let go of the joystick before the fire button is released, the ball is kicked at an angle of about 20
degrees to the direction of travel (ideal for shots); if the fire button is released before you let go of the
joystick the angle increase to about 70 degrees (just right for the centres, or when you want to pass the
ball out to the wing). Whilstt the 5-direction option does not give you access to the 45 degree angles you
can always change direction just before shooting or passing.

Of course, you can combine the controls that set the height of the kick with those that fix the direction - so,
for example, if you move the joystick away from the direction of movement and also to the side you will get
a lofted angled kick. Allowing for the possible variations in strenght of kick there are literally hundreds of
possible different kicks!

BACKHEELS
To backheel the ball press the fire button and move the joystick backward (i.e. away from the direction you
are running), then forward, while the fire button is held down. Backheeling the ball is sure to confuse the
opposition!

CHOOSING WHICH PLAYER YOU CONTROL
When the player you are controlling is not in a good position to get the ball you will usually want to select
a different player. There is an automatic reselection option, where the computer will decide which player
is in the best position, but manual reselection allows experienced players to use their skill to advantage.

To select a player press the fire button, move the joystick in the approximate direction of the player you
wish to select, then release the fire button. If there are two players in similar directions the computer may
higjhligh the wrong one - repeat the process until the right one is highlighted.

It is not possible to choose another player when the player you are controlling has the ball (since pressing
the fire button would make him kick it), or when he is very close to the ball (in which case pressing the
fire button might initiate a sliding tackle or diving header). However, with practice, you will find it easy to
change control when you pass the ball from th4e player who made the pass to the player who will receive
the pass - point the joystick in the direction of the pass and press fire.

Whichever reselection option you have chosen a player on your side who comes into possesion of the
ball will automatically be highlighted (unless he is taking a throw-in, corner or free kick).

HEADING THE BALL
To head the ball press and release the fire button. Provided the ball is within range (and the joystick is not
central) your player will jump up to head the ball. If the ball is too low for a normal header he will
automatically attempt a diving header (diving in the direction he is running).

A diving header results in the ball bouncing off in the direction of the dive; the direction of a normal header
depends on the joystick position at the time  the ball makes contact with your player's head - you can
select any of 8 angles, so you can flick the ball or head it backwards if you are skilful enough.

SLIDING TACKLES
Sometimes the ball is just too far away for you to trap it normally, or for a normal tackle to be effective.
In this situation the solution is to slide towards the ball to gain the added yard of pace that you need.

Press and release the fire button to initiate a sliding tackle (the ball must be too low for you to head it,
otherwise a diving header will result). If you come into contact with the ball you may succeed in controlling
it, or it may break loose. You may even give away a free kick, especially if you tackle from behind, so take
particular care when tackling in the penalty area!

FREE- KICKS CORNERS & THROWS-IN
These are handled automatically. The ball is kicked or thrown to the highlighted player either after a few
seconds (the time varies) or when the fire button is pressed and released with the joystick central (if the
joystick ISN'T in the middle it will be assumed you are trying to change players). If the goals is in view
the player taking a free kick will sometimes take a shot.

PENALTIES
These can be handled automatically, but if you want to increase your chances of scoring you can take control.
Just hold down the fire button (to determine the strenght of kick) and move the joystick in the appropriate
directions during the run-up, as if you were kicking the ball normally. Of course, if you kick the ball straight
ahead the goalkeeper is likely to save it, unless you lob it over his head.

CONTROLLING THE GOALKEEPER
You can choose between controlling the goalkeeper yourself, or allowing the computer to control him. You
only control the goalkeeper when the goal is under threat; to make him dive or gather the ball you must press
and release the fire button with the joystick central. Any other joystick movements are interpreted as instrucions
for your highlighted player.

When two players are playing against the computer the goalkeeper can be controlled by either player.
Automatic control of the goalkeeper is recommended for beginners. It is the timing of the fire button release
that determines whether or not the goalie has the best chance of saving the shot.

PAUSING THE GAME
Pressing the CAPS SHIFT key halts the action at any time during the game. You must pause the game if
you want to take photographs of the screen (hint: use an exposure of at least one-quarter of a second,
otherwise you will get dark bends across the screen - ideally you will need a tripod to ensure that the camera
does not move).

Press CAPS SHIFT again to restart a paused game.


SUBSTITUTIONS/CHECKING FITNESS LEVELS
During the match the fitness of the players steadily, and may go down suddenly if a player is injured by
a bad tackle or awkward fall. If you press B whilst the game is paused AND the ball out of play (for a throw-on,
corner,goal-kick or penalty) the menu screen will appear. Menu selections that are unavailable during a game
are shown more faintly.

Select the PICK TEAM option from the GAME menu. This looks exactly the same as the EDIT TEAM screen,
but you cannot change anything except the positions.  If you decide you do not want to make any changes,
exit from the menu and select PLAY GAME to continue the match. If you decide to make a substitution (and
provided you have not already used your subs) move the pointer to the number of either substitute and press
fire again.

Exit from this screen by pressing fire on the menu bar.

MISCELLANEOUS FEATURE
Press SPACE to skip the sequences where players on or off the pitch, or back to their positions after a goal is
scored. Press V to terminate the current half prematurely; press T to abort the game.


STRATEGY & OPTIONS SECTION

Emlyn Huges International Soccer offers a wealth of different game options. All of these options are selected
using a simple drop-down menu system much like those that are found on powerful computers like the Amiga
and Atari ST.

Almost all menu functions are performed using the joystick, but occasionally you will need to use the keyboard           to enter a name. To display a menu, move the arrow to highlight a menu title at the top of the screen and press
fire. Use the joystick to move the pointer up and down the menu, then press fire button when it points to the
menu options you require, or the item you wish to alter.

Some items in the menu are followed by a tick or a cross. These are options you can turn on and off by pressing
the fire button. Other displays values (or sometimes colours) that you can change by moving the joystick left and
right whilst the fire button is held down. Move the pointer to the option you require and press fire to select it.

Sometimes  menu options will be shown in faint characters. These are options that are not available at a particular
time. For example, if there is no game scheduled to be played the Play Game option will faint.
Many options are unavailable during a competition, to prevent cheating!

CHOOSING YOU SQUAD
The EDIT TEAM screen is probably the most important in the section of the game. It allows you to decide who
you want in your 16-man squad for the current season (once the season begins you cannot change any of the
squads).

To change the player names move the pointer to the first name you want to change and press fire. A text cursor will
appear. Simply type over the old name and press ENTER when you have finished entering the new name.

The 'Played by:' entry denotes whether the team is computer-controlled or controlled by a human player.
Any entry other than COMPUTER gives human control. Normally you should enter the name of the person who
controls the particular team.

PICKING TEAMS
You can pick your team using either the EDIT TEAM or PICK TEAM options (although during a competitions only
PICK TEAM is available). Suppose that you want to drop a player, say number 7, and replace him with a player
not currently in the team. Move the pointer to where the number 7 is displayed and press the fire button to pick
up the number. Now move the number up or down the column to where the replacement player is, and press the
fire button to drop the number 7 against his name.

If you allocate a new shirt number to a player who already have a number you automatically pick up his old number,
which of course you must allocate to another player. Numbers 12 and 14 indicate the two substitutes.

PLAYER SKILLS FACTORS
Each player (except for the goalkeeper) has three skill factors, Running Speed, Defensive Skills, and Attacking
Skills. Each skill can be at three different levels, indicated by the numbers of blue buttons that are lit up - the more
buttons that are lit the better the skill level. To change the skills level move the pointer to the appropriate button
and press fire - the number of buttons lit will cycle from 1 to 3 and back to 1 again.

FITNESS LEVELS
At the start if a season all players are 99% fit, but during each game the fitness of those players who are playing
declines steadily due to fatigue - and may fall drastically after a bad tackle. Players whose fitness declines below

75% will start to play well below their normal standard of skill, and you may need to substitute them. Sometimes
you may decide to take a chance and play one of your star players even though he is unfit - it may pay off, but it
could also be a disaster.

Fitness levels will normally increase in the week between matches, but you may find that players need to be rested
for  a week or two to regain full fitness. Fitness levels are not taken in account in friendly matches, or when EQUAL
SKILLS is selected, nor do they change during the game - in other words players play as if they were fully fit during
a friendly, but at the end of the game their skill level will be unchanged from its status at the start of the game.

EXITING AFTER EDITING TEAMS
When you have finished editing the team move the pointer to the menu bar, then press the fire button. This will
display a box with three buttons. Move the pointer to the ? button and press fire if you exited by mistake; move
to the X button and press fire to exit from editing WITHOUT ANY CHANGES BEING MADE (i.e. if you have made
a mess of things!). Press fire when the pointer is on the button marked with a tick if you are happy with the changes
you have made.

COMPETITIONS
There are three options, a League in which all 8 teams play each other once or twice (depending wheter the
HOME & AWAY option is selected), a Cup which is a knockout competitions between 8 teams, and a Season which
gives two separate competitions, a league and a cup.

When you start a competition any competition already in progress is abandoned, so if you wish to play both a
Cup and a League you MUST use the START SEASON option. If you want to start a new competition and continue
the existing one at a later date use the SAVE ALL function to save the state of the competition.

SAVING THE GAME
Since there could be as many as 60 matches in a season, it is obviously essential to be able to stop at any stage
and restart another day. The SAVE ALL option under the Game Menu not only save all the fixtures and results to
date , but all the team details including names, skill levels, and fitness levels, together with the current settings of
the various options. SAVE TEAM records the data for a particular team only, not option settings, results or fixtures.

DO NOT ATTEMPT TO SAVE ANYTHING TO THE PROGRAM DISK OR TAPE. YOU MUST USE ONE OF YOUR OWN DISK
OR TAPES. REMEMBER ALSO THAT YOU MUST LOAD THE PROGRAM BEFORE ATTEMPTING TO RELOAD AN
UNFINISHED GAME.


OPTIONS MENU

DURATION                           Each match can last up to 90 minutes (plus extra time)
1 OR 2 VS COMPUTER        When the computer is controlling one team the other team can be controlled by one or
                                             two human players
EXTRA TIME                        Extra time can be played in the event of a Cup game being drawn. Otherwise a replay is
                                             necessary
VIEW C VS C                        Matches between two computer teams can be viewed, or not
HOME & AWAY                    In a league competitions team can play each other once or twice. If they play twice, then
                                             each team plays away, and at home once
PRACTICE                            In Practice mode the computer-controlled opposition stays in its own half and only offer
                                             the minimum of interference. Use this mode to gain experience of the control system, and
                                             to practise more advanced features
SKILL LEVEL                        There are 10 different skill levels for computer teams. These skill levels are in addition to
                                              the individual player skills
EQUAL SKILLS                     If you prefer, all players can have the highest skill levels
BACKHEELS                         Backheels can be allowed or disallowed
KICK DIRECTIONS                You can choose to be able to kick in 1,3 or 5 directions
AUTO GOALIE                       The goalkeeper can be controlled automatically or manually
POINTS FOR WIN                 In a league either 2 or 3 points can be awarded for a win
SUBSTITUTES                      Either 1 or 2 substitutes are allowed

COLOURS MENU
The following options are available:

PITCH COLOUR                    Change the pitch colour
OTHER COLOUR                  Change the colour of the lines and goals

GAME MENU
The following selection are available:

PLAY MATCH                        This starts the game shown at the bottom of the screen
ARRANGE FRIENDLY           You can at any time (even in the middle of a competition) arrange a friendly match
                                              between any of two teams. Move the pointer to each team in turn and press the fire
                                              button. The first team selected is the Home team
POSTPONE MATCH              If the human(s) supposed to be playing in the next match is not available the match can
                                              be played at the end of the current week's fixtures
START CUP                          Starts a knockout competition with 8 teams
START LEAGUE                    Starts a league competition with 8 teams
START SEASON                   Starts a season in which both a league and a cup are played
EDIT TEAM                           You can change the names of the teams and the players, also their skill levels.
                                             However these cannot be altered once a competition has started
TEAM                                   This shows which team is currently displayed; move the joystick left or right to change to
                                             a different team
LOAD TEAM                         A team saved to tape or disk can be loaded
SAVE TEAM                          A user-created team can be saved
LOAD ALL                            Restores the state of the game previously saved with S	ave All
SAVE ALL                             Saves all the team data, fixtures, results, colours, options etc

DISPLAY MENU
The following display can be selected:

SHOW TEAMS                     A list of the 8 teams is displayed with their Managers (i.e. human players or computer)
SHOW PLAYERS                 A list of the players of a particular team is displayed
TEAM                                   Identifies which team is displayed
SHOW FIXTURES                Shows the fixtures for a particular week or team; change the team/week to the one you
                                             require
SHOW RESULTS                 Displays the results for a particular week or team; change the team/week to the one you
                                             require
SHOW TABLE                      Shows the league table
BY TEAM                              Results/fixtures displayed by team...
BY WEEK                             ... or by week
WEEK                                   Which week is displayed

HINTS
Here are some tips to help you to get the most out of the game:

#  be realistic when you fix the player skill levels, for example forwards will usually be faster runners than backs,
    but of course they won't be so good at defending
#  learn to master the simple skills before you attempt some of the more sophisticated moves
#  remember that because of the angle from which you are looking down on the pitch it doesn't seems as wide as it
    really is

PROBLEMS

Nothing happens when I select Play Game
- If the next match is between two computer teams you won't see anything unless there is a thick against VIEW
  COMPUTER VS COMPUTER in the Options Menu

I can't seem to control the game
- Probably because both teams are computer-controlled. You could, however, be using the wrong controls

Nothing happens when I press the fire button
- That's right, strictly speaking. All actions are triggered by the release of the fire button, because the lenght of time
  the fire button is held down needs to be measured

I am having trouble controlling throws-in and free kicks
- To force a throw-in or free kick to be taken you must press the fire button and release it with no direction selected.
  If the joystick is not central the computer will assume you are trying to change to another player.


ARCADE PROGRAMMING AND ARTIFICIAL INTELLIGENCE BY  GRAHAM BLIGHE

Strategy section programmed by Terry Wiley
Graphics and animation by Andrew Calver
Produced for Audiogenic by Nigel Alderton

(c) Audiogenic Software Limited 1989

Winchester House, Canning Road, Harrow, England HA3 7SJ   
