GARY LINEKER'S
SUPERSKILLS


Hot on the heels of the hugely successful SUPERSTAR SOCCER
comes SUPERSKILLS, again endorsed by England's star striker.
International stardom is seldom achieved by skill alone. To
command a permanent place in the national team means
dedication - dedication to hard work and training.

The national coach has designed an extensive training program
which will improve your fitness, ball control, sharpness and
accuracy. Even some of the most talented players have fallen by
the wayside due to their lack of dedication in training. Can you
prove yourself to be both mentally and physically more agile and
alert?



THE TRAINING
PROGRAMME

Your training is divided into three sections.

The Gym Section
This is designed to improve your overall fitness and stamina, and
is sub-divided into:
   a) Push-ups
   b) Squat thrusts
   c) Weight training
   d) Monkey bars

Ball Juggling_
This is designed to improve ball control and sharpness.

Field Work_
This improves your ball control, sharpness and accuracy, and is
sub-divided into:
   a) Dribbling
   b) Chipping
   c) Shooting
   d) Penalties
There are three difficulty levels to choose from:-
   a) Novice       for beginners and amateurs
   b) Apprentice   for players striving for a first team place.
   c) Professional for first learners dedicated to winning an
                   international cap.

The Field Event can be split into three parts:
   1. Scrolling section (cones, flags, etc.)
   2. Penalty
   3. Tyres in net

1. The speed of the scrolling is determined by the skill level
   (NOVICE-slowest, PRO -fastest). Cones will appear, scrolling
   down the screen, dribble the ball around the cones, an arrow
   in the coaches panel will show you which side of the cone to
   kick the ball from.

   Flags will appear from time to time (these are replaced by
   goals in some versions), the ball will be taken from you and
   placed to the right of the upper flag. Once the ball has been
   placed it must be kicked between the two flags (goal).

2. At the end of each scrolling section a goalkeeper will appear
   in front of the goal mouth. To score, position the ball by
   kicking it left or right. Speed is of the essence, as the
   goalkeeper will follow the ball. As soon as the ball is in
   position, quickly run up to the ball and kick it into the net.
   The goalkeeper's reactions are determined by the skill level
   chosen.

3. This is the tyre section which can only be reached after
   successfully scoring a goal in the previous part. The screen
   shows a goal with five tyres suspended in it. The idea is to
   kick the ball through the centre of each tyre. Do this by
   positioning the cross hair on the ball and kicking by pressing
   Fire. The direction of the ball can also be affected by wind
   speed and direction. If the wind speed is strong it will send
   the ball considerably off course. Once a ball is kicked through
   the centre of a tyre it will spin half way round so it cannot
   be hit again. If you manage to score through the centre of all
   the tyres before the event timer elapses a bonus will be given.
   You will then return to the previous section which will be at
   a higher level therefore at a faster speed.

GAME PLAY

 At the start of the game a time limit is givenfor the WHOLE
  GAME. This time is constantly on screen adjacent to the letter
  'T'. The time remaining for the event being played is shown
  next to the letter 'E'. If the 'T' time reaches 00:00, then the
  game is over.
 On the Atari ST version, at the beginning of the game, players'
  names are entered by selecting a name bar, and typing their
  name followed by 'RETURN'. Then skill level and events
  required can be selected by clicking on the appropriate icons.
 You have the option to train alone or with your team mates.
 Each team member may choose his own skill level.
 You may change your skill level at the end of each section.
 Each part of the gym section must be completed before you
  can attempt the next jump.
 Should you fail to complete a section, you have the option to
  either repeat it or continue to the next section.
 Your pulse rate and energy level is constantly monitored -
  they can both be modified by either opting to take a rest or
  drinking glucose.
 Under certain circumstances, the coach will order you to rest
  or drink (this takes up more time than a voluntary rest, it is
  therefore better to rest sensibly, than to be forced to rest).
 In the field section ensure that you move to the left of the
  blue cones, right of the red cones.


CONTROLS

            IN THE GYM - All computers

Press-ups:
To push up -------   Joystick left and right rapidly.
To lower down  ---   Joystick down.

Squat Thrusts
Knees Forward ----   Fire then hold right.
Knees Backward  --   Fire then hold left.

Weight Lifting
Lift up/down -----   Up & Down. Fire changes direction.

Monkey Bars
Jump up  ---------   Fire.
Grab bar ---------   Up, at the correct time while swinging.
Drop down  -------   Down.


           FIELD WORK - All computers

Slalom (Dribbling, Chipping, Shooting)
Move  -------------  Joystick direction.
Kick  -------------  Fire.

Penalties (Tyres)
Move crosshair  ---  Joystick direction.
Kick  -------------  Fire.

Fixed Keys
To take a rest ----  R.
To take a drink ---  D.

SPECTRUM AND AMSTRAD USERS may define Keyboard controls
for all sections.


Ball Juggling_
At the bottom of the screen you will see a set of numbers, each
one corresponding to a particular move. The moves are as
follows:-

   1.  Heading
   2.  Left Shoulder
   3.  Right Shoulder
   4.  Left Knee
   5.  Right Knee
   6.  Neck
   7.  Left Kick
   8.  Right Kick
   9.  Spin (this is not in the Commodore 64 version).

These numbers will change colour when the required number of
moves has been done.

On the Atari ST version the numbers are replaced by letters,
corresponding to the following:-

    H  - Heading
    N  - Neck
    LS - Left Shoulder
    RS - Right Shoulder
    LK - Left Knee
    RK - Right Knee
    LF - Left Foot
    RF - Right Foot

SPECTRUM AND ATARI ST
Without FIRE button

                       MOVE
                       BACK

           SPIN                       SPIN


     MOVE                                     MOVE
     LEFT                                     RIGHT

           SPIN                       SPIN

                       MOVE
                      FORWARD


With FIRE button       HEAD

        LEFT                      RIGHT
     SHOULDER                    SHOULDER


    LEFT                                  RIGHT
    KNEE                                  KNEE



          LEFT                     RIGHT
          KICK                     KICK
                      NECK



LOADING INSTRUCTIONS

Spectrum 48K
Type LOAD"" and press ENTER. Press PLAY on the cassette
recorder. The program will load and run automatically.

Spectrum 128K/+2_
Use the TAPE LOADER as normal.

Spectrum +3
Use the DISK LOADER as normal.

GREMLIN GRAPHICS SOFTWARE LIMITED
Alpha House, 10 Carver Street, Sheffield S1 4FS.

 1988, All rights reserved. Unauthorised copying, lending or
resale by any means strictly prohibited.
