Italy 1990



Loading Instructions 

CBM 64/128 Cassette:

Press SHIFT and RUN/STOP keys together and press RETURN.

Press PLAY on the cassette recorder and follow screen prompts.



CBM 64/128 Disk:

Type LOAD"*",8,1 and press RETURN. Game will load and run automatically.



Spectrum Cassette:

Type LOAD "" and press ENTER. Press PLAY on the cassette recorder. Follow on screen 

prompts.



Amstrad Cassette:

Press CTRL and SMALL ENTER keys then press PLAY on the cassette recorder. Follow on 

screen prompts.



Amstrad Disk:

Type RUN"DISK and press ENTER. Game will load and run automatically. Follow on screen

prompts.



Atari ST 520/1040/Mega: 

Insert disk in drive and turn on computer. Game will load and run automatically. 



CBM Amiga 500/1000/2000 Series: 

Insert disk in drive and turn on computer. Game will load and run automatically.



IBM PC & Compatibles:

Follow standard start up procedure. At the 'A>' prompt, place the program disk in drive 

A and type ITALY90, then press RETURN.



PLAY THE GAME 



PLAYER CONTROL 

For either team, the player you have direct control over is highlighted as follows: 

CBM 64/128: The colour of the player's shirt flashes between white and the team colour. 

SPECTRUM: A large 'solid' arrow is positioned below the player of team one and 'hollow' 

arrow below player team two. 

NOTE: The remaining players of team 1 have smaller 'solid' arrows positioned below them. 

AMSTRAD/ATARIST/CBM AMIGA/IBM PC: A large arrow of the same colour as the team is 

positioned below the player being controlled. 



Control of the 'highlighted' player continues until either, movement stops, at which, 

the player of the same team who is closest to the ball becomes active. 



BALL CONTROL 

The ball is able to move freely around the pitch when it is kicked but as soon as it is 

within 0 small distance of any player it will be automatically 'trapped'.

The ball is then moved to a position relative to the direction of the player.

Once a player has control of the ball, it will stay 'locked' to him until it is either 

kicked or taken from him by another player.



KICKING THE BALL 

When your player is in possession of the ball he can kick it in the direction he is 

facing byholding down 'FIRE' and releasing it when required. The amount of time 'FIRE' 

is held down, combined with the player's strength determines the speed of the ball when 

it is kicked. There is amaximum amount of time that the button can be held down before 

the ball is kickedautomatically.

You may also 'chip' the ball by reversing the direction of your player immediately after

kicking it.

N. B. More powerful kicks will cause the ball to travel above the ground automatically. 



HEADING THE BALL 

When the ball is close to your player, but still in the air, you can 'head' the ball by 

pressing and releasing 'FIRE'. However, holding down 'FIRE' has no effect an the speed 

of the ball. 



TACKLING 

There are two ways that your player can tackle:

'Normal Tackle'

If your player's attempting to tackle, facing the player in possession, he has a chance 

of taking theball according to the relative skill factors of the players. If your player

is behind, however, he cannot tackle in this fashion.

'Sliding Tackle'

When your player is not in possession of the ball, pressing 'FIRE' will initiate a 

'sliding tackle'. This causes your player to 'slide' in the direction he was facing, 

during which time he cannot be controlled. If your player comes close to the player in 

possession of the ball whilst he is sliding, he may or may not take the ball, according 

to the relative skill factors. However, if your player 'slides in' from behind the other

player, there is a chance a foul will occur.



GOALKEEPERS 

If your goalie is under 'control' he moves in the same fashion as the other players. 

However, if the ball is not under the control of your team and the player closest to the

ball is from the opposing side then 'FIRE' combined with the direction of the joystick 

causes the goalie to dive. 



SET PIECES 

The various 'set pieces' (i. e. Kick Off, Throw In, Corner Kick, Goal Kick, Free Kick 

and Penalty) that occur during the game all behave in a similar fashion with regards to 

control of the player in possession of the ball. Namely, the direction and speed of the 

ball when it leaves the player. In all cases, play is suspended until 'FIRE' is pressed 

and released. 



ATARI ST/CBM AMIGA/IBM Users note: 

Goal Kicks and Corners: These take the form of animated sequences in which a player is 

seen to run to the ball and kick it, when 'FIRE' is pressed. The direction and length of

time 'FIRE' is held down still determines the ball's direction and speed. 

Penalties: These lake the form of a separate graphic screen, using the viewpoint of the 

player who is taking the penalty. As before, the direction of the joystick determines 

the region of the goalmouth that either the ball will travel towards or the goalie will 

dive towards, 'FIRE' causes the player to kick the ball or the goalie to dive in that 

direction. 



KEYBOARD CONTROLS 

                  C64   Spectrum*  Amstrad*  Atari ST     CBM     IBM PC*

                                                         Amiga

Move Player                 Q         Q                              Q 

up pitch 

Move Player                 A         A                              A 

down pitch 

Move Player                 O         O                              O 

LEFT 

Move Player                 P         P                              P 

RIGHT 

FIRE                      SPACE     SPACE                          SPACE 

Toggles Hold/     RUN/    CAPS+H   SHIFT+H   SHIFT+H    SHIFT+H   SHIFT+H 

Pause Mode        STOP 

Quit Game          Q      CAPS+T   SHIFT+T   SHIFT+T    SHIFT+T   SHIFT+T 



*Direction keys and 'FIRE' are user definable. 

Spectrum version supports both Sinclair and Kempston joysticks. 

IBM version supports both Standard Analog and Amstrad digital joysticks. 

Joystick control on CBM 64/128, Atari ST and CBM Amiga machines. 

Joystick ports as follows: 

CBM 64/128  Port 1  Player 1 

             Port 2  Player 2/Computer 

CBM AMIGA   Port 1  Player 2/Computer 

             Port 2  Player 1 

ATARI ST    Port 0  Player 2/Computer 

             Port 1  Player 1 



Program by Tiertex

 1990 US Gold Ltd. All rights reserved. Manufactured and distributed by US Gold Ltd., 

Units 2 & 3 Holford Way, Holford, Birmingham B6 7AX.

Copyright subsists on this program. Unauthorised broadcasting diffusion, public 

performance, copying or re-recording, hiring, leasing, renting and selling under any 

exchange or repurchase scheme in any manner strictly prohibited.