O p@   /@`! #@%`')+-//3@5`79;=?A C@E`GIKMO/S@U`Y[_a Oegkmqs@owy}/` O  O ` @ ` @ ` ɠ @ ` ׀ ٠  @` @`!Aa   !Aa/#A%a')+-/1!35a79;=?A!CAEaGIKMOQ!SAUaY[]_a!cAeagikmoq!Ouawy{}!Aa!Aa!Aa!Aa!Aaǁɡ!Aaׁ١AoA / B b  !"!B!b!!!!!"!""#B"%b"'")"+"-"/#1"#3B#5b#7#9#;##?$ACB$Eb$$IK$$OQ"%SB%Ub%W%Y%[%]%_&acB&eb&g&i&k&m&o'q"'sB'ub''y'{'}'("(B(o(((()")B)b)))))*"*B*b*****+"+B+b+++++,",b,ǂ,ɢ,,,-"-B-b-ׂ-٢-  /@`! #@%`')+-//3@5`79;=?A C@E`GIKMO/S@U`Y[_a Oegkmqs@owy}/` O  O ` @ ` @ ` ɠ @ ` ׀ ٠  @` @`!Aa   !Aa/#A%a')+-/1!35a79;=?A!CAEaGIKMOQ!SAUaY[]_a!cAeagikmoq!Ouawy{}!Aa!Aa!Aa!Aa!Aaǁɡ!Aaׁ١AoA / B b  !"!B!b!!!!!"!""#B"%b"'")"+"-"/#1"#3B#5b#7#9#;##?$ACB$Eb$$IK$$OQ"%SB%Ub%W%Y%[%]%_&acB&eb&g&i&k&m&o'q"'sB'ub''y'{'}'("(B(o(((()")B)b)))))*"*B*b*****+"+B+b+++++,",b,ǂ,ɢ,,,-"-B-b-ׂ-٢- BUDGIE  5DATA  5FONTS  5INSTRUCT  5DESKTOP INF 5PREMIER PRG 5bREVENGE PRG Et X+ TXT 5 .  5..  5DISKS_SSASC 5/+ (.  5..  5ACTION PIC 5}BACK PI1 ,t 1B}CLUBS DAT 5QFIXT DAT 5WFIXT_00 DAT 5ZFIXT_01 DAT 5]FIXT_02 DAT 5`FIXT_03 DAT 5cFIXT_04 DAT 5fFIXT_05 DAT 5iFIXT_06 DAT 5lFIXT_07 DAT 5oFIXT_08 DAT 5rFIXT_09 DAT 5uFIXT_10 DAT 5xFIXT_11 DAT 5{FIXT_12 DAT 5~FIXT_13 DAT 5FIXT_14 DAT 5FIXT_15 DAT 5FIXT_16 DAT 5FIXT_17 DAT 5FIXT_18 DAT 5FIXT_19 DAT 5FIXT_20 DAT 5FIXT_99 DAT 5FIXT_SAVDAT 5FIX_EUR DAT 5 FIX_EURSDAT 5 LOGOS1 PIC 5}.  5..  5A1_SMAL FON t =A1_UNC FON t BA2_AMSTRFON t GA2_SMALLFON t JA2_SQUATFON t M".  5..  5INFO DOC 5P!EINSTRUCTDOC 5bSNEWS_2 DOC 5w7SCHED2 DOC OSCHEDULEDOC OUPDATES DOC 5Budgie UK originals. BU # Title Description Language - -" - - - 1 Damonoid (Camy Maertens) arcade 12/87 68000 2 Football 88 1.2 (Simon Rush) simulation 12/87 Fast/B 3 Blitz (Camy Maertens) arcade 3/88 68000 4 Othello (Jim Holmwood) board game 4/88 Fast/B Stack'em Up (Raymond Donnelly) stacker 5/91 STOS 1.62 5 Pro Darts 1.2 (Martyn Carr) simulation 5/88 Fast/B 6 Dr Boris (Alex Dewdney) TNT 6/88 Fast/B Puzzler (Alex Dewdney) puzzle 6/88 Fast/B 7 Ball Zone (Ian Grainger) breakout 7/88 HiSoft 8 Speculator (Camy Maertens) simulation 9/88 68000 9 Tycoon (Simon Rush) adv/simulation 10/88 Fast/B 10 Moneyspinner 1.2 (Jim Holmwood) slot machine 11/88 68000 11 Maelstrom (Marvey Mills) arcade 11/88 68000 12 Ace Invaders 1.1 (Gary Wheaton arcade 11/88 68000 13 Zenith (Gary Wheaton) arcade 11/88 68000 14 Goldrush (Mark Annetts) platform 12/88 GFA Zerphod (Ian Grainger) labyrinth 12/88 HiSoft 15 Perils of Penfold (P.Bishop) caves adventure 3/89 STOS 1.62 Line of Four (Philip Bishop) connect 3/89 STOS 1.62 16 Word Puzzle Generator (Keith Bearman) 5/89 HiSoft 17 Make a Break (Martyn Brown) quizz 5/89 68000 18 Parabellum 1.1 (Alex Dewdney) platform 5/89 STOS 1.62 19 Tri-Heli (Gary Wheaton) arcade 7/89 68000 20 Operation Angelica (C.Maertens) arcade 8/89 68000 21 Impulse (Ian Grainger) arcade/strategy 8/89 HiSoft 22 Bandit (Gary Wheaton) slot machine 8/89 68000 23 Space Blob (Robin Edwards) platform 9/89 STOS 1.62 24 Slippery Sid (Neil Scrimgeour) snake 9/89 STOS 1.62 25 Scary (Eddie Bryan) arcade adv 10/89 STOS 1.62 26 Carrier Attack (K. Bearman) battleships 10/89 STOS 1.62 27 Psicotic (Philip Rankin) arcade 10/89 STOS 1.62 28 Sub Hunt (Oliver Bros) arcade 10/89 STOS 1.62 Sea Fisherman 2.0 (Paul Dowers) simulation 10/89 STOS 1.62 29 Death Camp 1.1 (Dave Blower) adventure 11/89 STAC 30 A Quest for Galaxia (Goth) arcade 11/89 68000 31 Inferno (Simon Brown) boulderdash 12/89 STOS 1.62 32 Runaway (Chris Skellern) arcade 1/90 68000 Rotatus (Tony Loton) arcade 2/90 68000 33 Crystal Caverns (R. Edwards) caves adventure 2/90 STOS 1.62 Happy Puzzler (R. Edwards) jig-saw 2/90 GFA 34 Safe as Houses 1.52(Ven'ra) board game 2/90 GFA 35 Hostile Reception (THB) arcade 2/90 STOS 1.62 36 Dogfight (Philip Bishop) arcade 2/90 STOS 1.62 Light Cycles (Philip Bishop) arcade 2/90 STOS 1.62 37 Mr Dig (Robin Edwards) arcade 2/90 STOS 1.62 Tank Batlle (Robin Edwards) arcade 2/90 STOS 1.62 38 Budgie's Crosswords J.Holmwood crosswords 5/90 Fast/B 39 Onyx (Robin Edwards) arcade 5/90 68000 40 Dizzy Lizzy (Happening Boiz) boulderdash 6/90 STOS 1.62 41 Exodus (Chris Jeffery) arcade 6/90 68000 42 Bounty Hunter (Paul Dowers) far west 6/90 STOS 1.62 43 The Village (Dave Blower) adventure 9/90 STAC 44 Exterminate (Chris Skellern) arcade 6/90 68000 45 Mission Deadzone (P. Bishop) arcade adv 7/90 68000/STOS 46 Overlord (T.C. Basset) fantasy 8/90 talespin 47 Perplexia (Dave Manning) arcade adv 10/90 GFA 48 XWPuzzle (Jeffery Heywood) generator 10/90 GFA 49 Kahn 1.2 (Markus Kronenberg) arcade 10/90 GFA Megamix (M.K.) memory 10/90 GFA 50 Invaders (Robert Leong) arcade 10/90 68000 Detonator (Ian Blair) memory 10/90 STOS 1.62 51 Space Duel (Chris Jeffery) arcade 10/90 F/Basic  52 1m Douglas Rockmoor (Goth) boulderdash(1m) 11/90 68000 53 From Little Acorns (S. Brown) adventure 11/90 GFA 54 Autorama (David Thomas) racing 11/90 68000 55 Chiropodist in Hell 1.1 (G. Lucas) adventure 12/90 STAC 56 Super League Soccer (A. Medley) simulation 1/91 GFA 57 Football Genius (C. Maertens) trivia 2/91 68000 58 Bert the Squirt (John Shepherd) platform 2/91 STOS 1.62  59 G-Orb (Gavin Thornton) gravity challenge 2/91 STOS 1.62 60 Guided Missile (Gavin Thornton) arcade 2/91 STOS 1.62 61 A Winter's Tale 1.1 (THB) Dizzy II 2/91 STOS 1.62 62 Colony (BombOut Bros) missile command 2/91 68000 Operation Wimp (BombOut Bros) reflex arcade 2/91 STOS 1.62 63 Spaced Weller (Simon Wilsher) connect 2/91 STOS 1.62 64 Castle Frankenstein (P. Bishop) platform 3/91 STOS 1.62 65 Douglas II (Goth) 1/2 meg mem boulderdash 3/91 68000 66 Missile Alert! (Rober Leong) missile command 4/91 68000 67 Paco and Tunnel of Doom (Keith Bearman) caves 4/91 STOS 1.62 68 Blackscar Mountain (T. White) adventure 4/91 STAC 69 Tablit II (Andy Osborne) word game 5/91 STOS 1.62 70 Pacman ST 1.1 (Robert Leong) guess 5/91 68000 71 Dark Wars (Adam Medley) role playing 5/91 GFA 2.0 72 Avina Blue (Chris Skellern) skramble 5/91 68000 73 Seventh Heaven (Dave Blower) adventure 6/91 STAC 74 Firegame (Mike Duncan) board game 6/91 GFA 3.0 75 D/S The Blagg (Geoff Atkinson) police advent. 6/91 STAC 76 Clunk (Stephen Allen) puzznic 7/91 STOS 1.62 77 Dennis and Denise (P. Rankin) hunchback 7/91 STOS 1.62 78 Clacker 1.2 (Stephen Allen) klax 7/91 STOS 1.62 79 Sharks (Donald Campbell) hangman 8/91 GFA Brainstorm (M. Kronenberg) memory tiles 8/91 GFA 80 D/S Travel Game 2.0 (Mike Duncan) travel puzzle 8/91 GFA 3.5 82 Crush (James Gaunt) arcade/puzzle 9/91 68000 83 Cyberstorm 1.1 (Kathy Steinbach)defender 9/91 68000 84 Hyleilos (M. Kronenberg) Zyklop II 11/91 GFA 3.5 85 Ballpark (Andrew Oa_kley) ball maze 11/91 STOS 1.62 86 D/S Quatris (Stephen Allen) tetris 11/91 STOS 1.62 Slime Nemesis (S. Allen) arcade 11/91 STOS 1.62 87 Whoopsy (Cy Noble) can't define 11/91 GFA 3 88 Annihilator (Robert Leong) galaxian 11/91 68000 89 Horse Racing Simulator (Mark Loveday) 11/91 STOS 1.62 90 D/S Match It (Steffen Fischer) shanghai 12/91 68000 91 Flipped (Andrew Oakley) Microcare puzzle 12/91 STOS 1.62 92 Bridge It (Donald Campbell) compendium 12/91 GFA 3.5 93 Bug Spray (Philip Bishop) arcade 12/91 68000 94 D/S Football Magic (Untouchables) manager 1/92 GFA 3 95 Pipeline (Geoff Camp) tetris 2/92 STOS 1.60 Deuce (Geoff Camp) memory game 2/92 STOS 1.60 Jumping Ghost (Ralph Rudzki) platform 2/92 68000 96 Hi Roller (Donald Campbell) yahtsee 2/92 GFA 3.5 Pair Off (Donald Campbell) patience 2/92 GFA 3.5 97 D/S Twot Tot 1.1 (Stephen Allen) arcade adv 4/92 STOS 1.62 98 D/S States and Counties (M. Duncan) 1.3 geography 4/92 GFA 3.5 99 D/S Bomb Disposal Game (M. Duncan) logic 4/92 GFA 3.5 100 Clod Hopper 1.1 (Gary Wheaton) miner 4/92 68000 101 Phantom Zone (Prime Time) adventure 4/92 STAC 102 Escapade (Kathy Steinbach) puzzle 5/92 68000 103 D/S Aptitudes (Mike Duncan) social test 7/92 GFA 3.5 Perpetual Calendar (M. Duncan) calendar 7/92 GFA 3.5 104 Jetpac 1.3 (Pete Whitby) jetpac 8/92 68000 105 Dominoes (Gary Wheaton) dominoes 8/92 Fast/B 106 Headlong 1.2 (Gary Wheaton) vertical tunnel 9/92 68000 From 107 onwards, all disks are D/S 107 Platform Capers (Kay Downes) kong platform 9/92 STOS 1.62 108 Square Off (Andrew Oakley) grid puzzle 10/92 STOS 1.62 109 Exchange Rates (Mike Duncan) aid/ education 11/92 GFA 3.5 Pigeon Post (Mike Duncan) education 11/92 GFA 3.5 110 Tanx (Donald Campbell) board game 11/92 GFA 3.5 Biorhythms (Donald Campbell) utility 11/92 GFA 3.5  111 International Cricket (P Dowers) simulation 1/93 STOS 1.62 112 Go-Moku (Bruno Azzara) board game 2/93 STOS 1.62 113 Football Tactician 1 (Div One) soccer manager 3/93 68000 114 The Return of Jusse (C Skellern) lunar lander 6/93 68000 115 Evasion 2 (Chris Skellern) maze mania 6/93 68000 Runaway (Chris Skellern) tunnels of mars 6/93 68000 116 The Spitting Fish (Stein Jensen)arcade/education 7/93 STOS 1.62 117 Trolls (Chris Skellern) collect n avoid 7/93 68000 118 Slalom (Rafal Rudzki) slalom 8/93 68000 119 Football Tactician 1 (The Premier League) 8/93 68000  ** coming soon ** The Skeleton (M Duncan) mono only biology 11/93 GFA 3.5 Alarm (J Holmwood) mono only utility 11/93 68000 Sea King (Jim Holmwood) naval combat 12/94 68000 Not all material is suitable for young children. In doubt, write to Budgie first. Latest versions are indicated. If you have an old version, please return to Budgie for upgrade, with SAE. Titles marked D/S are DOUBLE-SIDED. Double-sided drive needed. Titles marked 1m require 1 MEG memory. Brochure with full descriptions available. 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MORROW Steve    VACANT  MARTYN Nigel   HUMPHREY John   SHAW Rich   YOUNG Eric    WATTS Grant     SALAKO John   THOMAS Geoff     WILLIAMS David  SINNOTT Lee L  c McGOLDRICK Eddie 9  RODGER Simon X  SOUTHGATE GarethR NDAH GEORGE,! BOWRY Robert"   OSBORN Simon #  cTHORN Andy qX$   ARMSTRONG Chris %    COLEMAN Chris   & VACANT ' VACANT  WALTON Mark (  CULVERHOUSE Ian R)  BOWEN Mark &*BUTTERWORTH Ian X~+SUTCH Daryl Y,  SUTTON Chris  -  EKOKU Efan R.  ROBINS Mark  /   CROOK Ian 0  FOX Ruel 1   PHILLIPS David &2'  GOSS Jerry V3 POLSTON John XR4c NEWMAN Rob ~5 POWER Lee ^,6  WOODTHORPE Colin 7  VACANT . 8 GUNN Bryan  9  MEGSON Gary }: ! VACANT ; BOSNICH Mark RM   BARRETT Earl = STAUNTON Steve L>"   McGRATH Paul ? 7   FROGGATT Steve @  SAUNDERS Dean A"   DALEY Tony B    ATKINSON Dalian9@C   COX Neil &dD REGIS Cyrill9E "YORKE DwightF  PARKER Garry XG  SMALL Bryan dH EHIOGU Ugo 9I  cVACANT . qJ  TEALE Shaun K   RICHARDSON Kevin kkL  BREITKREUTZ Matias <  HOUGHTON Ray kN .VACANT . O # 6CROSSLEY Mark FP   WOAN Ian ,Q PEARCE Stuart .R2ORLYGSSON Thor S  CHETTLE Steve XT  KEANE Roy U   CROSBY Gary V  WILSON Terry RW  CLOUGH Nigel FX     McKINNON Ray ?Y WEBB Neil  Z  BLACK Kingsy[ c  GEMMILL Scot &\  BANNISTER Gary ]  LAWS Brian b  TILER Carl x_  GLOVER Lee ` MARRIOTT Andrew&Ra  ROSARIO Robert?b   VACANT c JAMES David d    TANNER Nicky 9e  BURROWS David Rf NICOL Steve g  THOMAS Mich h cWALTERS Mark i   REDKNAPP Jamie wj HUTCHISON Don  kPIECHNIK TorbenlBARNES John #( mD  JONES Rob n  WRIGHT Mark o*  cMOLBY Jan Lp   cROSENTHAL Ronny ,qc MCMANAMAN Steve  r   MARSH Mike  s  WHELAN Ronniet* HOOPER Mike Xu  STEWART Paul v  RUSH Ian w6    WOODS Chris x!#   NILSSON RolandTy,   cKING Phil &z  PALMER Carltn { SHIRTLIFF Peter k|  PEARSON Nigel X}  WILSON Danny ~    SHERIDAN John    cHIRST David     BRIGHT Mark   WORTHINGTON Nigel %   WATSON Gordon  WARHURST Paul     HARKES John ^   B.WILLIAMS Chris   WADDLE Chris  >   ANDERSON Viv , $PRESSMAN Kevin    HYDE Graham& cVACANT  STEJSKAL Jan  BARDSLEY David ?   WHITE Devon d   VACANT . q   WILSON Clive X9  MADDIX Danny ?  WILKINS Ray   $T  BARKER Simon  cPENRICE Gary ?k  BAILEY Dennis   SINTON Andy    ALLEN Brad R  PEACOCK Darren  McDONALD Alan " THOMPSON Garry Z! c FERDINAND Les      HOLLOWAY Ian R ROBERTS Tony  IMPEY Andrew   VACANT  TTHORSTVEDT Erik M  MABBUTT Gary   AUSTIN Dean w NAYIM Moham ,c HOWELLS David k  ANDERTON Darren  VACANT . L   SAMWAYS Vinny   SHERINGHAM Teddy 4    RUDDOCK Neil  ALLEN Paul    GRAY Andy   BARMBY Nick DURIE Gordon c SEDGLEY Steve R cEDINBURGH Justin  TURNER Andy R   VACANT . ?   CUNDY Jason    WALKER Ian   KELLEY Alan x  COWAN Tom   BARNES David XVACANT .    cBEESLEY Paul   GAYLE Brian ?  BRADSHAW Carl XcGANNON John q GAGE Kevin R  DEANE Brian      BRYSON Ian      ROGERS Paul , cLITTLEJOHN Adrian& MARWOOD Brian } c HODGES Glyn X  HARTFIELD Charle9  WHITEHOUSE Dane Xq   VACANT . d !  CORK Alan d !  McLEARY Alan   SOUTHALL Nevill"=  ABLETT Gary   cHINCHCLIFFE Andy L RIDEOUT Paul  WATSON Dave R  SNODIN Ian RADOSAJEVIC Pedrag JACKSON Matt R9 BEARDSLEY Peter 1      COTTEE Tony   JOHNSTON Mo R&  c  BARLOW Stuart  EBBRELL John  WARD Mark    VACANT .     BEAGRIE Peter     WARZYCHA Robert KENNY Billy   HORNE Barry & VACANT  OGRIZOVIC Steve q#    BORROWS Brian    RENNIE David d  BABB Phil &  FLYNN Sean    HURST Lee k cNDLOVU Peter ?  GYNN Micky     PEARCE Andy   WEGERLE Roy &  VACANT . XR    BUSST Dave  w MCGRATH Lloyd Rk   ROBSON Stewrt& QUINN Mick &  VACANT .     ATHERTON Peter   WILLIAMS John    FLEMING Terry ,w   GOULD Johnat,d   #LUKIC John R   STERLAND Mel    WALLACE Rod     BATTY David 9   FAIRCLOUGH Chris   cWHYTE Chris  cSTRACHAN Gordon#2  SHUTT Carl    CHAPMAN Lee !  MCALLISTER Gary   SPEED Gary     DORIGO Tony   STRANDLI Frank ^ WETHERALL David   HODGE Steve   ROCASTLE David  NEWSOME Jon    KERSLAKE David  VACANT .    VACANT  BAKER Clive d"   BOZINOSKI Vlado d  THOMPSON Neil   STOCKWELL Mike  GREGORY David w LINIGHAN David JE  WILLIAMS Gerain  GODDARD Paul ^,! c GUENTCHEV Bontzod  WHELAN Phil   KIWOMYA Chris     JOHNSON Gavin & PALMER Steve @w  cWARK John #  WHITTON Steve    DOZZELL Jason     MILTON Simon    YOUDS Eddie   VACANT  VACANT  SCHMEICHEL Peter R4   IRWIN Dennis 9  VACANT .  "BRUCE Steve   PHELAN Mike LkPALLISTER Gary  ROBSON Bryan #Z   INCE Paul    McCLAIR Brian k   HUGHES Mark !+    SHARPE Lee "    GIGGS Ryan #   KANCHELSKIS Andrei$  WALLACE Danny w%  cBLACKMORE Claytn &!  PARKER Paul '    CANTONA Eric (   FERGUSON Darren) DUBLIN Dion *   VACANT + GERRARD Paul Z,  HALLE Gunnar- BARLOW Andy .HENRY Nick /   FLEMING Craig 0JOBSON Rich &1   ADAMS Neil 2   BERNARD Paul 3   MARSHALL Ian ?4   BRENNAN Mark  5  BECKFORD Darren,6   POINTON Neil &7 MILLIGAN Mike &X8  VACANT . 9 TOLSON Neil :    SHARP Graeme ;  PALMER Roger  <! REDMOND Steve =    OLNEY Ian >   HALLWORTH Jon ? )SEGERS Hans X @JOSEPH Roger ?A  VACANT . ,B   BARTON WarrenC BLACKWELL Dean DELKINS Gary & E MILLER Paul  F McALLISTER Brian wG   FASHANU John H   SCALES John &tI   DOBBS GeraldRJ   EARLE Robbie?KANTHROBUS Steve M,L  CLARKE Andy ?M  SANCHEZ Lawrie RN!   FITZGERALD Scott O  JONES Vinny XP  SULLIVAN Neil wQ  HOLDSWORTH Dean R   VACANT S BEASANT Dave dT"   SPACKMAN Nigel qU  SPENCER John XV  TOWNSEND Andy  [  HALL Gareth9X cBARNESS Tony +^YSTUART GrahamkZ NEWTON Eddie  RW FLECK Robert4\  VACANT . X] WISE Dennis^    CLARKE Steve R_  ELLIOTT Paul X`    VACANT .  a   SINCLAIR Frank ?b  LEE David wc  VACANT . rdg ! DONAGHY Mal e#M  JOHNSEN ErlandfKHARIN DmitriT     PEARS Steve H   KAVANAGH GrahamI  PHILLIPS Jimmy |&J VACANT . K  MUSTOE RobbieL FLEMING CurtisMPOLLOCK Jamie N  PROCTOR Mark EKOc WHYTE Derek P  HENDRIE John XQ WRIGHT Tommy XR  KERNAGHAN Alan XS   FALCONER WillieXTHIGNETT Craig U  WILKINSON Paul V  PEAKE Andy E^W   MORRIS Chris XX "GITTENS Jon |^Y  VACANT Z IRONSIDE Ian [   COTON Tony X|  VONK Michel k}  CURLE Keith  ~  REID Peter $    McMAHON Steve XR  BRIGHTWELL Ian   WHITE David    HOLDEN Rick QUINN Niall   SHERON Mike 9    LAKE Paul l  HILL Andy   PHELAN Terry     FLITCROFT Gary O  INGEBRIGTSENKare X    VACANT . 9 ! WALLACE Mike R   MARGETSON Martyn  SIMPSON FizroyX VACANT  [FLOWERS Tim q DODD Jason q  cADAMS MickeyDX COCKERILL Glenn &) BANGER Nicky  2WOOD Steve NR LE TISSIER Matt R   DIXON Kerry &? c VACANT .     GROVES Perry X  MADDISON Neil  HALL Rich  q KENNA Jeff X9  HURLOCK Terry &q"   BENALI Franciq   DOWIE Iain &X   MOORE Kevin , "cANDREWS Ian    cMONKOU Ken   VACANT  MIMMS Bobby    HENDRY Colin  COWANS Gordon"  IRELAND Simon w ANDERSSON PatrikX DOBSON Tony    SHEARER Alan    SHERWOOD Tim MARKER Nicky X WILCOX Jason   WRIGHT Alan , ATKINS Mark X   MAY David    MORAN Kevin  $> BERG Hening NEWELL Mike L   GALLACHER Kevin    LE SAUX Graeme  RIPLEY Stuart   VACANT .    SEAMAN David    ADAMS Tony   HILLIER David k BOULD Steve R  CAMPBELL Kevin   KEOWN Martin   DIXON Lee    WINTERBURN Nigel fMERSON Paul  LIMPAR Anders     SMITH Alan     DAVIS Paul ,  WRIGHT Ian        LINIGHAN Andy   c FLATTS Mark X,  JENSEN John L  PARLOUR Ray R   VACANT .  MORROW Steve    VACANT  MARTYN Nigel   HUMPHREY John   SHAW Rich   YOUNG Eric    WATTS Grant     SALAKO John   THOMAS Geoff     WILLIAMS David  SINNOTT Lee L  c McGOLDRICK Eddie 9  RODGER Simon X  SOUTHGATE GarethR NDAH GEORGE,! BOWRY Robert"   OSBORN Simon #  cTHORN Andy qX$   ARMSTRONG Chris %    COLEMAN Chris   & VACANT ' VACANT  WALTON Mark (  CULVERHOUSE Ian R)  BOWEN Mark &*BUTTERWORTH Ian X~+SUTCH Daryl Y,  SUTTON Chris  -  EKOKU Efan R.  ROBINS Mark  /   CROOK Ian 0  FOX Ruel 1   PHILLIPS David &2'  GOSS Jerry V3 POLSTON John XR4c NEWMAN Rob ~5 POWER Lee ^,6  WOODTHORPE Colin 7  VACANT . 8 GUNN Bryan  9  MEGSON Gary }: ! VACANT ; BOSNICH Mark RM   BARRETT Earl = STAUNTON Steve L>"   McGRATH Paul ? 7   FROGGATT Steve @  SAUNDERS Dean A"   DALEY Tony B    ATKINSON Dalian9@C   COX Neil &dD REGIS Cyrill9E "YORKE DwightF  PARKER Garry XG  SMALL Bryan dH EHIOGU Ugo 9I  cVACANT . qJ  TEALE Shaun K   RICHARDSON Kevin kkL  BREITKREUTZ Matias <  HOUGHTON Ray kN .VACANT . O # CROSSLEY Mark FP   WOAN Ian ,Q PEARCE Stuart .R2ORLYGSSON Thor S  CHETTLE Steve XT  KEANE Roy U   CROSBY Gary V  WILSON Terry RW  CLOUGH Nigel FX     McKINNON Ray ?Y WEBB Neil  Z  BLACK Kingsy[ c  GEMMILL Scot &\  BANNISTER Gary ]  LAWS Brian b  TILER Carl x_  GLOVER Lee ` MARRIOTT Andrew&Ra  ROSARIO Robert?b   VACANT c JAMES David d    TANNER Nicky 9e  BURROWS David Rf NICOL Steve g  THOMAS Mich h cWALTERS Mark i   REDKNAPP Jamie wj HUTCHISON Don  kPIECHNIK TorbenlBARNES John #( mD  JONES Rob n  WRIGHT Mark o*  cEMOLBY Jan Lp   cROSENTHAL Ronny ,qc MCMANAMAN Steve  r   MARSH Mike  s  WHELAN Ronniet* HOOPER Mike Xu  STEWART Paul v  RUSH Ian w6    WOODS Chris x!#   NILSSON RolandTy,   cKING Phil &z  PALMER Carltn { SHIRTLIFF Peter k|  PEARSON Nigel X}  WILSON Danny ~    SHERIDAN John    cHIRST David     BRIGHT Mark   WORTHINGTON Nigel %   WATSON Gordon  WARHURST Paul     HARKES John ^   B.WILLIAMS Chris   WADDLE Chris  >   ANDERSON Viv , $PRESSMAN Kevin    HYDE Graham& cVACANT  STEJSKAL Jan  BARDSLEY David ?   WHITE Devon d   VACANT . q   WILSON Clive X9  MADDIX Danny ?  WILKINS Ray   $T  BARKER Simon  cPENRICE Gary ?k  BAILEY Dennis   SINTON Andy    ALLEN Brad R  PEACOCK Darren  McDONALD Alan " THOMPSON Garry Z! c FERDINAND Les      HOLLOWAY Ian R ROBERTS Tony  IMPEY Andrew   VACANT  THORSTVEDT Erik M  MABBUTT Gary   AUSTIN Dean w NAYIM Moham ,c HOWELLS David k  ANDERTON Darren  VACANT . L   SAMWAYS Vinny   SHERINGHAM Teddy 4    RUDDOCK Neil  ALLEN Paul    GRAY Andy   BARMBY Nick DURIE Gordon c SEDGLEY Steve R cEDINBURGH Justin  TURNER Andy R   VACANT . ?   CUNDY Jason    WALKER Ian   KELLEY Alan x  COWAN Tom   BARNES David XVACANT .    cBEESLEY Paul   GAYLE Brian ?  BRADSHAW Carl XcGANNON John q GAGE Kevin R  DEANE Brian      BRYSON Ian      ROGERS Paul , cTLITTLEJOHN Adrian& MARWOOD Brian } c HODGES Glyn X  HARTFIELD Charle9  WHITEHOUSE Dane Xq   VACANT . d !  CORK Alan d !  McLEARY Alan   SOUTHALL Nevill"=  ABLETT Gary   cHINCHCLIFFE Andy L RIDEOUT Paul  WATSON Dave R  SNODIN Ian RADOSAJEVIC Pedrag JACKSON Matt R9 BEARDSLEY Peter 1      COTTEE Tony   JOHNSTON Mo R&  c  BARLOW Stuart  EBBRELL John  WARD Mark    VACANT .     BEAGRIE Peter     WARZYCHA Robert KENNY Billy   HORNE Barry & VACANT  OGRIZOVIC Steve q#    BORROWS Brian    RENNIE David d  BABB Phil &  FLYNN Sean    HURST Lee k cNDLOVU Peter ?  GYNN Micky     PEARCE Andy   WEGERLE Roy &  VACANT . XR    BUSST Dave  w MCGRATH Lloyd Rk   ROBSON Stewrt& QUINN Mick &  VACANT .     ATHERTON Peter   WILLIAMS John    FLEMING Terry ,w   GOULD Johnat,d   LUKIC John R   STERLAND Mel    WALLACE Rod    BATTY David 9   FAIRCLOUGH Chris   cWHYTE Chris  cSTRACHAN Gordon#2  SHUTT Carl    CHAPMAN Lee !  MCALLISTER Gary   SPEED Gary     DORIGO Tony   STRANDLI Frank ^ WETHERALL David    HODGE Steve   ROCASTLE David  NEWSOME Jon    KERSLAKE David  VACANT .    VACANT  BAKER Clive d"   BOZINOSKI Vlado d  THOMPSON Neil   STOCKWELL Mike  GREGORY David w LINIGHAN David JE  WILLIAMS Gerain  GODDARD Paul ^,! c GUENTCHEV Bontzod  WHELAN Phil   KIWOMYA Chris     JOHNSON Gavin & PALMER Steve @w  cWARK John #  WHITTON Steve    DOZZELL Jason     MILTON Simon    YOUDS Eddie   VACANT  VACANT  SCHMEICHEL Peter R4   IRWIN Dennis 9  VACANT .  "BRUCE Steve   PHELAN Mike LkPALLISTER Gary  ROBSON Bryan #Z   INCE Paul    McCLAIR Brian k   HUGHES Mark !+    SHARPE Lee "    GIGGS Ryan #   KANCHELSKIS Andrei$  WALLACE Danny w%  cBLACKMORE Claytn &!  PARKER Paul '    CANTONA Eric (   FERGUSON Darren) DUBLIN Dion *   VACANT + GERRARD Paul Z,  HALLE Gunnar- BARLOW Andy .HENRY Nick /   FLEMING Craig 0JOBSON Rich &1   ADAMS Neil 2   BERNARD Paul 3   MARSHALL Ian ?4   BRENNAN Mark  5  BECKFORD Darren,6   POINTON Neil &7 MILLIGAN Mike &X8  VACANT . 9 TOLSON Neil :    SHARP Graeme ;  PALMER Roger  <! REDMOND Steve =    OLNEY Ian >   HALLWORTH Jon ? SEGERS Hans X @JOSEPH Roger ?A  VACANT . ,B   BARTON WarrenC BLACKWELL Dean DELKINS Gary & E MILLER Paul  F McALLISTER Brian wG   FASHANU John H   SCALES John &tI   DOBBS GeraldRJ   EARLE Robbie?KANTHROBUS Steve M,L  CLARKE Andy ?M  SANCHEZ Lawrie RN!   FITZGERALD Scott O  JONES Vinny XP  SULLIVAN Neil wQ  HOLDSWORTH Dean R   VACANT S BEASANT Dave dT"   SPACKMAN Nigel qU  SPENCER John XV  TOWNSEND Andy  [  HALL Gareth9X cBARNESS Tony +^YSTUART GrahamkZ NEWTON Eddie  RW FLECK Robert4\  VACANT . X] WISE Dennis^    CLARKE Steve R_  %ELLIOTT Paul X`    VACANT .  a   SINCLAIR Frank ?b  LEE David wc  VACANT . rdg ! DONAGHY Mal e#M  JOHNSEN ErlandfKHARIN DmitriT     PEARS Steve H   KAVANAGH GrahamI  PHILLIPS Jimmy |&J VACANT . K  MUSTOE RobbieL FLEMING CurtisMPOLLOCK Jamie N  PROCTOR Mark EKOc WHYTE Derek P  HENDRIE John XQ WRIGHT Tommy XR  KERNAGHAN Alan XS   FALCONER WillieXTHIGNETT Craig U  WILKINSON Paul V  PEAKE Andy E^W   MORRIS Chris XX "GITTENS Jon |^Y  VACANT Z IRONSIDE Ian [   COTON Tony X|  VONK Michel k}  CURLE Keith  ~  REID Peter $    McMAHON Steve XR  BRIGHTWELL Ian   WHITE David    HOLDEN Rick QUINN Niall   SHERON Mike 9    LAKE Paul l  HILL Andy   PHELAN Terry     FLITCROFT Gary O  INGEBRIGTSENKare X    VACANT . 9 ! WALLACE Mike R   MARGETSON Martyn  SIMPSON FizroyX VACANT  FLOWERS Tim q DODD Jason q  cADAMS MickeyDX COCKERILL Glenn &) BANGER Nicky  2WOOD Steve NR LE TISSIER Matt R   DIXON Kerry &? c VACANT .     GROVES Perry X  MADDISON Neil  HALL Rich  q KENNA Jeff X9  HURLOCK Terry &q"   BENALI Franciq   DOWIE Iain &X   MOORE Kevin , "cANDREWS Ian    cMONKOU Ken   VACANT  MIMMS Bobby    HENDRY Colin  COWANS Gordon"  IRELAND Simon w ANDERSSON PatrikX DOBSON Tony    SHEARER Alan    SHERWOOD Tim MARKER Nicky X WILCOX Jason   WRIGHT Alan , ATKINS Mark X    MAY David    MORAN Kevin  $> BERG Hening NEWELL Mike L   GALLACHER Kevin    LE SAUX Graeme  RIPLEY Stuart   VACANT .    xL @2xL &2xL %2xL& .2xL.&@1 @1&@12xL4 &7%@;A @F H@  >>@  &! >% 2 2&22xL: =:&@:&@F @I I&I2xLK >K2xLZxN^ ^&a =@dNu >u>w @N & =2xL  @&@& >xP @ M@>2xL? D2xLE L@R T LZxMb K@b2xLc eLf i *@>2xL@ eM gM&gM2xLO )@O) &) &>>) & ) &>>) &) & ) &>) &) &) &) &>>) &) & ) & ) &) &$$) &>>) &) &) & ) &<!  & ) &<<) &) &<<) &) & ) &>) & ) &>>) &"") &>>) &) & ) &>) &) &) &) &) &) & ) &>) &"") &>>) &"") &>>) &) & ) &>!  &"") &>>) &) &>>) &) & ) &>) &"") &"") &"") &>>) &) & ) &) &  ) &) &) &) &) & ) &>) &) &>>) &  ) &>>) &) & ) &>!  &) &) &) &>>) &) & ) & ) &) &$$) &>>) &) &) & ) &<) &  ) &<<) &) &<<) &) & ) &>) &  ) &>>) &"") &>>) &) & ) &>!  &) &) &) &) &) & ) &>) &"") &>>) &"") &>>) &) & ) &>) &"") &>>) &) &>>) &) & ) &) &) &) &"") &) &) & ) &!  &) &) &) &) &) & ) &) &) &) &  ) &) &) & Welcome to FOOTBALL TACTICIAN - The first things to do is to join a club. Easy, just apply and the job is yours! Click on JOIN CLUB. Of course you can only take over from an established league manager. Atari managers cannnot be replaced. If you can all fit into one room, as many as twenty two users can play Football Tactician. Surely a record! The game will work perfectly well without a single Atari/manager but there is little point in that. If you want to quit and perhaps try your luck with another club, click on LEAVE CLUB and just resign by clicking on your name. Then back to JOIN CLUB, and join another club instead.\  Now, let's have a look at what certain keys do: F1 to F9 are credits and notes about Talking Birds. F10 is the Option Menu H toggles 50/60 herz M toggles music ON/OFF F plays a friendly R replays that friendly HELP calls this file from disk. ESC quits, but asks for confirmation.\ To ensure FOOTBALL TACTICIAN is always the most up-to-date football game around, Talking Birds are releasing regular DATA DISK updates. DATA DISK updates appear three times a year: on September 1, December 1 and March 1. These updates cover the very latest player and manager movements, league changes caused by promotions and relegations, and changes in player skills and market valuations. Current prices are 4.95 a disk, but may vary. Please ring for details \  Talking Birds 5 Minster Close Rayleigh Essex SS6 8SF United Kingdom Camy Maertens February 1, 1992 ]  The File Menu. - LAST SEASON will load the fixtures and results from the last complete season. On your disk, this file is recorded as fixt_00.dat Once LAST SEASON is in memory, the current season is put on hold. Only friendly matches may now be played. Many functions will be disabled: save, new, kick-off, top scorers, etc are no longer available. The cursor will also change. We are now in REVIEW MODE. \ The whole idea of loading an old season whether from the LAST SEASON or from the LOAD SEASON boxes is to quickly view past results, maybe to check how you did against your next opponents. The obvious path to follow, in this mode, in to click on TABLES, then click on SELECT ANY WEEK. Full records will now be at your fingertips. Another useful feature is to load any logo in, click on it, and select FIXTURE LIST. You will be presented with the full history of that particular team during the season under review. \ Once in 'REVIEW MODE', the LAST SEASON box will now say RESUME. You have to click on RESUME if you want to exit REVIEW MODE and carry on with the default mode. The next box in this FILE MENU is SAVE. If you want to save your records click on this one at any time during the championship, except at the very end of the very last day, when it will instead appear as NEW SEASON. You'll have to click on NEW SEASON to save the ENTIRE championship for posterity. It will always be saved as FIXT_00.DAT. All fixtures will then be reset and a new season may commence with bank balances, skill levels and squads left unchanged. \ SAVE does a complete save of all squad and club records, replay list and results so far. But the week pointer will remain as it is. Whenever you click on SAVE, do make sure that your disk is NOT protected and that there is enough space on it. The next entry is NEW. This is an uncompromising feature. Everything gets reset to the original standard. You are in effect overwriting your records with the default files always held on disk. Needless to say full confirmation will be asked for and you will have to answer with the keyboard only. \ EDITOR , the next entry, gives you access to all the players in your division. (440 of them in the premier league). At the moment, this built-in editor allows you to change the players names and surnames. A separate module will soon be available that enables access to all skill data, and club information. LOAD SEASON is similar to LAST SEASON except that here you may choose which particular season you want to load: 0 is the one just gone. You may retrieve up to 21 seasons. Once this feature is active, you are in REVIEW MODE again, as confirmed by the rectangular cursor. A new box will now appear just underneath: SAVE AS. \ The season you have just loaded may be re-saved under any name from 0 to 20. Make sure you do not overwrite a season that you were particularly proud of. This covers all the options under the FILE menu. ]  The Action Menu. - JOIN CLUB This is a pre-requisite for competing in the Premier League championship. Choose any of the 22 clubs. Each club may be managed by a different player. If you can all fit into one room, up to twenty two guys can play Football Tactician. While it is perfectly in order to choose Liverpool or Manchester United the real challenge comes from choosing a less glamourous club, with a much less famous squad, and build it up to win the ultimate accolade. Can you steer Oldham or Luton to the very top? \ LEAVE CLUB is the opposite. Simply click on your name to offer your resignation. SELECT CLUB is one of the most used options in this game. You have to select a club in order to examine its squad and make the selection and strategic decisions that will win or lose or match. REPLAY is one of many options UNIQUE to Football Tactician. It gives access to up to thirteen matches: all those played last week (eleven in0 the Premier League) plus the last friendly played. Ideal to analyse your last game and see what went right (or wrong) and also to see how the other teams performed. \ KICK OFF gets the ball rolling! All matches will be played in turn. Those involving no user-managers will have their result flashed for two seconds. The others will be played in full. First the relevant logos will be fetched from memory, then the match will start at a speed defined by the option menu. You'll have access to the two logos where substitions, marking, and change of tactics may be made. If you want to change the clock speed, press ENTER, - or + on the keypad. All matches will be played in a totally realistic way, whether they are shown or not. Computer opponents will organise their squads, change tactics or make substitutions according to the run of the play. \ KICK OFF may also be activated by clicking on the centre circle. Equally, once all the week's events have been reported, KICK OFF will occur automatically. The next option on this menu is FRIENDLY. It will play a friendly match between the two clubs whose logos appear in the logo windows. There must be two logos in view to activate this option. Equally, you can start a friendly match by just pressing F on the keyboard. If any of the two logos showing is a user-manager, the match will be reported in full, otherwise only the result will show. Even so, the match will have been recorded . To replay it, press R on the keyboard\ This covers all the options under the ACTION menu. ]  The TABLES Menu. - TABLES In STANDARD mode, this box may be clicked to reveal a full division table except when the season hasn't started yet. In REVIEW mode, when the cursor is rectangular, this option is inactive, but league tables are then called from the SELECT WEEK option further down. FIXTURES Next week's fixtures are stored here. Eleven matches in the English Premier League. Other leagues may have a different number of fixtures. \ RESULTS Last week's results are shown here. TRANSFERS This is a complete list of all the players on the transfer list. Although the players ratings are shown the list does not reveal whether they are injured, suspended or with a low morale. Buying a player with rating of 100 may result in its new rating jumping to 107 simply because his old morale was low. To avoid buying a player with a long suspension or some bad injury, you are recommended to check his club logo first. This transfer list changes constantly. Computer players may put a player on the transfer list and remove him a few weeks later. \ Squad levels are not allowed to drop below 17. You'll find that if a squad is too depleted, a club will go into the transfer market automatically. TOP SCORERS This is where your players should show up if you're doing well in the league. SELECT ANY WEEK. A very useful option. You may view any week from 1 to 42. If you choose a week already played, you will see the results and the full table for that particular week. If you choose a week not played yet, only the fixtures will appear. This feature is active in both STANDARD mode and REVIEW mode. \ This covers all the options under the TABLES menu. ] The OPTIONS Menu. - The various boxes under this menu are of the toggable type: ie they merely switch certain conditions on or off. The first one is AUTO SAVE. If the switch is set to ON, all positions and records will be saved automatically every four saturdays. Otherwise, if set to MANUAL, you will have to save your positions at your own discretion. Make sure the disk is not protected. \ NEWS This box allows you to determine the amount of weekly events between two saturdays. If set to brief, less than ten events will occur. If set to full, twenty to thirty events will take place during the transition period. You should use this facility to determine the activity level in the transfer market and the amount of injuries and other factors affecting the teams status. \ SPEED The speed of match action is either slow, in which case each ball contest takes about two seconds, or normal, which lasts half a second, or fast which lasts 1/50th of a second. The effective duration of the action depends not only on this setting but on how many illustrations appear during the match. Offside flags, penalties, etc.. take a while to be displayed and slow things down a bit. You will find that intervening with the mouse during a match set to fast is not that easy. Press - on the keypad (repeatedly if necessary) to slow things down, then click on the logos. \ HIGHLIGHTS is another variable affecting the way a reported match will look. The default mode is HIGHLIGHTS which will report all major events: goals, shots, fouls, corners, penalties, injuries and tactics changes. When set to FULL COMMENTARY, the players names will be reported all the time. Home players will be on the left Away players on the right. The player actually controlling the ball is shown in blue. The other setting is GOALS ONLY which will only report the goals scored, who scored them and when. \ TRANSFERS amongst computer teams may either be automatic or off. You should remember that if automatic transfers are allowed, a great deal of player movement will take place, particularly if you have chosen the full weekly NEWS option. To reduce excessive player migration, you may either select BRIEF week events or turn TRANSFERS off periodically. Teams managed by user players will not embark on automatic transfers unless you allow your squad to be unduly depleted. This covers all the options under the OPTIONS menu. ]  The LOGO Menu. - The LOGO menu may be accessed both during the week and during a match. Some functions will be active all the time, others will be specific to either of these possibilities. \ SELECT gives you access to your squad (or to the opponent's squad!) During the week, all players can be reached and reshuffled (unless injured or suspended). During a match, only the first eleven may be reshuffled, and up to two substitutes may be brought on. Click on the player's name to activate a swap with another player. Some players have variable roles and may be switched from midfield to attack or midfield to defence. Or they may be played as wingers, or sweepers... Click on the RIGHT ROLE to activate the changes. The left role is the default position and is not accessible. If you start a match with two goalies, or none, the program will rectify this anomaly automatically. \ BUY allows you to view the transfer list and buy a player, funds permitting. You can have up to 20 players in your squad. APPROACH allows you to approach any player from any club. There are some costs involved. And the player's market value will probably go up. There is no guarantee that the player will join you. You may have to approach him several times. \ STRATEGY. You have a choice a eight different strategies, each one with its own merit (and drawback). Consult your manual. The strategies are: Normal, off-side trap, high crosses, quick counters, through balls, steady build-up, sweeper system and break rhythm. Going for through balls for instance is only of value if you have one or two real attackers up front (ATT) with an above-average speed. On the other hand, they may be caught offside a few times... TACTICS have a significant bearing on the way the match progresses. Rough playing will knock the opposition but land you a few yellow cards. Falling in the box may earn the odd penalty, but also a booking and loss of possession. Again, see your manual. \ FORMATION is a non-accessible box. It merely confirms the current set-up NEXT WEEK not only informs you of your next opponents, but clicking on it, will load their logo and squad. Access to the opponents' squad will be allowed at any time, but, in match mode you will not be able to interfere with it. SELL allows you to put any of your players on the transfer list. Expect morale to drop when you try to sell a player. To remove a player from the transfer list, you'll have to click on UNLIST. \ INFO gives you historical information on your club. FINANCIAL displays the current bank balance and the various trading accounts. You will still be allowed to play if you go in the red, but purchases will be denied FIXTURE LIST is a useful option showing the entire season at a glance, with results for matches played. You can not only examine your own list, but that of any club in your division. In MATCH mode, some of the above options will be disabled , but one new i one will appear: MARK OPPONENT. Marking an opponent will severely reduce his performance, but it will be at the expense of your overall rating. End of LOGO options ] I The LOGO Menu. - The LOGO menu may be accessed both during the week and during a match. Some functions will be active all the time, others will be specific to either of these possibilities. \ SELECT gives you access to your squad (or to the opponent's squad!) During the week, all players can be reached and reshuffled (unless injured or suspended). During a match, only the first eleven may be reshuffled, and up to two substitutes may be brought on. Click on the player's name to activate a swap with another player. Some players have variable roles and may be switched from midfield to attack or miedfield to defence. Or they may be played as wingers, or sweepers... Click on the RIGHT ROLE to activate the changes. The left role is the default position and is not accessible. If you start a match with two goalies, or none, the program will rectify this anomaly automatically. \ BUY allows you to view the transfer list and buy a player, funds permitting. You can have up to 20 players in your squad. APPROACH allows you to approach any player from any club. There are some costs involved. And the player's market value will probably go up. There is no guarantee that the player will join you. You may have to approach him several times. \ STRATEGY. You have a choice a eight different strategies, each one with its own merit (and drawback). Consult your manual. The strategies are: Normal, off-side trap, high crosses, quick counters, through balls, steady build-up, sweeper system and break rythm. Going for through balls for instance is only of value if you have one or two real attackers up front (ATT) with an above-average speed. On the other hand, they may be caught offside a few times... TACTICS have a significant bearing on the way the match progresses. Rough playing will knock the opposition but land you a few yellow cards. Falling in the box may earn the odd penalty, but also a booking and loss of possession. Again, see your manual. \ FORMATION is a non-accessible box. It merely confirms the current set-up NEXT WEEK not only informs you of your next opponents, but clicking on it, will load their logo and squad. Access to the opponents' squad will be allowed at any time, but, in match mode you will not be able to interfere with it. SELL allows you to put any of your players on the transfer list. Expect morale to drop when you try to sell a player. To remove a player from the transfer list, you'll have to click on UNLIST. \ INFO gives you historical information on your club. FINANCIAL displays the current bank balance and the various trading accounts. You will still be allowed to play if you go in the red, but purchases will be denied FIXTURE LIST is a useful option showing the entire season at a glance, with results for matches played. You can not only examine your own list, but that of any club in your division. In MATCH mode, some of the above options will be disabled , but one new one will appear: MARK OPPONENT. Marking an opponent will severely reduce his performance, but it will be at the expense of your overall rating. End of LOGO options ] I The LOGO Menu. - The LOGO menu may be accessed both during the week and during a match. Some functions will be active all the time, others will be specific to either of these possibilities. \ SELECT gives you access to your squad (or to the opponent's squad!) During the week, all players can be reached and reshuffled (unless injured or suspended). During a match, only the first eleven may be reshuffled, and up to two substitutes may be brought on. Click on the player's name to activate a swap with another player. Some players have variable roles and may be switched from midfield to attack or miedfield to defence. Or they may be played as wingers, or sweepers... Click on the RIGHT ROLE to activate the changes. The left role is the default position and is not accessible. If you start a match with two goalies, or none, the program will rectify this anomaly automatically. \ BUY allows you to view the transfer list and buy a player, funds permitting. You can have up to 20 players in your squad. APPROACH allows you to approach any player from any club. There are some costs involved. And the player's market value will probably go up. There is no guarantee that the player will join you. You may have to approach him several times. \ STRATEGY. You have a choice a eight different strategies, each one with its own merit (and drawback). Consult your manual. The strategies are: Normal, off-side trap, high crosses, quick counters, through balls, steady build-up, sweeper system and break rythm. Going for through balls for instance is only of value if you have one or two real attackers up front (ATT) with an above-average speed. On the other hand, they may be caught offside a few times... TACTICS have a significant bearing on the way the match progresses. Rough playing will knock the opposition but land you a few yellow cards. Falling in the box may earn the odd penalty, but also a booking and loss of possession. Again, see your manual. \ FORMATION is a non-accessible box. It merely confirms the current set-up NEXT WEEK not only informs you of your next opponents, but clicking on it, will load their logo and squad. Access to the opponents' squad will be allowed at any time, but, in match mode you will not be able to interfere with it. SELL allows you to put any of your players on the transfer list. Expect morale to drop when you try to sell a player. To remove a player from the transfer list, you'll have to click on UNLIST. \ INFO gives you historical information on your club. FINANCIAL displays the current bank balance and the various trading accounts. You will still be allowed to play if you go in the red, but purchases will be denied FIXTURE LIST is a useful option showing the entire season at a glance, with results for matches played. You can not only examine your own list, but that of any club in your division. In MATCH mode, some of the above options will be disabled , but one new one will appear: MARK OPPONENT. Marking an opponent will severely reduce his performance, but it will be at the expense of your overall rating. End of LOGO options ] IGeorge Graham  Highbury North London The Gunners  73,295 v Sunderland 1935 12-0 v Loughborough T 1900 0& "Steve Coppell  Selhurst Park South London The Eagles 51,482 v Burnley 1979 9-0 v Barrow 1959 (> "Mike WALKER Carrow Road Norwich The Canaries 43,984 v Leicester C. 196310-2 v Coventry City 1930 > "Ron Atkinson  Villa Park Birmingham The Villans 76,588 v Derby County 194612-2 v Accrington St. 1882@ >"Brian Clough  City Ground Nottingham The Reds 49,945 v Manchester U 196712-0 v Leicester City 1909 0> "Graeme Souness  Anfield Road Liverpool The Reds / Pool 61,905 v Wolves Wnd 193510-1 v Rotherham Utd 1896 > "Trevor Francis  Hillsborough Sheffield The Owls 72,841 v Manchester C 19349-1 v Birmingham City 1930  H> "Gerry Francis  Rangers Stadium London Rangers or 'R's 34,353 v Leeds Utd 1974 9-2 v Tranmere Rovers 1960 0>"Doug Livermore  White Hart Lane London The Spurs 75,038 v Sunderland 1938 9-0 v Bristol Rovers 1977 0(> "Dave Bassett  Bramall Lane Sheffield The Blades 68,287 v Leeds Utd 1936 10-0 v Port Vale 1892  H>"Howard Kendall  Goodison Park Liverpool The Toffeemen 78,299 v Liverpool 1948 9-1 v Manchester C 1906   0> "Bobby Gould Highfield Road Coventry The Sky Blues 51,455 v Wolves Wnd 1967 9-0 v Bristol City 1934   >"Howard Wilkinson  Elland Road Leeds The Whites 57,892 v Sunderland 1967 8-0 v Leicester City 1934  00> "John Lyall Portman Road Ipswich The Blues 38,010 v Leeds United 19757-0 v Portsmouth 1964 + 0>"Alex Ferguson  Old Trafford Manchester The Red Devils 76,962 v Wolves Wnd 1939 10-1 v Wovles Wnd 1892  0> "Joe Royle Boundary Park Oldham The Latics 47,671 v Sheffield Wd 193011-0 v Southport 1962 ((&"Joe Kinnear Plough Lane London The Dons 18,000 v HMS Victory 1934 6-0 v Newport County 1983 (9}"David Webb Stamford Bridge London The Blues 82,905 v Arsenal 1935 7-0 v Lincoln City 1910 ((>"Lennie Lawrence  Ayresome Park Middlesbrough The Boro 53,596 v Newcastle U. 19499-0 v Brighton H.A 1958 '0>"Peter Reid Maine Road Manchester City / The Blues84,569 v Stoke City 1934 11-3 v Lincoln City 1895  0> "Ian Branfoot  The Dell Southampton The Saints 31,044 v Manchester U 19699-3 v Wolves Wnd 1984 H>"Kenny Dalglish  Ewood Park Blackburn Blue and Whites 61,783 v Bolton Wnd 1929 9-0 v Middlesborough 1954 " 0>"George Graham  Highbury North London The Gunners  73,295 v Sunderland 1935 12-0 v Loughborough T 1900 0& "Steve Coppell  Selhurst Park South London The Eagles 51,482 v Burnley 1979 9-0 v Barrow 1959 (> "Mike WALKER Carrow Road Norwich The Canaries 43,984 v Leicester C. 196310-2 v Coventry City 1930 > "Ron Atkinson  Villa Park Birmingham The Villans 76,588 v Derby County 194612-2 v Accrington St. 1882@ >"Brian Clough  City Ground Nottingham The Reds 49,945 v Manchester U 196712-0 v Leicester City 1909 0> "Graeme Souness  Anfield Road Liverpool The Reds / Pool 61,905 v Wolves Wnd 193510-1 v Rotherham Utd 1896 > "Trevor Francis  Hillsborough Sheffield The Owls 72,841 v Manchester C 19349-1 v Birmingham City 1930  H> "Gerry Francis  Rangers Stadium London Rangers or 'R's 34,353 v Leeds Utd 1974 9-2 v Tranmere Rovers 1960 0>"Doug Livermore  White Hart Lane London The Spurs 75,038 v Sunderland 1938 9-0 v Bristol Rovers 1977 0(> "Dave Bassett  Bramall Lane Sheffield The Blades 68,287 v Leeds Utd 1936 10-0 v Port Vale 1892  H>"Howard Kendall  Goodison Park Liverpool The Toffeemen 78,299 v Liverpool 1948 9-1 v Manchester C 1906   0> "Bobby Gould Highfield Road Coventry The Sky Blues 51,455 v Wolves Wnd 1967 9-0 v Bristol City 1934   >"Howard Wilkinson  Elland Road Leeds The Whites 57,892 v Sunderland 1967 8-0 v Leicester City 1934  00> "John Lyall Portman Road Ipswich The Blues 38,010 v Leeds United 19757-0 v Portsmouth 1964 + 0>"Alex Ferguson  Old Trafford Manchester The Red Devils 76,962 v Wolves Wnd 1939 10-1 v Wovles Wnd 1892  0> "Joe Royle Boundary Park Oldham The Latics 47,671 v Sheffield Wd 193011-0 v Southport 1962 ((&"Joe Kinnear Plough Lane London The Dons 18,000 v HMS Victory 1934 6-0 v Newport County 1983 (9}"David Webb Stamford Bridge London The Blues 82,905 v Arsenal 1935 7-0 v Lincoln City 1910 ((>"Lennie Lawrence  Ayresome Park Middlesbrough The Boro 53,596 v Newcastle U. 19499-0 v Brighton H.A 1958 '0>"Peter Reid Maine Road Manchester City / The Blues84,569 v Stoke City 1934 11-3 v Lincoln City 1895  0> " Ian Branfoot  The Dell Southampton The Saints 31,044 v Manchester U 19699-3 v Wolves Wnd 1984 H>"Kenny Dalglish  Ewood Park Blackburn Blue and Whites 61,783 v Bolton Wnd 1929 9-0 v Middlesborough 1954 " 0>:squad last updated Jan 1, 1999 SEAMAN David    ADAMS Tony   HILLIER David k BOULD Steve R  CAMPBELL Kevin   KEOWN Martin   DIXON Lee    WINTERBURN Nigel fMERSON Paul  LIMPAR Anders     SMITH Alan     DAVIS Paul ,  WRIGHT Ian        LINIGHAN Andy   c FLATTS Mark X,  JENSEN John L  PARLOUR Ray R   VACANT .  MORROW Steve    VACANT  MARTYN Nigel   HUMPHREY John   SHAW Rich   YOUNG Eric    WATTS Grant     SALAKO John   THOMAS Geoff     WILLIAMS David  SINNOTT Lee L  c McGOLDRICK Eddie 9  RODGER Simon X  SOUTHGATE GarethR NDAH GEORGE,! BOWRY Robert"   OSBORN Simon #  cTHORN Andy qX$   ARMSTRONG Chris %    COLEMAN Chris   & VACANT ' VACA$NT  WALTON Mark (  CULVERHOUSE Ian R)  BOWEN Mark &*BUTTERWORTH Ian X~+SUTCH Daryl Y,  SUTTON Chris  -  EKOKU Efan R.  ROBINS Mark  /   CROOK Ian 0  FOX Ruel 1   PHILLIPS David &2'  GOSS Jerry V3 POLSTON John XR4c NEWMAN Rob ~5 POWER Lee ^,6  WOODTHORPE Colin 7  VACANT . 8 GUNN Bryan  9  MEGSON Gary }: ! VACANT ; BOSNICH Mark RM   BARRETT Earl = STAUNTON Steve L>"   McGRATH Paul ? 7   FROGGATT Steve @  SAUNDERS Dean A"   DALEY Tony B    ATKINSON Dalian9@C   COX Neil &dD REGIS Cyrill9E "YORKE DwightF  PARKER Garry XG  SMALL Bryan dH EHIOGU Ugo 9I  cVACANT . qJ  TEALE Shaun K   RICHARDSON Kevin kkL  BREITKREUTZ Matias <  HOUGHTON Ray kN .VACANT . O # CROSSLEY Mark FP   WOAN Ian ,Q PEARCE Stuart .R2ORLYGSSON Thor S  CHETTLE Steve XT  KEANE Roy U   CROSBY Gary V  WILSON Terry RW  CLOUGH Nigel FX     McKINNON Ray ?Y WEBB Neil  Z  BLACK Kingsy[ c  GEMMILL Scot &\  BANNISTER Gary ]  LAWS Brian b  TILER Carl x_  GLOVER Lee ` MARRIOTT Andrew&Ra  ROSARIO Robert?b   VACANT c JAMES David d    TANNER Nicky 9e  BURROWS David Rf NICOL Steve g  THOMAS Mich h cWALTERS Mark i   REDKNAPP Jamie wj HUTCHISON Don  kPIECHNIK TorbenlBARNES John #( mD  JONES Rob n  WRIGHT Mark o*  cMOLBY Jan Lp   cROSENTHAL Ronny ,qc MCMANAMAN Steve  r   MARSH Mike  s  WHELAN Ronniet* HOOPER Mike Xu  STEWART Paul v  RUSHC Ian w6    WOODS Chris x!#   NILSSON RolandTy,   cKING Phil &z  PALMER Carltn { SHIRTLIFF Peter k|  PEARSON Nigel X}  WILSON Danny ~    SHERIDAN John    cHIRST David     BRIGHT Mark   WORTHINGTON Nigel %   WATSON Gordon  WARHURST Paul     HARKES John ^   B.WILLIAMS Chris   WADDLE Chris  >   ANDERSON Viv , $PRESSMAN Kevin    HYDE Graham& cVACANT  STEJSKAL Jan  BARDSLEY David ?   WHITE Devon d   VACANT . q   WILSON Clive X9  MADDIX Danny ?  WILKINS Ray   $T  BARKER Simon  cPENRICE Gary ?k  BAILEY Dennis   SINTON Andy    ALLEN Brad R  PEACOCK Darren  McDONALD Alan " THOMPSON Garry Z! c FERDINAND Les      HOLLOWAY Ian R ROBERTS Tony  IMPEY Andrew   VACANT  THORSTVEDT Erik M  MABBUTT Gary   AUSTIN Dean w NAYIM Moham ,c HOWELLS David k  ANDERTON Darren  VACANT . L   SAMWAYS Vinny   SHERINGHAM Teddy 4    RUDDOCK Neil  ALLEN Paul    GRAY Andy   BARMBY Nick DURIE Gordon c SEDGLEY Steve R cEDINBURGH Justin  TURNER Andy R   VACANT . ?   CUNDY Jason    WALKER Ian   KELLEY Alan x  COWAN Tom   BARNES David XVACANT .    cBEESLEY Paul   GAYLE Brian ?  BRADSHAW Carl XcGANNON John q GAGE Kevin R  DEANE Brian      BRYSON Ian      ROGERS Paul , cLITTLEJOHN Adrian& MARWOOD Brian } c HODGES Glyn X  HARTFIELD Charle9  WHITEHOUSE Dane Xq   VACANT . d !  CORK Alan d !  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To interpret this rather enigmatic but most important figure, it helps to understand what it means and how it is arrived at: The FLOW indicator determines how many times the ball has to be won before a shot at goal is likely to be granted. 7 is a very good flow figure, liable to yield a large number of shots. Anything above 13 is bad: it may yield just a few isolated shots. You should regard this indicator as a handicap: the higher the figure, the tougher the task. Study your possession indicator, just above the flow. If your current possession says 8 and your flow is 9, it means that the next time you win the ball, a shot will be granted. Possession will then be reset to zero, and you'll have keep possession nine times before the next attempt at goal. Keep an eye on your opponents' flow. It tells you how far away they are from being in a shooting position. Now that we know what the flow indicator means, we'll explain how it is arrived at. The more guys you have in attack, the better it is for you. The greater your strength advantage, the better again. These are the two factors that decide your flow figure. The actual mathematics are as follows: The starting base figure is 5. To which we add the number of defenders and any possible strength handicap. Consider two sides. One, yours, playing a 3-3-4 formation (that's three guys in defence) The other team are playing a 4-4-2 formation. Your strength, as revealed on the pitch, says 1100. (that's an average of 110 per man, goalie not counting) The opposition's strength is only 1000 You therefore have a strength superiority of 100. We'll divide the figure by 16 to bring it down to a reasonable level, which gives a true advantage of 6 We now adjust the base figure of 5 to take these factors into account. Team A (you) will have a flow of 5 (basic) + 3 (defenders) = 8 Team B will have a flow of 5 (basic) +4 (defenders) +6 (handicap)=15 It is now obvious that A will have almost twice as many attempts at goal than B. A will have to string together 8 passes before a shot may be attempted. (generally speaking). In reality, set pieces and counters actually ignore the flow requirement and can trigger a shot regardless. If B is to redress the balance, they'll have to change their formation and make some powerful substitutions (to reduce the handicap in other words): They can reduce the number of defenders, by either pushing one or more forward, or substituting them for midfielders or attackers. Or remove a player with low rating (like 82) and bring on one with high rating (110). Say B switch to a 2-4-4 formation. Their flow now automatically drops from 15 to 13. That's because they now have 2 more players in an offensive role. Say they bring on two highly rated guys and take off two exhausted players The strength differential which was 100 may drop to 50 (ie 3 points only) B's new flow is now 10 (basic 5 + defenders 2 + strength deficiency 3 = 10) They are now nearly on par with you (except that they are exposed at the back). Now imagine one of your guys is sent off. Your strength of 1100 may now suddenly drop to 990! It is now B who have the advantage. They are now 60 points above you (ie 3 flow points) The new flows are now as follows: A: basic 5 + defenders 3 + handicap 3 = 11  B: basic 5 + defenders 2 = 7 During a match, the flow figure changes slowly in response to formation change, uneven degree of tiredness, and substitutions (usually for fresher players). But the most dramatic change is caused by losing a player through injury or sending-off. This instantly creates an loss of strength of 90 points or so, ie 5 points added to the flow. * The LINK SYSTEM (FT2 ONLY) Unique to FT2 is a system by which additional information on a player can be accessed by using a link byte. The byte in question is displayed in red, to the right of the player's rating. It usually is 0, ie nothing more to say about him. However, any other value, from 1 to 99 will link this player to a special file, held on the data disk, under the name of link.asc The file is in ascii format, ie readable and editable by any decent text editor or word processor. If you click on the player's initial, you will be able to read the link entry. If there is none, a continuous flash will occur. The exciting thing about this feature is that the user himself may add more information on ANY listed player (920 of them) by just adding it to the link.asc file, using a text editor. Of course, a certain synthax will have to be followed. . start the entry with an asterisk followed by a number (1 to 920) ex *209 (209 is Tony Cottee's individual number) . each line to be no longer that 26 characters, followed by a carriage return . entry to be terminated with \ . file itself to be terminated with & . max 20 lines per entry Make sure you re-save the amended file with exactly the same name. File size is variable, but currently limited to a maximum of 32K, depending on memory available. Example of entry: *209 Tony Cottee, one of England's most gifted young players. \ The system is based upon each player's unique identification number. You will see these numbers in select mode just under his link byte. Arsenal's players are numbered 0 to 19, Crystal Palace 20 to 39 and so on, right up to 919. When you click on the player's initial, the program will check his link byte and, if non-zero, look up his identification number. (in Cottee's case 209). It will then scan the entire link.asc file to see whether there is an entry for *209. If none is found, nothing will happen. If it does find some text starting with *209 it will display it, in the player's window, and stop when it finds a \ character. Users should feel free to add their own player references. We will be delighted to receive your link.asc file if you think that your entries are of interest. Full credit will be given in the program. If you do add your own entries to the link.asc file, do remember that you will also have to modify the player's record so that his link code is no longer zero. Use the built-in editor to do this. * The EDITOR. (PASSWORD REQUIRED) FT now has a built-in editor. It is an invaluable tool to the serious user, enabling fine adjustments to the player ratings and ideal to enter new signings. Having selected the player to edit, the cursor (the little ball) will jump to the right of the edit screen, where all the player data are held. Click on the desired field, then enter the new value. New values should conform to a given range. Most skill levels are a two-digit entry. The Christian name and surname have a maximum length of 6 and 12 charaters respectively. Press 'return' as your last character. Age, link number, playing positions, caps, skill levels, transfer status are all two-digit entries. To enter a shooting skill of 9 for instance, click on the word shooting, then type 09, or 9 followed by return, or 9 followed by any other key. Each field has its own limits: skill levels are usually 00 to 10. Age is 15 to 51. Freshness is 00 to 20. Link number is 00 to 99. Transfer status is 00 to 99. Valuations, wages and identification numbers are four-digit entries. To enter wages of 300 for instance, type 0300. To enter an identification of 48 type 0048. To enter market value of 80, type 0800. For 1.5 M type 1500. Some of these entries need explaining: You will have noticed that a player has a default position AND a role. These two separate functions are clearly indicated on the player selection screen to the right of each name. The default position remains constant: ie a goalie is always a goalie (GOA) but his role may be one of a dozen different options. If the goalie is currently a reserve, for instance, his position will indicate GOA, but his role will say RES. During a season, only the role may be accessed by the user, and even so, within logical limits. You can ask your goalie to be GOA, RES or SUB. But you can't make him ATT or INJ. It is the program itself that will dictate whether he becomes INJ or SUS. In any case, he's unlikely to ever become ATT. The Editor is very powerful and care must be taken to apply sensible values. It would be illogical if you made your goalie INJ while keeping his fitness at 10. Or having a goalie (GOA) with a role of midfielder (MID) would also be strange. The following positions are available: 00 unused, 01 GOA, 02 DEF, 03 DEF-MID, 04 MID, 05 MID-ATT, 06 ATT, 07 VACANT. Once set, these positions will remain constant through-out the season. The following roles are available: 00 not used, 01 GOA, 02 DEF, 03 SWE, 04 MID, 05 WIN, 06 ATT, 07 SENT-OFF, 08 SUB, 09 RES, 10 INJ, 11 SUS, 12 VACANT All these roles are accessible by the user, but also liable to change automatically during a match. If one of your 20 squad places says . VACANT, that particular 'player' should have a position of 7 and a role of 12. Any other values will corrupt the program. The transfer status has a range of 00-99. Entering 01 means a bid for this player has been received from Arsenal. 02 would indicate a bid from Crystal Palace. 46 indicates a bid from Watford. Finally, 99 means the player is on the transfer list. Although Arsenal is initially referred to as club number 01, should Arsenal be relegated, it is conceivable that some other club would acquire the value 01. These figures correspond to the sequence visible on the 'select club' screen. The link byte, may be any figure between 00 and 99, with 00 meaning nothing else to say, and any other figure taken as a link to further information. The individual player numbers range from 0 to 9 with the Arsenal goalie being number 0, and so on. These numbers are used by the program when matches are recorded. If a Arsenal player scores a goal during a recorded match, then gets bought by another club, the match replay will still show the correct player, even though he no longer is part of that squad. There should be little need for the user to change any of these, with perhaps the minor exception of number 0169. This number used to belong to Gary Lineker, warning the computer that booking 169 just wasn't on. If you want to make a player unbookable, just call him 169! Once editing is complete, the new data may now be written to disk to make it permanent. There are two files on your disk. One is the work file recording the sides as they are now, with current morale, fitnesses, goals scored etc.. Click on SAVE to update it. The other, far more important, is the default master file, holding original information as when first used. It is the file that gets loaded each time you click on NEW. To write your changes to this file, you'll have to type the word S A V E. The original data will be irrevocably changed, hence the importance of always keeping some back-ups. Whenever, you decide to make permanent changes to the  player file, we recommend the following procedure: 1.Work on a back-up disk. 2.Press P to PAUSE news reporting 3.Click on NEW to load a clean file to memory with no un-wanted transfers, injuries, etc... 4.Call the EDITOR 5.Having made your changes, type SAVE. The official file will now be the one you have created. Even so, the work file (the one that gets loaded automatically) will still be on disk with old data. To bring that one up to date: click on SAVE. * FITNESS Players are liable to suffer injury during the week (while training) or during a match. Each time a player is injured his fitness goes down by 2 or 3 points. Bad injuries result in fitness going right down to zero. The recovery rate is one point per week. Players with fitness below 5 cannot play. Remember that if your opposition plays 'rough', players with fitness of 5 or 6 will be particularly vulnerable. It is sometimes wise to take off such players to avoid further risk. MORALE Each time a player is selected in the first eleven, his morale goes up by one. Equally, morale goes down one if he's left out. It pays to give some of your reserves an occasional game to boost their morale, and therefore the overall rating. Transfers and bad injuries also affect morale. FATIGUE This is another useful indicator during a match. Because you'll have 11 players to check, this information is available via the logo menu. Interrupt the game by clicking on your logo and click on select. Your players fatigue will be revealed under tiredness. Each player starts at 20 and drops a point or so each time he gets involved in a challenge. You will notice that isolated players will get tired extremely quickly. Say you play with only one guy in midfield (a dreadful formation). That player's freshness level will drop each time the ball is in midfield, resulting in quick deterioration. A balanced formation is therefore essential. The TACTICS Several users have written to ask how exactly the various tactics/strategy settings affect a game. Without wishing to give too much away, we can explain that all tactics have good and bad points. We always try to balance the odds. If you are going to gain some advantage, there will have to be a price to pay. The general principles are simply based on common sense: if you play 'rough', you will cause injuries to the opposition. If you mark a particular player, his performance will drop. These are obvious deductions. We'll briefly explain the technical variables which control the way the program runs (as opposed to what should happen on the pitch, which as we all know, is anybody's guess). Normal strategy: neutral effect. No bias. Offside trap: some goals will be disallowed. Average random is 1 in 4. Cost: opponents will have clearer shooting chances. Their effective flow is reduced by 4 points. High crosses: favours line-up with heading figures greater than seven. A winger feeding these high crosses is also required. Cost: possession more easily surrendered. Quick counters: favours guys with speed greater than seven. Cost: slight increase in offsides. Through balls: same + favours true ATT attackers. Steady build-up: favours guys with passing skills of seven or more. Cost: none. Sweeper system: favours sides with one good sweeper. Cost: none. Break rhythm: favours guys with tackling skill greater than seven. Reduces opposition's scoring chances. Cost: slight increase in fouls conceded. Normal tactics: neutral. Tough: inflicts injuries on opposition, thereby reducing their overall strength, and increasing their chances of losing a man. Cost: yellow cards. Rough: as above, but on a greater scale. Not recommended with strict referees. Time wasting: 1 chance in 5 of 'losing' 5 to 10 minutes. Cost: yellow card. Heavy marking: opponent's skill figure reduced by one point EACH ball challenge. Cost: tiring rate increased. Fall in box: win a random penalty (1 chance in every 2 matches). Cost: lose possession: as opponents' flow improves, more shots are conceded. The REFEREES (FT2 ONLY) All 88 referees currently officiating in the league are now included, together with their disciplinary record. Red card happy Jim Parker will be listed as 9, softies like Alan Flood will have a danger figure of 1. These variations directly affect the way a match turns out. It would be folly to adopt 'rough tactics' when Jim Parker is in charge. So the message is clear: know your refs! THEY CAN'T HEAR YOU! Shouting your instructions from the bench is no mean task! In the thick of the action, players are likely to take a while before noticing your frantic appeals. Football Tactician requires the same persuasion: hold your finger on the minus key on the keypad for several seconds until the game slows down. Alternatively, position your mouse on your logo and press the left button, without releasing it. Someone is bound to notice you. IMPORTANT INDICATORS During a match, the most useful figures to watch are the two overall team ratings at either ends of the pitch. If you notice a sudden deterioration in your team's figure, it probably is because someone was badly injured. A substitution is then recommended. If someone gets sent off, his team rating will obviously drop drastically Be prepared to click on your logo quite a few times to check individual ratings which are constantly affected by the fitness and freshness levels. Any player with a rating below 90 and freshness below 5 is unlikely to win many balls. He should either be switched to a more crowded section (for instance as one of five midfielders), or be taken off. In the control window, the flow figure, as already explained, is vital. Keep that one down as much as possible. Possession is also important. So are shots at goal. If your opponents get too many shots, try marking their best player, avoid tactics such as fall in the box (which needlessly gives away possession), get more people in midfield (to stop their midfielders feeding those attackers). The YELLOW PERIL If one of your players has a yellow card, check his freshness and overall rating. If he's low, he should be a prime candidate for substitution in case he got himself into more trouble. Instructions to FT 1 (The Premier League) -) Credits FOOTBALL TACTICIAN was devised and programmed by Camy Maertens Atari ST music by Gary (Goth) Wheaton Additional Amiga material: Damon Barwin and Roger Stones (c) 1992 Camy Maertens and Talking Birds By the same author: FOOTBALL CHALLENGE, a 2000-question quiz game on the world's greatest sport Football Tactician 2 Two divisions, 93/94 season, one meg only. FT2 (Scotland) Premier and First Divisions 93/94 season, one meg only FT2 (Italia) Serie A and Serie B AMIGA only. One meg. Welcome to FOOTBALL TACTICIAN Like several Football Manager games before, this is a game to win the biggest prize of all: the English League Championship. While the aim is the same, the means to achieve it are without a doubt totally different. Gone are the days when computer matches were decided at random with only a vague reference to players' skill and ability. What Football Tactician offers is a true SIMULATION of all factors likely to affect the outcome of a soccer game. What's more, rather than just compute the total skills of a side, Football Tactician actually plays each match. The result is not known until the last ball has been kicked. Even when results involving computer sides are shown (in less than a second), every single ball has been played according to the teams' strength, tactics, strategy and fielding. Because all matches involving human managers can be interrupted in real time, the course of a match can change radically if the appropriate action is taken. The ability to adapt your strategy according to the run of the game is Football Tactician's greatest innovation. The Talking Birds programmers wish you a great time with this simulation. We are fully committed to supporting this product with updates, new data disks, extra divisions and foreign leagues. * * * Let's get started. If you want to manage a team, you will have to join a club. We'll allow you to choose any club, whether Liverpool or Oldham. It goes without saying that to get Oldham to win the League will require great strategy, shrewd buying in the transfer market, and... a little bit of luck. Football Tactician allows up to 22 users to play the program at the same time. Once someone has taken over a Club, no one else will be allowed to join it until the position becomes vacant again. To resign, just choose LEAVE CLUB on the ACTION MENU. Having joined a Club, you should now load its relevant data in memory. Choose SELECT CLUB and click on your logo. Your squad and club records will now be available for inspection. If you have a machine with one meg memory all club data and graphics will be held in memory, instantly accessible. By clicking on your logo on the main screen, you will see who your next opponents are. Your task will be to select the best side for the job, and adopt the strategy most likely to win the match. You should load your opponent's logo in memory and inspect the state of their squad. Let's now see what the various menus are and what they do. The FILE MENU The first option in this menu is LAST SEASON. It will load the fixtures and results from the last complete season. On your disk, this file is recorded as fixt_00.dat. Once LAST SEASON is in memory, the current season is put on hold. Only friendly matches may now be played. Many functions will be disabled: save, new, kick-off, top scorers, etc are no longer available. The cursor will also change. We are now in review mode. The whole idea of loading an old season whether from the LAST SEASON or from the LOAD SEASON boxes is to quickly view past results, maybe to check how you did against your next opponents. The obvious path to follow, in this mode, in to click on TABLES, then click on Select any week. Full records will now be at your fingertips. Another useful feature is to load any logo in, click on it, and select Fixture list. You will be presented with the full history of that particular team during the season under review. Once in review mode, the LAST SEASON box will now say RESUME. You have to click on RESUME if you want to exit review mode and carry on with the default mode. The next box in this FILE MENU is SAVE. If you want to save your records click on this one at any time during the championship, except at the very end of the very last day, when it will instead appear as NEW SEASON. You'll have to click on NEW SEASON to save the ENTIRE championship for posterity. It will always be saved as fixt_00.dat. All fixtures will then be reset and a new season may commence with bank balances, skill levels and squads left unchanged. SAVE does a complete save of all squad and club records, replay list and results so far. But the week pointer will remain as it is. Whenever you click on SAVE, do make sure that your disk is NOT write-protected and that there is enough space on it. The next entry is NEW. This is an uncompromising feature. Everything gets reset to the original standard. You are in effect overwriting your records with the default files always held on disk. Needless to say full confirmation will be asked for and you will have to answer with the keyboard only. EDITOR , the next entry, gives you access to all the players in your division. (440 of them in the premier league). The built-in editor allows you to change selected fields only. Password required to access to ALL fields including skills. Available on request. LOAD SEASON is similar to LAST SEASON except that here you may choose which particular season you want to load: 0 is the one just gone. You may retrieve up to 21 seasons. Once this feature is active, you are in review mode again, as confirmed by the rectangular cursor. A new box will now appear just underneath: SAVE AS. The season you have just loaded may be re-saved under any name from 0 to 20. Make sure you do not overwrite a season that you were particularly proud of. The ACTION MENU JOIN CLUB This is a pre-requisite for competing in the Premier League championship. Choose any of the 22 clubs. (24 clubs to choose if running Division One) Each club may be managed by a different player. If you can all fit into one room, up to twenty two guys can play Football Tactician. LEAVE CLUB is the opposite. Simply click on your name to offer your resignation. SELECT CLUB is one of the most used options in this game. You have to select a club in order to examine its squad and make the selection and strategic decisions that will win or lose a match. You may examine any of the twenty two (22) sides in your Division. REPLAY is one of many options unique to Football Tactician. It gives access to up to thirteen matches: all those played last week (eleven in the Premier League) plus the last friendly or European match played. Ideal to analyse your last game and see what went right (or wrong) and also to see how the other teams performed. KICK OFF gets the ball rolling! All matches will be played in turn. Those involving no user-managers will have their result flashed for two seconds. The others will be played in full. First the relevant logos will be fetched from memory, then the match will start at a speed defined by the option menu. You'll have access to the two logos where substitions, marking, and change of tactics may be made. If you want to change the clock speed, press ENTER, - or + on the keypad. All matches will be played in a totally realistic way, whether they are shown or not. Computer opponents will organise their squads, change tactics or make substitutions according to the run of the play. KICK OFF may also be activated by clicking on the centre circle. Equally, once all the week's events have been reported, KICK OFF will occur automatically. Whenever KICK OFF is chosen, all outstanding weekly events will be triggered: the difference being that kicking off from the centre circle will not display them. The next option on this menu is FRIENDLY. It will play a friendly match between the two clubs whose logos appear in the logo windows. There must be two logos in view to activate this option. Equally, you can start a friendly match by just pressing F on the keyboard. If any of the two logos showing is a user-manager, the match will be reported in full, otherwise only the result will show. Even so, the match will have been recorded . To replay it, press R on the keyboard. The TABLES MENU TABLES. In standard mode, this box may be clicked to reveal a full division table except when the season hasn't started yet. In review mode, when the cursor is rectangular, this option is inactive, but league tables are then called from the Select Week option further down. FIXTURES. Next week's fixtures are stored here. Eleven matches in the English Premier League. Other leagues may have a different number of fixtures. RESULTS. Last week's results are shown here. TRANSFERS. This is a complete list of all the players on the transfer list. Although the players ratings are shown the list does not reveal whether they are injured, suspended or with a low morale. Buying a player with rating of 100 may result in its new rating jumping to 107 simply because his old morale was low. To avoid buying a player with a long suspension or some bad injury, you are recommended to check his club logo first. This transfer list changes constantly. Computer players may put a player on the transfer list and remove him a few weeks later. Squad levels are not allowed to drop below 17. You'll find that if a squad is too depleted, a club will go into the transfer market automatically. TOP SCORERS This is where your players should show up if you're doing well in the league. This feature is not active on the first day of the calendar. SELECT ANY WEEK. A very useful option. You may view any week from 1 to 42 (46). If you choose a week already played, you will see the results and the full table for that particular week. If you choose a week not played yet, only the fixtures will appear. Feature is active in both standard and review modes. The OPTIONS MENU The various boxes under this menu are of the toggable type: ie they merely switch certain conditions on or off. The first one is AUTO SAVE. If the switch is set to ON, all positions and records will be saved automatically every four saturdays. Otherwise, if set to MANUAL, you will have to save your positions at your own discretion. Make sure the disk is not protected. NEWS This box allows you to determine the amount of weekly events between two saturdays. If set to brief, less than ten events will occur. If set to full, twenty to thirty events will take place during the transition period. You should use this facility to determine the activity level in the transfer market and the amount of injuries and other factors affecting the teams status. SPEED The speed of match action is either slow, in which case each ball contest takes about two seconds, or normal, which lasts half a second, or fast which lasts 1/50th of a second. The effective duration of the action depends not only on this setting but on how many illustrations appear during the match. Offside flags, penalties, etc.. take a while to be displayed and slow things down a bit. You will find that intervening with the mouse during a match set to fast is not that easy. Press - on the keypad (repeatedly if necessary) to slow things down, then click on the logos. This difficulty in communicating rapidly with your players mirrors a similar problem encountered in real life where instructions, substitutions and other orders may take a while before being noticed. HIGHLIGHTS is another variable affecting the way a reported match will look. The default mode is HIGHLIGHTS which will report all major events: goals, shots, fouls, corners, penalties, injuries and tactics changes. When set to FULL COMMENTARY, the players names will be reported all the time. Home players will be on the left, Away players on the right. The player actually controlling the ball is shown in blue. The other setting is GOALS ONLY which will only report the goals scored, who scored them and when. TRANSFERS amongst computer teams may either be automatic or off. You should remember that if automatic transfers are allowed, a great deal of player movement will take place, particularly if you have chosen the full weekly news option. To reduce excessive player migration, you may either select BRIEF week events or turn TRANSFERS off periodically. Teams managed by user players will not embark on automatic transfers unless you allow your squad to be unduly depleted. GOAL SCORERS will display all goal scorers in ALL matches reported. The LOGO MENU The LOGO menu may be accessed both during the week and during a match. Some functions will be active all the time, others will be specific to either of these possibilities. SELECT gives you access to your squad (or to the opponent's squad!) During the week, all players can be reached and reshuffled (unless injured or suspended). During a match, only the first eleven may be reshuffled, and up to two substitutes may be brought on. Click on the player's name to activate a swap with another player. Some players have variable roles and may be switched from midfield to attack or midfield to defence. Or they may be played as wingers, or sweepers... Click on the RIGHT ROLE to activate the changes. The left role is the default position and is not accessible. If you start a match with two goalies, or none, the program will rectify this anomaly automatically. During a match, computer teams may be inspected by human managers, but not interfered with. BUY allows you to view the transfer list and buy a player, funds permitting. You can have up to 20 players in your squad. APPROACH allows you to approach any player from any club. There are some costs involved. And the player's market value will probably go up. There is no guarantee that the player will join you. You may have to approach him several times. STRATEGY. You have a choice a eight different strategies, each one with its own merit (and drawback). The strategies are: Normal, off-side trap, high crosses, quick counters, through balls, steady build-up, sweeper system and break rhythm. Normal is a totally neutral choice. Off-side trap is very handy when your opposition plays three or more attackers of fluent ability. Catching one of them off-side breaks their rhythm and gives you an easy possession. The danger attached to this strategy is letting one opponent through and conceding a goal. High crosses may be a good idea as long as you have a good header of the ball up front, and also, preferrably, a good winger. There are no obvious drawbacks, except perhaps that the ball delivered has a fifty-fifty chance of being wasted. Quick counters are called for if you are under severe pressure and the ball seems to stay in your half all the time. Make sure you have some defenders capable of long kicking and some fast guy up front. Through balls are very similar in as much as quick forwards are required (true attackers, marked ATT, are ideal). A good midfield distributor is also essential. The drawback is that you may be caught offside a few times. Steady build-up is often chosen by talented, skilled sides. Works fine as long as opposition doesn't break the game with heavy tackling and other unfair methods. A sweeper system depends on some top-class libero in defence. It produces fluent football but depends on quality throughout the team. Break rhythm is used when all else fails and the other side threatens to overwhelm you. Usually applied when rough tactics are also chosen. TACTICS have a significant bearing on the way the match progresses. Normal tactics are neutral. Physical play is called for if you want to upset an otherwise skillful opposition. The danger is that you may collect a booking or, worse, a sending-off. Choose this method if your players haven't got too many disciplinary points yet, or for brief spells in the match, or if you have a squad strong enough to sustain a possible red card and the automatic suspension that goes with it. Rough playing is the same as above, only its effects (good and bad) are magnified. Time wasting is a handy, if somewhat unfair, technique generally used when your side is ahead with not much time remaining. The danger is that you might collect a booking for time-wasting. Heavy marking is used against talented sides. Your opponents will be somewhat contained, but your own tiredness level will increase considerably. Falling in the penalty box may earn you the odd penalty. But the obvious danger is that you may also collect a card, and often lose a critical ball. Back passes may be attempted only if you have some solid and reliable players at the back, including the goalkeeper. The idea is to relieve the pressure from a dangerous opposing attack. The last option applies to Gazza only. FORMATION is a non-accessible box. It merely confirms the current set-up. NEXT WEEK not only informs you of your next opponents, but clicking on it, will load their logo and squad. SELL allows you to put any of your players on the transfer list. Expect morale to drop when you try to sell a player. To remove a player from the transfer list, you'll have to click on UNLIST. INFO gives you historical information on your club. FINANCIAL displays the current bank balance and the various trading accounts. You will still be allowed to play if you go in the red, but purchases will be denied. FIXTURE LIST is a useful option showing the entire season at a glance, with results for matches played. You can not only examine your own list, but that of any club in your division. In match mode, some of the above options will be disabled ,but one new one will appear: MARK OPPONENT. Marking an opponent will severely reduce his performance, but it will be at the expense of your overall rating. There is more. Football Tactician has many more facets which you will discover by experimenting with the various options. One feature well worth observing are the news reports scrolling at the bottom of the screen. During the week, you will receive information on major transfers, injuries during training, financial deals, player satisfaction or otherwise and general club news. Hit P to stop news appearing. During the match, the same window will report all important incidents that have an effect on the play. Another useful window to watch during a match is the statistics window on the left of the home logo. It will display the total possession so far, time, injuries, bookings and most importantly current control sequence (contr). The longer a side controls the ball, the more likely it is to have a shot a goal. And shots of course are the thing goals are made of. On average, once control reaches 7 or so, a shot is always in the offing, providing the ball is within reach of goal. You'll find that teams with few players in attack, will have to string more passes together before a shot at goal happens. After each shot, this figure is usually reset to zero, particularly if the attempt was saved. Also visible, on the pitch this time, is the teams combined strength at any one time. The skill, fitness and fatigue values are added up for all the players in your side, excluding the goalie. A figure of 1100 would indicate an average of 110 per player, which is pretty high (Liverpool standard) Teams with high combined power theoretically stand a better chance of winning than lower ones, but as Man United will confirm when they lost 4-1 at home to QPR, nothing is certain in football. You will notice that this figure is regularly updated during a match. It reflects of course the general tiredness of the players, and possible injuries. Player freshness always starts at 20 and may drop to zero. At half time, the values are raised somewhat. You'll have to keep a close eye on your players fatigue and fitness levels and decide exactly when substitutions should be made. What next? Football Tactician 2 is now available with both Premier League and Division One in memory. One Meg required. Price 22.95 In addition, regular update disks are available. The problem with Football Management games is that their data is so quickly out of date. Players get transferred, managers get sacked, market valuations change and teams get promoted (and relegated). Many programs on the market still list players that have long moved and squads bearing no resemblance to reality. Talking Birds pride themselves on the most up-to-date data ever. Team records are updated on a weekly basis. New subscribers always receive the very latest version of Football Tactician. We look forward to your comments and suggestions! * * * Hard disk owners - FT1 and FT2 will work from hard disks, providing you have enough memory. One megabytes of RAM is a minimum for trouble-free hard disk operation. To install FT2 on your Amiga hard disk, create a folder called FT2 or whatever. To do this, call the SHELL from Workbench. When Shell is ready, you will see a prompt 1.SYS:> Type MAKEDIR DH0:FT2 (don't forget the space). Then insert the main FT2 disk inside your internal drive. Type COPY DF0: DH0:FT2 ALL When the first disk is copied, insert the second one (data disk) and type the same line again COPY DF0: DH0:FT2 ALL Now to run FT2 from your hard disk: Switch off Switch on again while holding Control D (or both mouse buttons) Type CD DH0:FT2 Then type FT2 (return is obviously hit after each command). Atari users should copy all the files on one of their partitions. (less messing about with good old ST!) Bugs, inaccuracies. - In a program of this complexity, it would be unlikely if bugs didn't creep in. If you come across a systems error, or a logic error, or some inaccuracy in the data files, please write to Talking Birds and we will endeavour to put it right, either straight away or with the next release of Football Tactician. If your suggestions are implemented in a Football Tactician revision, you will receive this revision totally free of charge. Back-ups - This is possibly the most important thing to do (after winning the league). You will need to make extra copies using D-COPY on the Amiga or F-COPY3 on the Atari ST. Hints and tips - The statistic window will open during a match involving human managers. You'll have to keep an eye on the control and flow indicators. Figures on the left refer to team A (the home team). Figures on the right refer to the away team. Control tells you have many passes have been strung together in the current move. The higher the figure, the more likely you are to place yourself in a shooting position. The flow figure is perhaps the most important of all. It is an indication of the extend of the task facing you in trying to get a shot at goal. As a rule, a shot is always likely to happen once control reaches the flow figure. If your flow figure is 10, you will have to keep possession for a least 10 challenges before a shot may be contemplated. It helps therefore to get that figure down as much as you can. Special Keys (FT2 ONLY) - Hitting D toggles between Premier League and Division One. V allows the user to View all 46 teams and their class numbers. G loads the club logos with every match. / slash activates automatic/fast mode. The program will run automatically and noticeably faster. This is mainly used for testing and going through a season rapidly, while the program is unattended. F1 calls the SEARCH routine. Type the first three letters of the player you want to locate. Ex: SMI will list all players starting with SMI together with their clubs. The Archiving System (FT2 ONLY) - 36 matches are now permanently recorded for replay, and saved to disk whenever a save is made. The 36 matches are organised in three banks. Bank 1 holds the last 11 matches played in Premier League plus the latest friendly. Bank 2 holds the last 12 matches played in Division One. Bank 3 holds the last matches played in the home and European Cups plus 5 permanent golden matches. The first 31 records are liable to be overwritten by more recent entries. The last 5 are fixed and will not be overwritten unless the user decides to do so. To store a golden match, call archive, click on the desired match. The cursor will jump to the permanent section. Click again to store the golden match in one of the 5 slots. As usual, right button aborts. The file may now be written to disk to make it permanent. A fourth bank now holds up to 8 REAL matches that actually took place. (ex: the 1992 Leeds-Rangers European Cup clash at Elland Road). These matches may be relived through FT2 with perfect accuracy. During the Big Match replay, hit Space to interrupt the commentary or ESC to quit. Furthermore, the user will soon have the option to record his own favourite 'real' matches by typing match highlights from a newspaper report or TV recording. But to do this, you'll need the FT Professional Editor, soon to be released. The Managers (FT2 ONLY) - Managers are no longer entitled to manage any club they fancy. They have to prove their worth first. Managers are given a rating between 2 and 9. Initially, all managers start at 3. Clubs now have a Class figure between 2 and 8. All Division One clubs are either 2 or 3. The big clubs (Liverpool, Arsenal, Man Utd, Leeds) are 8. And so on. To join a club, click on Managers. A list of 46 'human' managers will be displayed. You may change their names and enter yours by clicking on Edit. To join a club, click on Join and select a club whose Class does not exceed your own rating. You cannot join a club that a) is already taken b) is beyond your reach c) if you already manage one. But of course, you can manage several clubs, under different names. A manager can never be more than one better than his club: if a 7 rated manager applies to join a class 3 club, his rating will drop to 4. This is to penalize him in case he wanted a quick string of easy victories, prior to rejoining his former higher club. Joining new clubs becomes more and more difficult as the season progresses. Before week 24, all clubs are open to applications. After week 27, class 8 clubs are no longer within reach. After week 30, class 7 are denied. Beyond week 37, job migration is no longer feasable. This is to stop a manager from joining the league leader a few weeks before the end of the season and reaping un-deserved reward. There are two ways of rising through the ranks (or not). Four successive wins are required to gain a rating point. Equally, 4 successive defeats will lower your rating. The only exception is right at the start, when promotion from 3 to 4 is granted after only 3 successive wins. Friendly matches don't count. But Cup matches do. The other way is to win a trophy or gain promotion. Winning a trophy earns 2 extra points. Promotion also earns 1 point. Relegation costs 1 rating point. All the human managers ratings and earnings will be saved to disk whenever there is a save, including the one at the end of season. Clicking on NEW doesn't reset the managers records, although it resets everything else. To reset all managers records to default values (ie rating 3, no earnings) type NEW. FT2 now records managers' personal earnings, adding an additional twist to the objectives of the game. The Premier League title is still the primary goal, but high pay also becomes a target. Managers now earn bonuses if they win or draw a competitive match. The basic bonus is 100. But the higher your club class, the higher the bonus. The formula is Basic times Win times Class, with a win being 3 and a draw 1. Ex: a win with Liverpool yields 100 x 3 x 8 = 2400 (Liverpool are class 8) a Leicester draw yields 100 x 1 x 3 = 300 (Leicester are class 3) It goes without saying that it pays to be in charge of a top club. But to run a top club, you need a top rating! Play-by-Mail - We know that several users operate a Play-by-Mail operation using FT as the chosen vehicle. With 46 clubs available, this is now an even better choice. PBM operators wishing to raise all managers ratings to a non-degradable eight should contact this office for the password. Promotions/ Relegations (FT2 ONLY) - At the end of a season, a roll of honour is compiled that shows the major winners and promoted/relegated teams. The switch will NOT be activated unless the user says so. This is to avoid unnecessary and unwanted league mutation. If you decide to activate the promotion process, follow these steps: 1. click on New Season to ensure the season just finished is duly saved to disk. 2. switch off. Make a back-up of what is still an unchanged league set-up. The above step is optional, but recommended if safety is paramount. 3. Start FT2 again. We are now on week 1, with no matches played. 4. Click on Promotions, enter Y (yes). This is the point where all your master files are re-organised and written to disk, erasing all existing masters! Nineteen files in all will be written to disk, including data and graphics. Make sure the DATA disk (B) is still in the drive, un-protected. This operation will take about a minute. Hard disk users will see the operation completed in just a few seconds. Even at this late stage, it is still possible to restore the league set-up as it was before promotions, providing another full season hasn't been played. By calling the promotion routine again, a reverse journey will take place and all teams will be back where they started. Floppy disk users should take care not to abuse disk-intensive operations. The Amiga in particular is very unforgiving in this area and disks can and do get corrupted. Hence the importance of ALWAYS having one or two back-ups. Hard disk systems are much less prone to such vagarities. But if disaster struck and a data disk were to be corrupted with no back-up done, Talking Birds will happily supply a fresh copy of FT1/ FT2 at a nominal cost. FA Cup and European Cups - All three European Cups are now included, with the latest group finals (FT2 only). All 1196 European players are accurately named, as per official UEFA entries. The League champions, FA Cup winners and top-placed teams will gain automatic access to the respective European Cups. Listings. - There is a facility to save to disk the full players file of the division currently active, in ascii format, showing players name, club, age, individual number and total skills at that particular moment. The file is at least 30K, so make sure there is enough room left on disk, or alternatively, save the file onto a freshly formatted disk. To save this file to disk, type LIST at any time. Ascii files are primarily intended to be viewed or printed with a suitable text editor/ word-processor. A question of language. - A user asked us why a well-known Football Manager program took 40 minutes (!) to set up its teams data when he clicked on start, when FT2 did the same in less than two seconds. The answer lies in the way the program was written. Most football simulations are written in basic which is excrutiatingly slow. FT2 is entirely written in machine code which ensures pixel-perfect mouse movements and ultra-fast execution. To work out the results of 23 matches played on a typical week, FT2 carries out just over two million calculations which take two seconds. In fact, the program spends most of its time slowing things down so that the user may actually catch the results! The Scottish League (FT2 ONLY) - FT2 Scotland has now been released. It is the first ever top-quality simulation covering the football scene north of the border. Similar in concept to Football Tactician 2, it includes the B&Q Premier Division and the First Division. The three European Cups plus the Skol and Scottish Cups are included. Price 22.95. Printing (FT2 ONLY) - Output may be directed to a parallel printer by hitting O (for Output) when certain screens are showing: results, tables, year's fixtures, top scorers, transfer list, finances, referees and schedule. Hitting O while finances or club info is showing will print manager's record and full squad. Make sure the printer is on-line. A Cult following? - In a recent survey amongst more than 300 FT2 users, a question was asked as to how they rated FT2 against a host of other soccer simulations. FT2 came out way on top, possibly helped by the fact that we were  canvassing the converted. What do you think? The results, on a 5 to 1 scale, were as follows: 1 Football Tactician 2 4.58 92% 2 Championship Manager 3.71 74% 3 Player Manager 3.47 69% 4 Football Director II 3.14 63% 5 G. Taylor's Soccer Chall 3.13 63% 6 Football Masters 3.10 62% 7 Division One 2.58 52% 8 First Division Manager 2.56 51% 9 Striker Manager 2.38 48% 10 Multi Player Socc Manager 2.38 48% 11 Soccer Supremo 2.22 44% 12 Football Manager II 2.09 42% 13 International Glory 2.00 40% More info (FT2 ONLY) - Clicking on the info box will display details of club history and past honours. Also shown, in the bottom right corner, are three programming values which have puzzled quite a few users. (ex: 07 105 112) The first is the internal club number. 00 is Arsenal, 01 Crystal Palace and so on. In Scotland, 00 is Aberdeen. The next figure is the current average rating of ALL your players, excluding goalies. The last one is what that average rating would be if nobody was injured and all morales were ten (ie maximum potential strength) TOTAL SOCCER - This is another mould-breaking project by Talking Birds. For the first time, a vertical scrolling football game is using the mouse rather than the joystick. This is a radical departure from old established principles. While there are certain drawbacks in controlling your players with the mouse (dribbling and intricate runs are less manageable, and two-player matches are very unlikely unless you have two controllers), the ability to access all eleven players simultaneously, and to give them specific instructions (make a run, challenge, shoot, stand back in support, etc...) makes for absolute, total power over the game, hence the title: TOTAL SOCCER Anticipated release date: September 94. The Schedule (FT2 ONLY) -$ 1 League Cup 1st round - 1st leg 2 3 League Cup 1st round - 2nd leg 4 Uefa Cup 1st round - 1st leg Cup Winners Cup 1st round - 1st leg European Cup 1st round - 1st leg 5 Uefa Cup 1st round - 2nd leg Cup Winners Cup 1st round 2nd leg European Cup 1st round - 2nd leg 6 League Cup 2nd round - 1st leg 7 8 League Cup 2nd round - 2nd leg 9 10 League Cup third round 11 12 13 League Cup fourth round 14 15 Uefa Cup 2nd round - 1st leg Cup Winners Cup 2nd round -1st leg European Cup 2nd round - 1st leg 16 FA Cup first round 17 Uefa Cup 2nd round - 2nd leg Cup Winners Cup 2nd round - 2nd leg European Cup 2nd round - 2nd leg 18 FA Cup 2nd round 19 20 21 League Cup 5th round 22 FA Cup 3rd round 23 24 Uefa Cup quarter finals - 1st leg Cup Winners Cup quarter finals 1st leg European Cup Group matches 1. 25 League Cup semi-finals 1st leg 26 Uefa Cup quarter finals - 2nd leg Cup Winners Cup quarter finals - 2nd leg European Cup Group matches 2. 27 28 League Cup semi-finals 2nd leg 29 FA Cup 4th round 30 31 32 FA Cup 5th round 33 Uefa Cup semi finals - 1st leg 34 Cup Winners Cup semi finals - 1st leg European Cup Group matches 3. 35 European Cup Group Matches 4. 36 FA Cup 6th round 37 Uefa Cup semi finals - 2nd leg 38 Cup Winners Cup semi finals 2nd leg European Cup Group matches 5. 39 League Cup final European Cup Group matches 6. 40 41 FA Cup semi finals 42 Uefa Cup final - 1st leg 43 Cup Winners Cup final Uefa Cup final - 2nd leg 44 European Cup final 45 FA Cup final 46 Division One Play-offs First leg Division One Play-offs Second leg Division One Play-off Final^FT 1 The Schedule - 1 League Cup 1st round - 1st leg 2 3 League Cup 1st round - 2nd leg 4 Uefa Cup 1st round - 1st leg Cup Winners Cup 1st round - 1st leg European Cup 1st round - 1st leg 5 Uefa Cup 1st round - 2nd leg Cup Winners Cup 1st round - 2nd leg European Cup 1st round - 2nd leg 6 League Cup 2nd round - 1st leg 7 8 League Cup 2nd round - 2nd leg 9 10 League Cup third round 11 12 13 League Cup fourth round 14 Uefa Cup 2nd round - 1st leg Cup Winners Cup 2nd round - 1st leg European Cup 2nd round - 1st leg 15 FA Cup first round 16 Uefa Cup 2nd round - 2nd leg Cup Winners Cup 2nd round - 2nd leg European Cup 2nd round - 2nd leg 17 FA Cup 2nd round 18 19 20 League Cup 5th round 21 FA Cup 3rd round 22 23 Uefa Cup quarter finals - 1st leg Cup Winners Cup quarter finals - 1st leg European Cup quarter finals - 1st leg 24 League Cup semi-finals 1st leg 25 Uefa Cup quarter finals - 2nd leg Cup Winners Cup quarter finals -2nd leg European Cup quarter finals - 2nd leg 26 League Cup semi-finals 2nd leg 27 FA Cup 4th round 28 29 30 FA Cup 5th round 31 Uefa Cup semi finals - 1st leg 32 Cup Winners Cup semi finals - 1st leg European Cup semi finals - 1st leg 33 FA Cup 6th round 34 Uefa Cup semi finals - 2nd leg 35 Cup Winners Cup semi finals - 2nd leg European Cup semi finals - 2nd leg 36 League Cup final 37 38 FA Cup semi finals 39 Uefa Cup final - 1st leg 40 Cup Winners Cup final Uefa Cup final - 2nd leg 41 FA Cup final European Cup final 42UPDATES and NEW VERSIONS - If you enjoyed Football Tactician 1, you may consider acquiring other top quality versions from Talking Birds: FOOTBALL TACTICIAN 2 Price 22.95 Both divisions in memory plus a host of new features One meg of memory needed FOOTBALL TACTICIAN 2 (Scotland) Price 22.95 Same concept as FT2. Premier and First Divisions. One meg. FT2 (Italia) Price 22.95 A unique experience. The fabulous serie A and serie B! One meg. AMIGA only. 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