IAN BOTHAM`S CRICKET COMPLETE DOCS 1. GAME CONTROLS You may self configure your game controls by following on-screen instructions. However, for your convenience, we have included the following default controls and you may wish to use our configuration. 1.1 DEFAULT KEYBOARD KEYBOARD PLAYER 1 KEYBOARD PLAYER 2 [O] Left Cursor Keys + Alt [P] Right [Q] Up [A] Down [SPACE] Ball release and ball length 1.2 OTHER KEYS [ESC] Return to the menu [F1] Pause [F2] Fx On/Off [F3] Music On/Off [F4] Exchange keyboard between players [F6] Slow motion replay [F7] Summary of play [F8] Field placing`s [F9] Scoreboard 1.3 IN MENUS [ESC] QUIT GAME Mouse control and keyboard emulation of mouse on menu screens using arrow keys. 1.4 JOYSTICK Same as keyboard subsituting [FIRE] for [ALT&SPACE] 1.5 SPLIT SCREEN PLAYER 1 Bowler P Left Direction of ball O Right Direction of ball Q Up Spin the ball A Down Spin the ball Space To start the run-up and, once started, control delivery speed and angle PLAYER 2 Batsman Cursor Left Left Small steps to the left Cursor Right Right Small steps to the right Cursor Up Up Nothing Cursor Down Down Defend Enter Nothing Cursor Left Alt Hit Left Cursor Right Alt Hit Right 1.6 FULL SCREEN 1. BATSMAN Left Start run left batsman Right Start run right batsman Up Power run right batsman Down Power run left batsman Up Alt Throw batsman going up headlong Down Alt Throw batsman going down headlong Left Alt Left batsman abandons run Right Alt Right batsman abandons run 2. FIELDER (PLAYER WITHOUT BALL) Left Move fielder to the left Right Move fielder to the right Up Move fielder up Down Move fielder down Space Catch the ball if possible 3. FIELDER (PLAYER WITH BALL) Left Move fielder to the left Right Move fielder to the right Up Move fielder up Down Move fielder down Space Prepare to throw ball 4. FIELDER (PLAYER THROWING BALL) Up Space Aim at top wicket Down Space Aim at bottom wicket Space Power of throw BOWLER/WICKET KEEPER (WITHOUT BALL) Space Catch ball BOWLER/WICKET KEEPER (WITH BALL) Space Knock down stumps 2. GAME SETUP 2.1 Opponent options: There are three types of play. 1. Computer v Computer In this mode the play is entirely computer driven and will allow you to observe a game demo 2. Player v Computer By choosing this option you can pit your wits against the computer. The toss of the coin will decide who bats and fields first. 3. Player v Player This is the two player mode. You may use just the keyboard or combination keyboard/joystick. Remember you may exchange keyboard functions between the players by pressing F4. 2.2 Choose your team flag and press return/left mouse button. You will then be given an opportunity to change your team if desired. When selection is made, klick on NEXT and enter your name. Continue to next screen where you will be invited to choose your bowlers. The game includes the following types of bowler: FAST This bowler is the quickest and relies on sheer pace to dismiss a batsman. Unfortunately, a very fast bowler can sometimes be a little inaccurate. So although you will have tremendous speed, you cannot expect too much accuracy. MEDIUM FAST This bowler is not as quick as the fast bowler but you can expect a greater degree of accuracy. MEDIUM SEAMER Slower then medium fast, this bowler relies more on the pre- valent conditions of the day to achieve results. The ball is more likely to move off the seam in this mode resulting in some tricky moment for the batsman. ON-SPINNER On-spinners rely entirely on spinning the ball to achieve movement. An on-spinner spins the ball in a cloclwise direction resulting the ball moving from the left to right. OFF-SPINNER An off-spinner, like the on-spinner relies on spinning the ball to achieve movement. Unlike the on-spinner, the off- spinner spins the ball anti-clockwise resulting in ball movement from right to left. As in the real on-day international game, a bowler is only permitted to bowl a maximum of one-fifth of the toal overs. Therefore, in a 55 overs match bowlers can bowl a maximum of 11 overs each. So, if you decide to play just 15 overs then each of your bowlers can bowl a maximum of 3 overs ech etc. There is nothing to stop you choosing any combination of bowlers. You may have a bowling line-up of 5 fast bowlers ! More likely though, you will probably want to keep as mayn options open as possible and choose a full bowling line-up. Remember, you cannot change your bowlers after the game commences. For two player modes your playing partner will need to go through the same procedure. With regard to the computer, it cheats a little and chooses bowlers as and when it feels like it just to add a little bit more to the fun! MUSIC Turn on/off the music FX Turn on/off the sound effects PLAY This options starts the game. You will not be able to begin until you have choosen your team set-up. In the main event that you wish to return to the main menu simply exit. The word "play" will have been replaced by "continue". You are then free, by re- choosing this option, to contimue play. UP View the highest scores LEVELS Choose your playing difficulty level. The gama has three levels to test your skill, Professional, Amateur and Novice. Professional is obviously the most difficult level. By choosing these levels you are affecting the amount the wind will effect the bowling, the speed and spin of the ball and the response of the batsmen. Additionally, when playing against the computer, the choice of level affects the team the computer will assemble against you. OVERS Select the amount of overs you want to play. The default is 55 and you may decrease this amount in 5 over steps to a minimum of 5 3. PLAYING THE GAME 3.1 Fielding Side The game is divided into two sections which we call the "split screen" and "full screen". The split screen has been designed to allow the players as much detail as possible and, therefore, increase playability. SPLIT SCREEN 3.2 Bowling Side In the top left of the screen you will see a graphic of the ball in the bowler`s hand. By pressing the appopriate keys, you can move this ball in the bowler`s hand. This will determine spin for the slow bowlers or whether the ball will land in the seam for faster bowlers. On the right hand side of teh screen you can see a weather vane giving an indication of wind direction and speed. At the beginning of the game and, thereafter, at the end of every over, you will be given the chance to choose your bowler. Simply place the box around the desired bowler and the press space bar (default). You can keep track of your bowlers by observing the on-screen statistics under each bowler. To start the bowler press the space bar (defautl) and allow the bowler to run to the bowling crease. Press the space bar again when you want the bowler to start this bowling action. This action will also produce the bowling "Power Bar" which will determine the angle at which the ball will travel. When depressing the space-bar you will see the Power Bar simulate the bowler`s arm in the bowling action. The sooner you release the space-bar the further down the wicket the ball will travel. The longer you hold down the space-bar. the shorter the ball will travel down the wicket. In this manner it is possible to bowl "yorkers" (where the ball bounces at the base of the bat) or bouncers (where the ball bounces mid-way down the wicket and ends up going well over the batsman`s head). You need to ensure that you start this process at just the right time. If the bowler exceeds the crease then a "no-ball" will be called and the opposition will get one run. The same applies to starting the bowling action too soon. A similar fate awaits. At the same time, you will need to line up the direction of the ball. At the bottom of the right hand screen you will see a directional arrow. Simply line this up to achieve as acccurate a direction as possible. The ball will react differently in different conditions. Therefore note should be made of the pitch and weather conditions. For example, if the weather is dry and the pitch is hard then the ball will respond differently to soft and humid conditions. Part of the fun of playing CRICKET is the discovery of how these conditions affect play. Other onscreen indicators include a running runs/wickets total. 3.3 Batting Side The batting team has eleven players and each one has his turn to bat. To reflect the real game, the computer grades the abilty of your team. It is assumed that as you progress through the playing order the ability of the batsman diminishes. The opening batsman are assumed to have equal ability followed by the specialist batsmen. However, the allrounders, wicketkeeper and bowlers will all reduce in batting ability as you go through the order. There is a marked difference in ability between batsman no.1 and batsman no.11. It is important, therefore, to make full use of your specialist batsmen. The batsman has a variety of shots to play against the bowlers. See the list of shots and control keys available. When the batsman makes contact with the resulting in it leaving the split-screen, the action will transfer to the full-screen. FULL SCREEN This is called the "full-screen" although more accurately it should be called the "quarter-screen" because it shows the field quarter to where the ball has been hit. 3.4 Fielfing Side FIELDERS: The players may move freely around the pitch. Depending on where you have placed your fielders, the computer will activate the player nearest to the point where the ball lands. The player must press Space(FIRE) if he reaches the ball. Depending on the shot, the fielder will either catch or stop the ball and if this action is possible, the computer will activate the run return sequence. If the player catches the ball then the batsman will be out. However, if he merely stops it he will want to return the ball to either wicketleeper or bowler as soon as possible, in an attempt to stop the batsmen running, or limit their runs. In doing so the player will be able to place himself in the best positions for throwing. On pressing Space(FIRE), the process of throwing the ball will be initiated. Once the Space(FIRE) has been pressed, a bar will appear indicating the force of the throw. While the force of the throw is being adjusted, the player will be able to select the wicket to be aimed at. When the Space(FIRE) is released, or the force indicator reaches the maximum, the ball will be thrown. If the ball is over-thrown and ends up in another pitch quarter then the action transfers to that quarter. You may, at any time during the game, move your fielders as a tactical ploy. Unlike a real match, we have not restricted the number of players allowed to the outer field. Simply press F8 to move the fielders with the mouse or keyboard. For your convenienve we have included 5 default fielding positions depending on the type of bowling selected. On screen indicators in this screen include a flashing hand symbol indicating that the fielder has the ball in his hand. 3.5 Bowler/Wickerkeeper The computer will activate both these players if the fielder has accurately thrown the ball to them. They will catch the ball just as long as they are near enough. Otherwise it will be necessary for another fielder to retrieve the ball thereby losing runs. Although, if very accurate, the fielder can runout the batsman, it is also possible for the wicketkeeper and bowler to do so. Simply press Space(FIRE) when the ball is caught. 3.6 Batsman Having hit the ball out of the split-screen, the batsmen will run if commanded. To make another run, on reaching the crease, the batsman will again wait until they are commanded to start. The batsman may turn back during the run if he sees the he is not going to reach the other side in time. The batsman`s running speed is incresed by consecutively pressing the batsman`s power keys. If a rhythm is not kept up, the batsman will slow down. They may throw themselves headlong to get to the crease in a tight situation, but if they miss they may lose even more time by having to pick themselves up. Should only be used as a last resort! End..............