            Football Manager 2
            ------------------
            Copyright/Publisher: Addictive Games, Created by: Kevin Toms, 
            Release Year: 1988, Genre: Football/Soccer, Number Of Players: 1 

            THE NEW GAME
            Football Manager 2 is not just an improvement on Football Manager 1 
            - it is a complete re-write.
            FM2 contains many improvements on FM1 yet still contains the basic 
            ingredients that made FM1 one of the biggest selling home computer 
            games ever.
            I have completely redesigned the graphics match action and the 
            tactics of team selection. Your tram now plays to the style and 
            formation that you select and you can actually watch and assess the 
            performance of your individual players. There is skillful passing, 
            tackling, crosses, lobs into the net, diving goalkeeper saves, close 
            marking, close passing play, kick-and-rsuh - in fact an infinite 
            variety of action.
            Tactical changes include man to man marking, choice of formations 
            and substitutions. 
            Other enhancements include League Cup matches, full 92 team league, 
            Sponsorship, Success points, Goal scorer display, Enhanced transfer 
            marker, training etc.
            There is an endless variety of technique of playing this game and 
            I'm sure you will enjoy developing your own Football Management 
            style.
            I have worked very hard over many months to provide you with a very 
            entertaining game. I hope you have many, many hours of enjoyment 
            from Footnall Manager 2. 
            QUICK START TO PLAYING
            To get the best out of the game you will need to study the following 
            instructions carefully but to help you get into the game quickly I 
            have identified some of the instructions between the words **NOTE** 
            and **NOTE END**. Reading what is enclosed by these will give you 
            the basic guide to playing Football Manager 2. 
            CONTROLS
            The whole game is controlled using joystick type movement as follows:
            [UP] - Joystick Up / Q
            [DOWN] - Joystick Down / S
            [LEFT] - Joystick Left / I
            [RIGHT] - Joystick Right / P
            [FIRE] - Fire Button / Return
            The use of Joystick or Keyboard is dependent on the computer on 
            which the game is played.
            The game use UP/DOWN/LEFT/RIGHT to select items using the displayed 
            pointer. FIRE is used to confirm a selection. 
            ****************************** NOTE ******************************
            TEAM SELECTION CONTROLS
            Team selection is carried out over three screens depicting defence, 
            midfield and attack as follows:-
            1. The reserve pool slot is at the top of the screen. Pressing FIRE 
            when pointing to this slot will produce the FIRE TO QUIT message.
            2. When FIRE TO QUIT is displayed - 
            a) UP/DOWN will scroll through your reserve players and pressing 
            FIRE again will select one.
            b) LEFT/RIGHT will move to the next right or left screen if 
            possible, it is also used to place your goalie in position i.e.:- 
            move your cursor from the player selection area down twice and 
            depending on which end your goalie is move left/right.
            c) FIRE again will end team selection if 11 players have been picked.
            3. Moving the pointer to an empty slot and pressing FIRE will 
            transfer the reserve player displayed at the top of the screen to 
            that slot.
            4. Pressing FIRE on a slot that contains a player selected will 
            transfer him back to the reserves.
            5. When team selection ends you will be allowed to select two 
            substitutes by scrolling UP/DOWN through your reserves and pressing 
            FIRE to select.
            6. At half-time you will be able to alter your team and bring on 
            substitutes.
            7. Note that display slots are placed over the actual areas of the 
            pitch that each individual player will cover in your team formation. 

            ****************************** NOTE ******************************
            PLAYING GUIDE
            At the start of the game you will be able to choose your team. 
            Sponsorship
            At the start of each season you will be offered sponsorship. The 
            maximum is 50.000 per division (i.e. Division 1 = 200.000). If you 
            reject a sponsor the chances of another offer depend on your 
            managerial rating (MR). A MR of 100 will give you a 75% chance of 
            another offer whilst a MR of 50 will give you a 50% chance. If your 
            MR is 25% or less you will get no more offers.
            Then choose your skill level: start at 1 until you gain experience 
            and playing skill. The highrer levels help you to maintain a 
            challenge in playing the game. 
            Management Record
            This is a record of your achievements. Success points are earned 
            from your final league position at the end of a season and from Cup 
            match success. Your Managerial rating is an average of your success 
            points per season and is out of 100. 
            Load/Save Game
            Before each match you will have the chance to save or load the game. 
            This allows you to stop the game and continue another time and will 
            allow you to work your way up the league. Save/Load instructions are 
            given in the machine instructions. 
            The Match
            (see Team Selection Controls for details of how to pick the team). 
            1. Team Display
            This is shown in three sections for your Defence, Midfield and 
            Attack. Each team is shown with the players in their playing 
            positions. The four paired slots on each screen show the man-to-amn 
            marking of players. That is players in slots horizontally next to 
            each other on a screen will mark each other during the match action.
            The slot at the top of the screen contains your reserve players and 
            can be rolled through to select them. 
            2. Playing Skill
            (see Player attributes) 
            ****************************** NOTE ******************************
            The skill of individual players affects the match action 
            significantly. In the man-to-man marking, players with the higher 
            skill will tackle more effectively and dribble the ball more 
            successfully past opponents of lesser skill.
            For each half of the match, all of the players in the twelve marking 
            zones are compared with their opposing players and, with a random 
            factor thrown in, the highest value player will start a new playing 
            action sequence in possession of the ball. If the difference between 
            the two players is close, no action sequence will occur. Thus you 
            can influence the whereabouts of the start of attacks and the likely 
            number of them by the way you match the skill of your players up 
            against the opponents with the man-to-man marking.
            N.B. If the marking players are close in skill they will probably 
            neutralise each other. If the skills are significantly different, 
            the highest will probably win and start an attack with the ball at 
            his feet. A player marking free space will probably start an attack 
            from there, as the game treats him as marking a skill rating 2 player.
            Players playing out of position, e.g. a Defender playing in Midfield 
            will play as if they have a skill rating of only 2. 
            ****************************** NOTE END ******************************
            The goalkeeper's skill is a measure of his ability to save shots. 
            3. Formation
            There are twelve possible zones in which you can place your outfield 
            players. These are depicted by the four playing slots for outfield 
            players on each of the three team selection screens. Thus you can 
            play in many formations i.e. 4-3-3, 4-4-2, 4-2-4 etc. Since your 
            team will play in the positions you choose you can decide to play 
            defensively, attacking, with wingers, down the middle or however you 
            wish. 
            ****************************** NOTE ******************************
            The tem selection slots are directly over the area of the pitch 
            which the player in that slot will play when the action starts. Any 
            player in the horizontally adjacent slot will mark him during play 
            and will play in the same zone. Players will also cover areas of the 
            pitch next to their own if there is no player covering that area. 
            Note that this zoning of players allows you to spot the performance 
            of individual players because you can identify them by their position. 
            ****************************** NOTE END ******************************
            4. Opponents
            The skill of your opponent's players will depend on who you are 
            playing against. If you progress through the cup you will play more 
            skillful teams as you advance. Top league teams will also be 
            stronger opponents than lowly teams. 
            5. Fitness
            Playing in a match will affect each player's fitness. They will pick 
            up knocks during play and may be injured. 
            6. Full Team
            You must pick eleven players before you will be allowed to end team 
            selection. You will then be required to pick two substitutes. The 
            substitutes may be brought on and the team formation changed at half 
            time. 
            7. Playing Styles
            During the Extra Training part of the game, you can modify the 
            playing style of your team. The effect of this is visible during the 
            match action. Thus your team will use close or long passing, or high 
            passes as you have selected. Note that different opponents will also 
            use varying styles. 
            8. The Action
            Each half of the match will consist of several action sequences. 
            (See Playing Skill for details of how each sequence starts). Each 
            sequence continues until either the ball is out of play, a goal is 
            scored or the goalkeeper saves a shot. 
            The match action allows you to see the result of your actions. The 
            skill of players you have selected and how you have positioned them 
            will visibly affect what happens! 
            9. The Home Team
            The Home Team will always start the match playing from left to right. 
            10. Half Time
            At Half Time you can bring on substitutes and alter your team 
            formation. This can be very useful, I'll give you an exemple: In one 
            match I noticed that my team was doing badly in midfield and I was 
            one down at half time. I moved one midfielder over to mark the 
            opponent's most successful midfield player and moved another out to 
            the wing to give some width to the midfield play. I also moved an 
            attacker out onto the wing. The extra width in midfield allowed my 
            team to get round their strong midfield players and my attacking 
            winger's crosses brought 4 goals in the second half and my team won 
            4-1. 
            MATCH RESULTS
            After your match either:
            a) The other league results and league table will be shown.
            b) The result of your cup match shown. 
            INJURY REPORT
            This displays a list of your injured players. Players with a fitness 
            value less than 50% are injured and unfit to play. Players will 
            accumulate knocks when playing in matches, and possible sustain long 
            term injuries. Players will recover their fitness gradually when 
            rested from match play. 
            FINANCE
            This shows the profitability of your club. If your club has a 
            negative bank balance, you will be sacked.
            Gate receeipts are dependent on who was playing at home. If you are 
            successful as a team your home receipts will rise. Cup success also 
            produces high gate receipts.
            Player Buy/Sell is a total of your Transfer Market trading.
            Player wages are dependent on the skill of your players and the 
            number of them. In other words a lot of highly skilled players will 
            cost a lot in wages.
            Overheads are a record of the fixes costs that are incurred by your 
            club.
            Profit is measured weekly.
            All financial values are higher as you rise up the Divisions. 
            SELL PLAYERS
            All of your players are listed during the sell player routine so you 
            can check your squad. You will be able to sell a player if you wish 
            and an offer up to his displayed value will be made for him if you 
            do. 
            If you reject the offer you will have to wait to the following week 
            to try again. Remember you are paying wages for all players in your 
            squad even if they are not picked to play. Also if you have less 
            than thirteen players you cannot make up a team and matches will be 
            forfeited. 
            BUY PLAYER
            Up to three players will be for sale. You may bid for any of them. 
            The higher your bid, the more chance of purchase. You may even be 
            able to buy them for less than their value. The SQUAD TOO BIG 
            message means you must sell a player before any more will be offered 
            for sale. 
            EXTRA TRAINING
            This feature allows you to modify the way your players pass the 
            ball. It is an advanced feature and is best left unaltered until you 
            have got used to the gameplay and watched a lot of matches.
            Passing Height allows you to increase/decrease to height of passes. 
            Basically high passes will produce a Kick and Rush style which can 
            help to, say, bypass a weak midfield. Low passing will lead to 
            closer play.
            Passing Length allows you to increase/decrease the length of passes. 
            Short passing will suit a highly skilled team that dribbles well. 
            Long passing may suit a side with wingers.
            The tips on Passing Height and Length above are just a guide and you 
            will be able to develop your own technique to suit your team and 
            style of play. You will see the effect of your passing style on the 
            pitch.
            If you get the PERFECTED message it means that you have reached the 
            maximum or minimum length or height and more of the same extra 
            training will not have an added effect. 
            THE SEASON
            You will play all of the other teams in your division once and play 
            through the Cups as far as you progress. Promotion and Relegation at 
            the end of season is three up three down. 
            SUCCESS
            The aim of the game is to be as successful as possible and try and 
            win the Treble of League and Two Cups. However the game is designed 
            to be enjoyable enough for you to play as long as you like. 
            ****************************** NOTE ******************************
            PLAYER ATTRIBUTES
            Player have 5 attributes which are shown on the various displays: 
            Name
            The players name is shown. 
            Skill
            In the ranges 3 to 9. This affects his play during the match. A 
            player out of position e.g. a defender in attack of a midfield 
            player playing in goal will play with a skill value of 2. 
            Fitness
            Out of 100. This is reduced by playing in a match as the player 
            receives knocks or injuries. A player who is rested in the reserves 
            will recover some of his fitness. A player with a fintess value of 
            less than 50 is too badly injured to play. 
            Position
            G, D, M, A. As follows:
            G - Goalkeeper
            D - Defender
            M - Midfield Player
            A - Attacker
            These are the players correct playing positions. Note a player 
            playing out of position is less effective (see Skill above). Playing 
            positions are easy to identify on the team selection screen. The 
            goalkeeper's slot is over the goal. Defender's slots are on the same 
            screen as your goalkeeper. Midfield players slots are shown against 
            the middle pitch backdrop. 
            Value
            30.000 to 360.000. This is directly affected by the player's skill 
            and the division you are playing in. It will affect his transfer 
            market purchase and sale price. 
            ****************************** NOTE END ******************************



