Copyright/Publisher: Sport Time/Mindscape/Designstar Consultants,
Programmed By: Simon Ffinch & Mike Goodwin, Graphics By: Ed Ringler
Music By: John A. Fitzpatrick, Release Year: 1987, Genre: Football/Soccer, No. Of Players: 1 |
Dear SSL Franchise Applicant,
The SportTime Soccer League is delighted to inform you that your application for a new SSL
franchise has been approved by the League Office. The addition of your franchise brings the total
number of teams in the SSL to 64-consisting of four 16-team divisions.
Your team, of course, will begin play in Division 4, the division which includes the 16 weakest
SSL teams. If your team can finish the upcoming season in first or second place in Division 4,
the franchise will be promoted to Division 3. Regardless of your standing in the division, your
team is eligible to compete in the playoffs for the SportTime Association Cup.
While congratulations are in order, we also must emphasize that the task of procuring talent for your
new franchise will be difficult, at best. Undoubtedly, it will take you several years before all of the
pieces fit together. To work your way up through the four divisions and become the number 1
team in Division 1 may seem like an impossible task at present However, weíre confident that
with your superior abilities as an owner/general manager, head coach, and player, your new
organization will flourish.
Welcome to the SportTime Soccer League,
better known as the SSL. Headers, bicycle kicks,
passes, dribbling, injuries - Superstar Soccer
contains all the action, realism, and excitement
of outdoor soccer. Play center forward or goal-keeper.
Play against another player or against a
computer-controlled team, or have the computer
play against itself You also can have two players
play against the computer, where one player con-trols
a teamís center and the other player controls
the same teamís goalie. Compete in regular league
play or practice games.
Office of the Commissioner
In regular season play your team starts as the
worst of the 64 teams in the SSL. Your team is the
16th (last) team in Division 4, the worst of the four
divisions. Can you march past the other 63 teams
and become the number 1 team in Division l?
At the end of each season, the best two teams in
Divisions 2, 3, and 4 move up to the next best
division. Conversely the worst two teams in Divisions
1, 2, and 3 move down to the next worse division.
In addition, youíll compete for the coveted
SportTime Association Cup.
After your first league game, your team will play
its first playoff game. If you lose, youíre out of the
playoffs for the season and your team will go back to
the regular league schedule. If you win the playoff
game, your team will stay in the playoffs. Youíll
play another regular league game, and then play
the second playoff game. As long as you keep win-ning
playoff games, the schedule will alternate
between playing a league game and playing the next
playoff game. Once you lose a playoff game, youíll
only play regular league games for the remainder
of the season.
But Superstar Soccer doesnít stop on the field.
You also have the opportunity to act as your teamís
owner/ general manager and head coach. You make
the trades, recruit voung players, conduct training
camps, make substitutions, and call strategies. If
you make good decisions, you can actually build up
a dynasty as you climb through the four divisions.
Make the wrong moves, and your team may play
like an expansion franchise forever. SuperStar Soccer
puts you in complete control of the sport of soccer.
Your Options as a Player
Choose to control either the center forward or
the goalkeeper of your team from the Game Setup
menu that appears after you select PLAY SOCCER
from the Main Menu. Choose the computer as your
opponent, play against a friend or play two against
the computer. (You also can elect to have the com-puter
play against itself )
As your teamís center forward, shoot, pass, and
perform headers and bicycle kicks. You also have
a 'turbo boost' option to run faster than usual, but
use it wisely or youíll wear your player out. When
vou plan as the goalkeeper, make spectacular saves
while your computer-controlled teammates try to
keep the opposition out of your face.
Read the section entitled 'HOW TO CONTROL
YOUR CENTER AND GOALIE' in the enclosed
reference booklet for details about player control
Your Options as an Owner/General Manager
As owner and general manager of a new
franchise, you are responsible for improving your
club to make it more competitive with established
league members. Should you go with a team of
established but aging veterans, or replace the older
players and start to rebuild? If you donít acquire
better players and develop the players you have,
you stand very little chance of moving up through
the divisions or winning the SportTime Association
Cup. Your team probably will slump and gain a
reputation as the leagueís doormat? Three methods
to improve your team are available to you. You can
recruit (create) new, young players, trade players,
and send your team to special training camps to
improve their overall skills. You also can name your
team and set the length of the regular league season.
Select RECRUIT A PLAYER, A PLAYER TRADE,
or IMPROVE TEAM from the Main Menu to reach
menu options for recruiting, player trades, and
training camp. See the section of this manual
entitled 'IMPROVING A TEAM THROUGH RECRUIT
MENT, TRADES, AND TRAINING CAMPS' for details.
To name your team and set the length of the
season, select NEW LEAGUE from the Main Menu.
See 'New League' in 'THE MAIN MENU' section
of this manual for more information.
Your Options as a Coach
As head coach, you can establish your lineup,
make substitutions for tired or injured players (you
must substitute for injured players) during a game,
and decide offensive and defensive strategies to use
against your opponent. Or, at your option, the com-puter
can handle substitutions and strategy selection
elect SET UP TEAM from the Main Menu
before a game to make lineup and roster changes.
During a game, you can send in substitutes and
make strategy decisions from the Coaching screen
that appears during any break in the action. See
'Set Up Team' in the section entitled 'THE MAIN
MENU' for details. Also, see the section entitled
'COACHING: STRATEGY SELECTION AND SUBSTI-TUTION.'
To get the big picture from start to finish,
begin by reading the next section.
THE MAIN MENU
The Main Menu offers several choices, all
of which are discussed individually later in this
manual. You also can save a team from the Main
Menu. See the enclosed reference booklet for
specifics about saving a team and about how to
make selections from the Main Menu, as well as
the other menus in the game, if you need help.
The top half of the Main Menu displays the cur-rent
league standings, which show the won, draw,
and loss ('W,' 'II,' and 'L' on the screen) records
for every team in the currently selected division.
(See the reference booklet for instructions about
how to change the display from one division to
another.) The teams are displayed in order of their
position in the league standings. The team in first
place appears in the left column at the top. The team
in last place appears in the right column at the
bottom. Your expansion franchise, the DESIGNSTAR
team, is the last place team in Division 4, the
weakest of the four divisions. (You can change
the name of your team when you choose
NEW LEAGUE from the Main Menu.)
The options displayed on the bottom half of the
Main Menu are split into two sections, under the
headings 'VIEW' and 'TRY' A description of
each option follows.
The League Status
When you select THE LEAGUE STATUS from
the Main Menu, youíll see some general informa-tion
about your soccer franchise. The display tells
you how many trading points you have available for
player recruitment, player trades, or training camp,
as well as the number of games that constitute
a single season. Some historical information is
given also, including the number of seasons your
franchise has completed, the number of league
games your team has played so far, and the number
of rounds your team has played in the SportTime
Association Cup playoffs. To exit THE LEAGUE
STATUS, press the fire button (or, in some versions,
the key that serves as the fire button).
A Team History
If you choose A TEAM HISTORY, you'll see
a variety of statistics tabulated by season for an
individual team. The statistics for each team are
tracked for up to nine seasons at a time. The
statistical categories tracked include won-draw-loss
records ('W,' 'D,' 'L'), point totals ('PT' [three
points for each win, one point for each tie]), goals
for and against ('GF,' 'GA' ), division number
('DV'), place (standing) in the division ('UP'),
round reached in the Cup playoffs ("CP"), and
overall rating relative to all of the other 63 teams
in the league ('RT'). In addition, the cumulative
total for each statistical category is displayed at
the bottom of the screen, with the exception of
division number, place in the division, round
reached in the Cup playoffs, and rating, which
are averaged for you rather than totaled. You can
change the display to a different teamís history by
following the instructions in the reference booklet.
To exit A TEAM HISTORY and return to the Main
Menu, follow the on-screen instructions.
The Playoff Tree
This screen shows the game-by-game progress
of all the teams in the playoffs. The right side of the
screen shows a scaled-down version of the entire
tree, with a square cursor that shows you the
portion of the tree thatís displayed on the left side
of the screen. You can scroll through different areas
of the tree by using your directional movement
controls (the joystick or, in some versions, key-board
direction controls). Your teamís position on
the tree is displayed when you first arrive at the
playoff tree from the Main Menu. When playoff
results are not yet known, a series of the letter 'x'
appears in place of each teamís name. To exit
THE PLAYOFF TREE and return to the Main Menu,
press the fire button (or, in some versions, the key
that serves as the fire button).
The GAME SCORES screen displays the results
of the last set of games played. The screen may not
show all the results at one time. Use your directional
movement controls (the joystick or, in some ver-sions,
keyboard controls) to scroll through the
results. To exit GAME SCORES and return to the Main
Menu, press the fire button (or, in some versions,
the fire key).
This option allows you to change the league
standings display on the top half of the Main Menu
from one division to another. Highlight DIVISIONS,
then press the fire button (or, in some versions,
the fire key). The display will change, in sequence,
the division displayed with each press of the
fire button or fire key
Recruit a Player
Select RECRUIT A PLAYER if you want to draft
new players for vour team. The section of this
manual entitled 'IMPROVING A TEAM THROUGH
TRAINING CAMPS, RECRUITMENT, AND TRADES'
describes the specific steps you need to take to
recruit new players after selecting RECRUIT A
PLAYER from the Main Menu.
A Player Trade
Select A PLAYER TRADE if you want to attempt
a trade with another team. See the section of this
manual entitled 'IMPKOVING A TEAM THROUGH
TRAINING CAMPS, RECRUITMENT, AND TRADES'
for the specific steps you need to take to trade
players after selecting A PLAYER TRADE from the
Select IMPROVE TEAM to send your team to
training camp to improve the skill ratings of your
players. See the section of this manual entitled
'IMPROVING A TEAM THROUGH TRAINING
CAMPS, RECRUITMENT, AND TRADES' for the
specific steps you need to take after selecting
IMPROVE TEAM from the Main Menu.
Set Up Team
In SuperStar Soccer, a starting lineup consists
of an uninjured player at each of the six field posi-tions,
which include center forward (CF), left
wing (LW), right wing (RW), left defense (LD),
right defense (RI) ), and goalkeeper (GK). In
addition to the starters, you carry four additional
players on your roster. However, when you play a
game, only two of those four players are available
as substitutes during play Use the SET UP TEAM
option to establish your starting lineup and to
decide which two of the remaining four players
will be on your 'active' roster for the next game.
The SET UP TEAM screen shows all ten players
on the team on the left, and the eight players who are
eligible to play on the right. The names of the two
players who are not on the active roster appear in
a different color than the other eight players names
on the left side of the screen. In addition, each
playerís skill points (under the heading 'S'), age
( under the heading 'A'), number of games the player
will miss due to injury ( under the heading 'I'),
and natural position ( under the heading 'P') is
displayed on the left side of the screen. To give you
a quick assessment of the teamís strength, the total
skill points and average age of the six starters
selected are shown at the bottom right of the
The higher the player's skill points, the better
the player. The older the player, the more quickly
the player tires, the more susceptible the player is
to injury, and the more slowly the player recuper-ates
from exhaustion or injury (Ages range from
17 to 36. ) Also, when a player plays a position other
than his natural position given on the left side of
the screen, the overall effectiveness of that player
will be reduced. You can easily tell when a player is
out of his natural position. His name appears in a
different color than naturally positioned players on
the right side of the screen. (In the C64 version,
the names of players who play out of their natural
position appear in yellow. The names of injured
players appear in red.)
Use this information to help you set up your
lineup and to decide which players to include as
substitutes. You also should look over your oppo-nentís
lineup to help you determine your own lineup.
Look at the other teamís strengths, weaknesses,
player ages, and injuries, then rearrange your lineup
accordingly to create the best matchups. Creation of
good matchups can give you a strategic edge and
sometimes can help you make up for a lack of talent.
To change your lineup, follow the instructions
in the reference booklet to select the name of the
first player you wish to change. Then select the
name of the player you wish to place in the first
playerís spot. As soon as you choose the second
playerís name, the two players will swap lineup
positions or roster spots. This method of swapping
players from one position or roster spot to another
can be used with any of the players on the right
side of the screen and the two players who are not
on the active roster as indicated on the left side of
the screen. If you change your mind about a swap
after selecting the first playerís name, just select that
playerís name again as the player to be swapped to
avoid making an unwanted change.
Make sure you have an uninjured player at each
position. The computer wonít let you start injured
To see another teamís lineup, select VIEW
TEAMS and follow the instructions in the reference
booklet. When youíre done with your lineup, select
FINISHED to return to the Main Menu.
When you select NEW LEAGUE, youíll be given
a chance to give your team a new name, change the
territory (U.S. team names or British team names),
and select the number of games that constitute a
season (7 or 15). Be forewarned, however, that when-ever
you select OK to proceed, all team records
and accumulated player skills are reset to their default
settings (the way they were when you first loaded
the program). After you select NEW LEAGUE from
the Main Menu, you will be given a warning and
a chance to change your mind before the accumulated
records are reset.
Select CANCEL to return to the Main Menu
from the warning screen without resetting the
league. To reset the league, select OK on the
warning screen. Then, type in the name of your
team (up to 10 characters) and press the RETURN
(or Enter) key From the next screen, you can
change the territory or the number of games in a
season. If you choose ENGLAND as the territory, all
of the team names will change to names of British
cities. If you choose U.S.A., American city names
are used. The number of games in a season can be
set either to 7 or 15. This does not include playoff
games. In the playoffs, you keep playing until you
lose (or win the Cup). Remember that the sched-ule
alternates between league games and playoff
games until you lose a playoff game. (See the
reference booklet if you need help with the
mechanics of making selections. ) When you are
done, select FINISHED to return to the Main
Play Next Game
When you choose PLAY NEXT GAME, the
Game Setup Menu appears. From the Game Setup
Menu, you can establish some rules and conditions
under which the game will be played. Each choice
is described below (See the reference booklet for
instructions about how to make menu selections.)
Note that when you play a LEAGUE GAME, several
of the choices listed below are set automatically and
canít be altered, including computer control of the
opposing teamís center forward, goalkeeper, and
coach. In a PRACTICE game, all choices are
available to you.
CLOCK SPEED: There are always 45 'minutes'
in each half of the match and 10 'minutes' in each
sudden death (tie-breaking) half However, you can
set the clock speed to run anywhere from actual
time to 15 times faster than actual time. For example,
if the clock speed is set to '1X,' then a 45-minute
half will last 45 minutes. If the clock speed is set to
'10X,'"a '45-minute halfí takes only four minutes
and 30 seconds.
TEAMS: In a PRACTICE game, you can pick
the two teams that will play Note: In a LEAGUE
game, you canít pick the teams. The computer
controls the league schedule-and one team will
always be your own.
YOUR OPPONENT/TEAM COLOR: Several
colors for each teamís uniforms are available to you.
The center forward of each team appears in the
color that you select while his teammates appear in
a lighter shade so that you can tell them apart
easily from the other position players.
YOUR OPPONENT/TEAM CONTROL: You
can play a one-player game against a computer-controlled
opponent, a two-player PRACTICE game
against a friend, a two-player game in which you
and a friend play against the computer, or a game
in which the computer controls both teams. Decide
whether player one, player two, or the computer
controls each teamís center (center forward) and
goalie (goalkeeper) or acts as each teamís coach.
Each player can choose to play as either the center
forward or the goalkeeper (but not both center
forward and goalkeeper) for their respective teams.
If you and a friend play against the computer,
one of you controls the center and the other
controls the goalie. Otherwise, the computer con
trols your teamís goalkeeper when you choose to
play center forward and vice versa. If you select
the computer to be your coach, you will have no
input about substitutions and offensive or defensive
strategies. To have the computer control an entire
team, make sure that COMPUTER is selected as the
teamís CENTER, GOALIE, and COACH.
GAME: Select PRACTICE if you want to famil-iarize
yourself with the game without the game
results or statistics counted toward your teamís league
standing. (You should also select PRACTICE if you
want to play against a friend rather than against the
computer.) To play a regular league game in which
game results and statistics are counted toward your
teamís league standing, select LEAGUE. If a LEAGUE
game is selected and all controls are set to
COMPUTER, youíll be asked if you want to watch
the match or not when you select PLAY SOCCER to
start the game. Select YES to view the action, or select
NO if you are only interested in the final score and
donít want to watch the game. Note: Only league
games can end in a tie. 'Sudden death' overtime
occurs in practice and playoff games that are tied
when the second half ends.
CANCEL: To return to the Main Menu from
the Game Setup Menu, select CANCEL.
PLAY SOCCER: When you have made all of
your choices from the Game Setup Menu and have
double-checked to make sure everything is the way
you want it, select PLAY SOCCER to begin the
game. Note: If the computer detects that you have
not prepared your lineup properly a SET UP TEAM
option replaces the PLAY SOCCER option. If this
occurs, select SET UP TEAM and adjust your lineup.
IMPROVING A TEAM THROUGH
TRADES, AND TRAINING CAMPS
The SSL administrators and the owners of the
existing franchises recognize the need to maintain
a competitive league. Toward this end, the League
Office has worked out a system of trading points
used by all franchises to improve their teams.
Ti-ading points are of great value to you, because
every time you recruit a player, attempt to trade
for a player, or send your team to training camp,
it costs you trading points.
New hanchises are allotted 250 trading points.
At the end of a season, additional trading points
are awarded to each team on a proportional basis
according to the teamís overall rating for that season.
(A teamís overall rating after a season can be seen
when you select A TEAM HISTORY from the Main
Menu.) The better a teamís rating at seasonís end,
the fewer trading points the team receives. For
example, the last place team in Division 4 receives
1024 trading points while the first place team in
Division 1 gets only 16 trading points. You can
stockpile up to 9999 trading points, or you can
spend trading points before each season as you
To see how many trading points your team has,
select THE LEAGUE STATUS from the Main Menu.
Use your trading points wisely Youíll need to take
a close look at your own playersí skills to decide
where you need the most help before making
player transactions that cost you precious trading
points. A good starting point for the evaluation of
players is the Player Trade screen that appears when
you select A PLAYER TRADE from the Main Menu.
Every player has skill points to indicate their ability
level. The skill points appear next to each playerís
name on the Player Trade screen under the heading
'S.' The higher the number of skill points, the bet-ter
the player's skills. Skill points range from 0 to 99.
The skill points incorporate several factors, such as
a playerís top speed, acceleration ability, shooting
accuracy, and general intelligence. All playersí skill
points improve each season as players develop
through training camps. However, a playerís effec-tiveness
declines as he gets older and nears the
end of his career, even if his skill ratings are high.
Keep a playerís age in mind when you assess
your team. During a game, older players fatigue
much faster and are more susceptible to longer in-jury
than younger players. Players can miss up to
eight games with injury, but younger players are
less likely to miss a high number of games when
injured. Also, older players recuperate from ex-haustion
more slowly than younger players. As
general manager, you must make the tough de-cisions
to retire an older player or try to trade
him to another team. The playersí ages are listed
on the Player Trade screen under the heading 'A.'
Ages range from 17 to 36. When a player reaches
age 36, he remains on your roster in subsequent
seasons, but his age continues to be given as
36. You must replace the player, through recruit-ment
of a rookie or a trade, in order to drop the
veteran horn your roster. By contrast, opposing
teamís 36-year-olds are eventually 'retired' by
Now that you have an awareness of trading
points and player skill points, check out the three
methods to improve your team.
Recruit a Player:
Getting Help from New, Young Players
You can put as many new players on your roster
as you can afford or can fit on your roster. New
players cost you trading points and, in addition, come
at the expense of players who are currently on your
roster. AU new players that you recruit are healthy
17 year olds. A new player costs, in trading points,
four times his total skill points. For example, if you
bring up a rookie whose skill points total 25, 100
trading points will be deducted from your trading
point total. Because of his inexperience, a new
playerís maximum skill points cannot exceed 50.
Perhaps the hardest decision to make when bring-ing
up a new player is whose place he will take
on the roster. Rosters have a fixed number of
players, so when a new one comes, an old one
must go. Sometimes, youth must be served, and as
general manager, you have to push an aging veteran
or a player who hasnít shown much development
off the roster to make room. Itís a tough business.
When you select RECRUIT A PLAYER from
the Main Menu, your teamís current roster appears.
(See the reference booklet to learn the mechanics
of making selections on the Recruit a Player screen.)
Yo u must select the player who will be removed
from the roster. If you want to give the player
a new name, select NAME and type in the
name that you want to give the new player (up to
eight characters) and press RETURN (or Enter). You
can keep the old name if you want. Next, select
SKILL and then set the new playerís skill points
(see the reference booklet). Your computer regu-lates
the number of skill points you can assign
according to what you can afford in trading points.
Remember that the skill points that you assign to
the new player canít exceed 50, and that you must pay
four times the playerís total skill points in trading
points. After you assign skill points, select POSITION
and then select the new playerís natural position.
You need to select a position only if it differs
from the position of the player you removed from
the roster. The positions are center forward, left
wing, right wing, left defense, right defense, and
When youĎre finished, select OK to return to
the Main Menu, or select CANCEL if you change
your mind and decide not to go through with the
recruitment. If you select OK, the new player
appears in the old playerís roster spot and the cost
of your new player is deducted automatically from
your trading point total. If you select CANCEL, your
original player is restored to your roster without
any cost to you.
A Player Trade: Wheeling and Dealing With Other Teams
Trading is a great way to improve your team
in a hurry, but itís quite costly and comes with no
guarantees. The SSL administration wants to ensure
that the league maintains competitive balance
among its members to keep fans interested. As a
result, the SSL arbitrates all trade offers. You canít
make a trade without league approval. In addition,
the League Office charges an arbitration fee. The
arbitration fee charged is 10% of your total trading
points to a maximum of 100 trading points. The
minimum arbitration fee is 10 trading points.
The arbitration fee is non-refundable, even if the
trade is denied by the league.
To initiate a trade, first select A PLAYER TRADE
from the Main Menu. The Player Trade screen appears,
which gives you the option to TRY TRADE, VIEW
TEAMS, or RETURN. The Player Trade screen shows
your team roster on the left half of the screen and
the roster of your next opponent on the right half
of the screen, In addition, the skill points, age,
injury status, and position of each player appears
next to each playerís name. The average age and
cumulative skill points of each team displayed is
shown also. The cumulative skill points and average
age give you a good idea of how well your team stacks
up with the rest of the league.
Decide who to trade from your roster and whom
you want in return. You can view the rosters of all
of the other teams in the league to find a player
who interests you. To do so, select VIEW TEAMS
from the Player Trade screen and follow the directions
in the reference booklet to change the display from
one team to another.
When you are ready to trade, make sure that
the roster of the team that you want to trade with
appears on the right side of your screen. Select TRY
TRADE. The arbitration fee that will be charged
by the League Office for considering the trade
appears on the screen, along with OK and CANCEL
prompts. Select CANCEL if you change your mind
about the trade and donít want to spend the cost of
the arbitration fee. To proceed with the trade offer,
select OK. Now, select the player from your roster
that you wish to trade. Next, select the player that
you want from the other team. Now, type in the
number of additional trading points that you
wish to add as an enticement and press RET URN
(or Enter). You can enter '0' if you donít think
additional trading points are necessary to make
the trade more acceptable to the league and to the
other team. However, the more you offer, the more
likely it is that the trade n-ill go through. The trick
is to offer enough without offering too much.
The SSL administration will consider your offer.
The administration takes into account the age and
skill ratings of the two players, as well as injuries,
playing position, the player's importance to his
present team, and any extra trading points that you
have offered. All trades are possible. The SSL moni
tors your offer carefully, and 'serious' offers have
a better chance to go through. Remember, the arbi
tration fee is deducted whether thr trade is ap
proved or not. If the trade is allowed, a message
to that effect appears on the screen and the two
players switch teams. Any trading points included
in your offer will be deducted from your total and
given to the other team, which will use the trading
points for general improvement (training camp). If
the trade is not allowed, an on-screen message
informs you that the offer has been rejected. After
a trade attempt, follow the instructions in the
reference booklet to continue the program.
Select RETURN from the Player Trade screen
when youíre ready to go back to the Main Menu.
Improve Team: Sending a Team to Training Camp
Through general improvement, you can improve
your entire team by sending them to training camp.
At training camp, the skill points of each player on
your roster will improve. The degree to which each
player improves depends on how much you, as owner
of the team, spend on the quality and duration of
the camp. You can send your players to training
camp only once each season, and you can spend
anywhere horn 1 to 300 trading points for each
camp. (To leave the screen without having to go
through training camp, enter '0' trading points.)
Remember, as a new franchise owner you have
only 250 trading points to work with, and your
other team improvement options, trades and
player recruiting, donít come cheaply Consider
all of your options before you spend.
There are pros and cons to using general
improvement. On the positive side, all players
improve somewhat at training camp, even if you do
not see an immediate improvement in their skill
points. Also, general improvement involves no risk.
All trading points allocated for improvement are
guaranteed to produce good results. On the
negative side, it will take many seasons and lots of
trading points to build up your weakest players.
Trading may get you better players right away. Also,
only a slight priority is given at training camp to
improving your weakest players. For the most part,
strong and weak players improve equally at camp.
When you select IMPROVE TEAM from the
Main Menu, youíll be asked how many trading
points that you want to allocate to your teamís
improvement, Type the number of trading points
that you want to spend (O-300 ) and press RETURN
(or Enter). The message 'TRAINING CAMP COMPLETE'
appears on the screen when the team
breaks camp. Follow the instructions in the refer-ence
booklet to return to the Main Menu when
training camp is over.
STRATEGY SELECTION AND SUBSTITUTION
To put yourself in the coachís seat, make sure
before the game starts that you have made the
appropriate COACH CONTROL selection from the
Game Setup Menu (see 'Play Next Game' in 'THE
MAIN MENU' section for details). Before a game
starts and whenever there is a break in the action
during a game, you are given the opportunity to
take over the coaching reins of your team, unless
you have selected the computer to act as your
teamís coach ( in which case the computer handles
substitution and strategy selection for you). Play
stops when a goal is scored, a penalty occurs, the
ball goes out of play an injury occurs, or a half
ends. When play stops, the Coaching screen appears.
From the Coaching screen, you can substitute
players to replace tired or injured players, In
addition, you can select your offensive and de-fensive
When the Coaching screen appears, first select
your offensive strategy PICK OFFENSIVE PLAY will
be highlighted on your teamís side of the Coaching
screen to remind you to make the offensive strategy
selection. You have three choices: SHOOT, PASS, or
MIX. (See the reference booklet for details about
the mechanics of making choices on the Coaching
screen. ) Each offensive strategy option is discussed
under the heading 'Strategy Selectioní later in
Alter you select the offensive strategy you need
to select a defensive strategy PICK DEFENSIVE
PLAY will be highlighted on your teamís side of the
Coaching screen when the computer awaits your
defensive strategy choice. You have four defensive
options: DEFEND 1, DEFEND 2, COVER 1, and
COVER 2. Each defensive strategy option is
discussed under the heading 'Strategy Selection'.
later in this section.
Next, youíre given the opportunity to make
lineup substitutions ( SUBSTITUTIONS will be
highlighted on your teamís side of the Coaching
screen.) Select NO if you want to return to the
game without making any substitutions. If you
select YES, your lineup appears, and you can make
substitutions or change playersí positions. The
effective power rating ('EP'), maximum power
rating ('MP'), and position ('P') of each player on
your team is displayed. The effective power rating
indicates how tired a player is. In addition, playersí
effective power ratings are lowered when they play
out of position. Compare a playerís effective power
rating with his maximum power rating. The further
apart the two ratings are, the more tired the player
is. Tired players do not perform well!
In the case of
players out of their natural position, youíll find that
playersí effective power ratings are reduced on a
percentage basis, depending on their natural
positions and the position youíve moved them to. For
example, a center moved to left wing retains
75% of his effectiveness. However, if you move the
center to goalie, a less similar position, he re-tains
only 25% of his effectiveness. Experiment!
After you've made a substitution, the Coaching
screen reappears, and again you are given the
opportunity to make substitutions. You can cancel
a substitution by selecting the same player twice.
When you've made all the substitutions you want,
select NO on the Coaching screen to return to
Choose among three offensive strategies:
SHOOT: This is a good strategy when your team
is behind or if you prefer an aggressive offense.
All players will try to get off a lot of shots from
up close, and even from out at midfield. The closer
players get to the goal, the more likely a shot will
be taken. This strategy often results in good rebound
shot possibilities for your center forward. It also
can reduce the responsibilities of a weak center
forward. Overall, SHOOT is a good strategy to get
off the most shots in the least amount of time.
PASS: This strategy draws lots of passes to your
center forward. The center forward can keep team-mates
in the flow by passing the ball as well. This
teamwork ultimately will result in working the ball
downfield while keeping the defense off-balance.
The PASS strategy allows your center forward to
take more control of the offense. Itís a good strategy
to use when you have a high-quality center forward.
It can be used effectively to set up for an insurance
goal when you have a lead, or to help kill the clock
as a defensive move.
MIX: In most situations, this is the most appropriate
strategy It results in a we&balanced combination
of passing and shooting.
You also have your choice among four defensive
DEFEND 1: This is a good, conservative defense.
DEFEND 1 is a good choice when you want to
'sit on a lead' and kill the clock while playing it safe.
This strategy keeps your players from over-commit-ting
themselves. They will play back and will be in
a better position to prevent breakaways and open
shots. DEFEND 1 is a zone defense in which your
players 'play the man' rather than 'play the ball?
DEFEND 2: This strategy is similar to, but not
quite so conservative as, DEFEND 1. Itís a zone
defense, but your defenders will play both the man
and the ball. DEFEND 2 is a more aggressive, slightly
riskier version of DEFEND 1.
COVER 1: If you have to play 'catch-up,' this is
a good strategy Your teammates will take risks in
order to get the ball. They will 'shadow' the oppo-sition,
bumping and harassing opposing players at
every opportunity On the negative side, your team
becomes vulnerable to a fast break by the oppo-nent.
Itís tough for lower-skilled players to keep up
in this type of defense. When you use COVER 1,
your players will play the man and not the ball.
COVER 2: This strategy is similar to COVER 1, but
even more aggressive. Your team will play both the
man and the ball. This is the most aggressive, not to
mention the most risky, defensive strategy available
AS head coach, you should monitor your playersí
fatigue and replace a tired player with a fresh substi-tute.
Also, you'll have to send in a substitute whenever
one of your players is injured. Your team is made up
of players of varying abilities and ages. The longer a
player stays on the field, the more tired the player is
likely to get (especially older players).
You can tell
how tired a player is by his 'EP' (effective power)
rating, which appears when you select YES while
SUBSTITUTIONS is highlighted on the Coaching
screen. The first time a player takes the field, the
playerís 'EP' rating equals that playerís 'MP'
(maximum power) rating (unless heís playing out
of his natural position). As the player tires, the
'P' rating drops. The longer a player rests on the
bench after coming off the field, the more the player
recuperates. Older players tire more quickly and
recuperate more slowly than younger players.
ABOUT THE LEAGUE SEASON AND THE PLAYOFFS
The league schedule that your team plays is
controlled by the computer and is determined by
the number of games you select to play in a single
season. (See 'New League' in 'THE MAIN MENU'
section of this manual for information about how to
set the length of the season.) If you select a 7-game
season, youíll play seven of the 15 opponents in
your division. In a 15-game season, youíll play each
opponent in your division once.
The 16 best teams are in Division 1. Division 2
includes the next best group of 16 teams, Division
3 includes the third best group of 16 teams, and
Division 4 includes the worst 16 teams. After a full
season of play, the top two teams in each division
(with the exception of Division 1) will be promoted
to the next better division. Conversely, the two
teams in each division that finish last and next-to-last
(with the exception of Division 4) will be
demoted to next worse division.
The ultimate goal is to become the number one
team in Division 1. For your expansion franchise,
that would mean improving from the worst of the
64 teams in the SportTime Soccer League to make it
all the way to the top. It would be no small accom-plishment.
If your team finishes in first place in
any division, youíll see the first place medal for
that division. In addition, single-elimination playoffs
are held during the season. All 64 teams compete
for the coveted SportTime Association Cup. However,
as soon as you lose, youíre out of the playoffs.
Only the winner of the SportTime Association Cup
actually will see the Cup.
All records horn regular league and post-season
play are recorded at the end of the season. Your
team returns intact for the next season. You may
have the makings of a soccer dynasty Has your
team already peaked? Did you build your team with
the intent of just one big winning season or do you
really think your team will have a good shot at the
Cup and continue the climb to the top of Division
1 for years to come? If youíve done well, you wonít
get many trading points to help you in the coming
season. And, of course, your players are constantly
aging. Good luck!
ABOUT YOUR PLAYERS
You establish control of the center forward and
goalkeeper from the Game Setup screen. Follow
the instructions given under the heading 'YOUR/
OPPONENT TEAM CONTROL' in the 'Play Next
Game' section of this manual. Step-by-step instruc-tion
that tell you how to control your center for-ward
or goalkeeper are given in the reference
booklet, but there are a few things you should be
aware of first that have to do with the responsive-ness
of your players.
The skill points, age, playing position, and, in
the case of center forwards, wings, and defense-men,
effective power ('EP') rating (found on
the Substitution screen) each affect your playerís
effectiveness on the field. For example, a highly
rated, young center who isnít tired accelerates,
runs faster, and shoots more accurately than a
lowly rated, older center who has been on
the field for too long a period. Defensively
your centerís ability to knock down balls in the
air is affected by skill points and fatigue level.
When you play center forward, you may notice that
your player is extremely sluggish and simply canít
keep up with the action.
This player is either tired,
not very skilled, or both. The importance of build-ing
up your team, establishing your lineup, and
substitution during a league game is never more
plainly demonstrated than when your player moves
at a snailís pace up and down the field.
A goalkeeperís skill points affect his reaction
time. His skill points and age affect his quick-ness
in moving around the goalieís box. His age
affects how long it takes him to recover from
one save and prepare for another. A goalkeeper
will not fatigue during a game.
SOME RULES AND REGULATIONS
The following paragraphs provide information about
some of the rules and regulations of soccer as it is
played in the SportTime Soccer League.
DELAY OF GAME: When the goalkeeper holds the
ball too long, delay of game will be called by the
CORNER KICK: When the ball goes out of play
over the end lines, the team that last touched the
ball before it went out of play goes on defense and
the other team kicks the ball back into play horn
the corner of the field closest to where the ball
went out of play In SuperStar Soccer, a corner kick
also is awarded to a team when the opposing
goalkeeper is whistled for delay of game.
FREE KICK: When contact occurs between
opposing players, the referee may decide that the
contact either was a deliberate 'obstruction,' a
'dangerous play' or some other penalty on the
part of the player who made the contact. If this
occurs, the team not guilty of the infraction gets
possession of the ball from the location of the
infraction. All other players back away from that
location, which allows an offensive player plenty
of room to pass or shoot the ball to start play once
THROW-INS: When the ball goes out of play over
the touch (side) lines, the team that last touched
the ball before it went out of play goes on defense
and the other team throws the ball back into play at
the location where the ball went out of play.
SUDDEN DEATH: During regular season games,
there are no overtime periods. If the score is tied
after 90 minutes of play, then the game ends in a
draw However, during practice games or, more
importantly Cup games, IO-minute, 'sudden death'
overtime periods will be played until one of the
teams scores to win the game. In sudden death,
the first team to score wins and the game ends.
FORFEITURE: If you abort the program during a
league game, you forfeit the game and it counts as
a loss for your team in the league standings. Your
opponent is credited with a victory. In addition,
you'll lose trading points for each game that you
forfeit from the total trading points that your team
receives at the end of the season in progress. In
other words, you canít deliberately forfeit game after
game just to build up trading points. There is no
way to escape a game once it has started short
of turning off your computer, so be careful,
especially before a league contest, to double-check
vour choices on the Game Setup screen before
you select PLAY SOCCER to start the game.