FIFA International Soccer - Nintendo SNES

FIFA International Soccer - Nintendo SNES
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INSTRUCTION BOOKLET
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WARNING: PLEASE READ THE ENCLOSED CONSUMER
INFORMATION AND PRECAUTIONS BOOKLET CAREFULLY BEFORE SETTING UP
USING YOUR NINTENDO" HARDWARE SYSTEM OR GAME PAK,
1. Flip OFF the power switch on your Super Nintendo Entertainment System™.
HLH WARNING: Never try To insert or remove a game pok when the power is ON.
The Producers of FIFA International Soccer would like to extend their grotitude >. Make sure a Controller is logged ino controller suck 1 ef The Soper NES®.
AN e ea a e I youre slain acne Ariend. plug 1he:othes Controller inte Controller
whose patience ond understanding during the development of the game were de eli against 0 friend, pug
involuable to its production. Жо Чей
pak into the slot on the Super NES”. Press firmby to lock the
game pak in place.
4. Turn ON the power switch,
The EA SPORTS lago appears. If you don't see il, begin again of step 1.
MULTI-PLAYER ADAPTER
The Multi-Player Adapters let up to five players play against each other or os
teammates.
Just plug the adapter into Controller Socket ? on the Super NES, and you're ready
to go.
(4) NOTE: The Mol: layer Adpater is not designed. or use it the ue pe
Scope or the Soper NEY 8 Mose.
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TABLE OF CONTENTS CONTROL SUMMARY
Control Summary .... 1
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KICK OFF
ABX oY Kick
WITHOUT THE BALL
Y Sliding tackle or header (depending an position of ball)
B Switch to ployer nearest ball
A Speed boost (ond elbow when near opponent)
X Shoulder chorge
WITH THE BALL
Press the Control Pad up/down left right to control direction of player on the ball
Y Lob/ chip
B Pass
A Shot
X Give-Go passing
LorR Control aftertouch
A+Control Pad in opposite direction to which you're running
Back heel the ball
BALL IN THE AIR
А В Хо? Header (it ball is above shoulder level)
Volley (in direction player is facing)
Bicycle kick or Half Volley [in direction opposite the player is
facing)
GOALKEEPER
WITH BALL
X Throw or kick boll into play(depending on proximity of other
players). See Keeper's Boll section on poge 27 far more
information.
WITHOUT BALL
L+R Switch player control to goolie only if no one else is already
controlling him. Works only when the manual goalkeepers
option is active.
GOAL KICK, CORNER KICK, THROW-IN
AXorY Kick the ball
B Throw-ln
LorR Turn on camera
Move camera with the Control pad for Goal Kicks (comera movement is automatic
for Corner Kick and Throw-In)
(e) Note: The camera option lets pou pan across the field while still showing yoor active
player in the window. This makes Throw-Ins, Corner Kicks, and Indirect Penalty Kicks
more accurate,
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PENALTY KICK
AurX Kick
В Switch player МЕНЕ
LorR Control ball after itis kicked her uch)
FREE KICK
ñ Kick
B Pass
X Give & Go
Y Lob
INSTANT REPLAY
B Forward of normal speed
A Fost forward
Y Fost rewind
X Frame-by-frame slow motion
LorR Reverse comera angle
INTRODUCTION:
À WORLD OF SOCCER
From the slums of Sao Paulo to the suburbs of Stuttgart you see them, groups of
children playing soccer, a pile of discarded dothes for goal posts, a fin con or tennis
ball in place of stitched leather. At this level at least, the game is universal. H
doesn't require expensive equipment to fall in love with Association Football, just
the desire fo play. Make no mistake, it's from this youthful melee of flying feet and
flailing arms that the next Pele or Maradona, Charlton or Cruyff will emerge.
Almost every notion on Earth now competes at international level, and soccer is for
and away the planet's most played, and watched, sport. This wasn't the case back in
1904 when the Fédération Internationale de Football Association (FIFA) was formed.
The seven founder members were all European: Belgium, Denmark, France,
Holland, Spain, Sweden and Switzerland. It took another two years for the British to
gel wise and join the Association, although the first President of FIFA, D.B. Wooltall,
was British, |
Reflecting the diversity of teams and the worldwide interest in Association Football,
FIFA International Soccer contains accurate team line-ups and player atiributes for
30 national sides. Comercon burst onto the world stage with exciting performances
at Italia ‘90, and FIFA International Soccer reflects the emergence of African teams
as powerful footballing nations. Pitch the skills of Comeroon against any of the more
renowned footballing nations, such as Holland, Germany and Brazil — they're all
here, in the soccer sim that brings the game stunningly to life, as only an EA
SPORTS” game can.
SETTING UP MULTI-PLAYER
GAMES
Up to five friends can join in a gome of EA Sports FIFA Soccer. You need the Multi-
Player Adapter and a controller for each player.
* Plug a controller into Controller Socket 1 and plug the Multi-Player Adapter
odupter into Controller Socket 7 on the front of your Super NES.
« Push the small black switch on the front of the Multi-Player Adopter adapter
marked Select 2P <—> 3-5P left to the 3-5P position,
» Player | uses the controller plugged into Controller Socket 1. Players 2
through 5 use the controllers plugged into the Multi-Player Adapter adapter.
TEAMS
The 30 national teams in EA Sports FIFA International Soccer are: Argentina,
Australia, Belgium, Bolivia, Brazil, Bulgaria, Cameroon, Canada, Columbia, England,
France, Germany, Greece, Italy, Japan, Mexico, Morocco, Netherlands, Nigeria,
Norway, Rep. Ireland, Romanio, Russia, Saudi Arabia, Scallond, South Korea, Spain,
Sweden, Switzerland, and USA.
PLAY MODES
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When the game begins, the Play Mode screen appears. Choose Game Options and
the kind of match you want fo play from this screen.
1. Press the Control Pod up/down fleft /right to highlight Exhibition,
Tournament, League, Playoffs, Restore, or Options.
2. Press START to select a highlighted option
Exhibition: A one-time game between the two teams of your choice. This is also the
default mode.
Tournament: Choose one to eight teams to play in a Tournament. The teams with
the best Tournament record go into a Playoffs series to determine the Tournament
championship.
Playoffs: Choose one to eight teams for the Playoffs. Go straight to the Playoffs
without playing Tournament games first.
League: Choose up to eight teams to play one another for the League
Championship.
Options: Set gome Options, such os Half Length, Game Type, Field Conditions, etc.
(See the Game Options section immediately following.)
Restore: Resume a saved Playoff, Tournament, or League game.
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GAME OPTIONS
CHANGING GAME OPTIONS
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Some options con be changed only from the Game Set Up screen before Exhibition,
League, Tournament, or Playoffs competition begins. They are noted.
|. To set Game Options from the Play Mode screen, press the Control Pad
left /right to highlight Game Options and press START. The Game Options
screen appears.
7. To select an option, press the Control Pad up/down to move the highlight
hall beside it. Press the Control Pad left/right fo change a Game Option,
3. To leave the Gome Options screen, press START; fo restore all of i Game
Options to their default positions, press SELECT.
OPTION DESCRIPTIONS
Game Type: Action or Simulation. In an Action game the players don't fire as the
mitch progresses, sa their shot power and accuracy don't deteriorate. Action is the
default setting, A Simulation game takes the affect of fatigue on players passing
and shooting into account.
Half Length: (In minutes) 2, 4,.6, 8, 10, 20, or 43. This option can be chonged
only from the Game Set-up screen,
Fouls: On {fouls will be called) or Of (no fouls called).
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Offsides: On (offsides rule is in effect) or off (offsides rule is waived). See the
Offsides section on page 27 for on explanation on this rule. Offsides can be turned
on or off only from the Game Set-up screen.
Field Conditions: Dry, Domp, Drenched, or Hot. Weather influences the condition
of the field, which in turn affects the movement of the ball on the playing surface
and the height of its bounce. As a rule of thumb, the drier the field, the quicker the
ball goes on the field surface ond the higher it bounces. This option con be changed
only from the Game Sef-up screen.
Field Type: Natural or Artificiol. This option can be changed only from the Game
Set-up screen.
Clock: Continuous or In Play. In Continuous mode, the clock keeps going even when
the ball is aut of play. However, to prevent intentional time wasting by players, the
ref odds on any time wasted over free kicks and throw ins. In Play mode means that
the clock stops when the ball is out of play. This option can be changed only from
the Game Set-up screen.
(ey Note: The clock starts only after the kick off.
Goal Keepers: Both Automatic, Both Manual, Team + Monual, Team 2 Manual.
With Manual goalies you control the keeper yourself. This can be difficult before
you become fomilior with the game, so it's a good idea do use Both Automatic until
you're more proficient of FIFA International Soccer.
Sound: Stereo or mono.
Music: On (music plays) or off (no music).
Sound Effects: On (sound effects, such os the thud of a kick, player's grunts, etc)
ar Off (no sound effects).
Power Bar: On or Off. The Power Bar shows the force behind a kick or throw, See
the Power Bar section on page 22 for more info.
EXHIBITION MATCHES
Exhibitions are one time games between two international teams; they ore not a
part of league or tournament play.
SELECT TEAMS
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1. The Team 1 flag is in the selection box on the left when the Select Teams
screen appears. The default Team 1 is USA. Press the Control Pod up/down
to choose a team from the list of 30 national squads. Each team’s Skill Ratings
are given al the bottom of the screen when its name ond flag appear (see the
Skill Ratings section on page 15 for more info).
2. When you've selected Team 1, press the Control Pod right to highlight the
Team 2 flag. Choose Team 2 in the same manner as Team 1. The default Team
2 is Germany. Again, a team’s Skill Ratings appear al the bottom of the screen
along when i's name and flag appear in the team selection box.
3. When you have chosen the teams you want, press START to call up the Player
Select screen.
TOURNAMENT MATCHES
Tournaments consist of six groups (A through F) of four teoms each. After all the
teams in a group hove played each other three fimes, sixteen teams — Ihe top two
teams from each group and the four remaining teams with the best overall records
— go on to the Playoff stage (see Playoffs on page 11). Like Exhibition and League
games, Tournament games con end in a drow except in the Playoff round; Playoff
games continue into extra lime until one team wins.
TOURNAMENT TEAM SELECTION
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|. When the Team Selection screen appears, the name of Team 1 is in the
blinking yellow selection box on the right side of the screen ond the teom's
skill ratings appear on the leff. The default Team 1 is USA. Press the Control
Pod left/right to view other teams and their skill ratings.
2. you wont to add a second team in the Tournament, press B. (IF you wont to
proceed to Tournament play with only Team 1 under your control, press
START.) Teom 7 oppeors directly below Team 1. Again, press the Control Pad
left/right to scroll through the teams.
3. To select more teams, keep on pressing B. To remove à team, highlight it and
press X. You con control up to eight teams in à tournament, and your teams
will be numbered on screen, 1 through 8. Note that oll the games for all the
teams you select must be ployed to completion.
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DIVISION GROUPINGS
After you have chosen Tournament teams, the Division Groupings screen appears.
The teams you have chosen are placed random within six groups, A through F.
* If you wish fo see ой the Division Groupings, press ff Control Pad up/down
when the Division Groupings screen appears. i flash around the two
teams about to face each other.
BEGINNING A our
1. To begin the Tournament, press START. The Scouting Report for the upcoming
game appears, comporing the hvo team's skill levels.
2. From the Scouting Report, press START fo go fo the Player Select screen (see
Player Select on poge 14 for instructions).
3. From the Player Select Screen, press START to start the next match,
PLAYOFFS
Playoffs ore the elimination stage af a tournament: One loss eliminates à team. In
Tournament mode, they come at the end of a Tournament; but in Playoff mode, you
con skip the Tournament stage and 99 straight 10 the Playoffs.
PLAYOFF TEAM SELECTION
e Playoff team selection is the sume as in Tournament team selection; see
Tournament Team Selection on poge 10 for info.
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PLAYOFF TREE
After you have chosen your Playoff teom(s), or after you have played through ©
Tournament fo he Playoffs, the Payoff Tree appears. Playoffs are arranged in Four
rounds; teams than win in one round advance lo the next. Your teams are placed о!
random in the first playoff reund. If you are playing Playoff mode only, your teams
are numbered from | up to 8; if vou are playing Playoffs at the conclusion of a
Tournament, they are numbered os they were in the Tournament.
+ To see the entire Playoff Tree, press the Control Pod left /right. The borders
around the two teams involved in the first game Мой.
# To leove the Playoff Tree ond go to the Scouting Report, press START.
LEAGUE GAMES
A League is a group of eight teams. Teams in a League play each other twice to
determine the League championship. The championship is decided on the basis of
paint awarded for wins (each worth two points) and draws (each worth one point).
No points are awarded for losses. The team with the most points at the end wins the
chompionship.
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LEAGUE TEAM SELECTION
|. On the Team Selection Screen, press the Control Pod left/right to scroll
through the list of 30 international teams; the notional flag and skill ratings of
each team appears on the left side of the screen.
2. When the team you want appears, press B to go add the team to your League.
To delete a team, press X. To add more teams, keep on pressing B.
3. When you have chosen all the teoms you want, press START to go fo the
League Standings streen(see League Standings section below). Press START
again to go to Scouting Report on bath teams” skill levels.
4. From the Scouting Report, press START lo go fo the Player Select screen (see
Player select section on page 14 for more info).
5. From the Ployer Select screen, press START fo go to the Pregome screen.
The teams you select for your league are numbered 1 up to 8. If you pick fewer
than eight teams, the remaining league slots will be filled with teams chosen af
random; these teams will not be numbered. You play only numbered teams’ gomes.
LEAGUE STANDINGS
The League Standings screen appears before the first League game and between
matches. It shows the teams’ current won-lost-tied record and total points. The
borders flash around the next twa teams to face each other.
RESTORE
You can save a League, Playoff, or Tournament, and pick it up later from where you
left off if you have the correct Password given at the End of Game screen (see End
of Game on page 30 for more info).
ENTERING A PASSWORD
1. When the Enter Password screen comes up, a selection window is in the first
space of the password. Choose the first character in the Password by pressing
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the Control Pod up/down /left right to scroll through the characters at the
bottom of the screen. The character in the selection window changes os you
scroll through these characters.
2. When the correct chorocter appears in the first space of your Password, press
B. The selection window will automatically advance to the next space in the
password.
3. If you enter an incorrect character, press A lo erase if and X to backspace.
Press B fo advance the selection box and follow step 1 above fo select the
correct character.
4. When you've entered Ihe entire password, press START to return to the
Player Select screen.
5. To leave the Enter Possword screen without entering à password, press
PLAYER SELECT
From the Player Select screen, decide who controls which team, whether a team will
be controlled by one player or by multiple players, and how the control pad will
direct players on the field.
CONTROL SETUP
Controller 1 always defaults to Team 1 on the Control Setup screen, represented by
the controller icon under Team 1. If there are two or more confrollers plugged into
the Super MES, à controller icon appears in the center of the screen for each of these
controllers. The icon for controller 2 is at the top of the stack, and the icon for
controller 5 is of the bottom.
« Press each Control Pod left/right to move its controller icon beneath a
team. If a controller icon remains in the center of the screen, it will be inoctive
of the start of the game. If no controller icons are assigned to the teams, the
computer will control both teams during the game. However, controllers con
be reassigned to à différent team or lo à neutral position during à game.
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e Once all the controllers have been assigned to a team (or left in a neutral
position}, press START to go to the Pregome Options screen, or press B to
toggle the control method (see following section).
CONTROL METHOD
FIFA International Soccer” 5 unique perspective gives you à TV-style view down onto
the field. To compensate for the angle of this paint of view, you may want to change
the response of your Control Pad.
The default position of white arrow on the controller icons is angled; that means you
must use the diagonals on your Control Pad to make the players move straight up
the field.
|... To toggle between the two control methads, press B.
"7 When you change the arrow lo point directly up, press the Control Pad
up/down /left /right to move a player around the field in straight lines.
3. When you are satisfied with your control method; press START to go the
Pregome Options Screen.
® From the Scouting Report, press START to begin the game...
SKILL RATINGS
TEAM SKILL RATINGS
Team skill ratings appear at the bottom of the team selection screen, and each skill
level is represented by a gold bar. The longer the gold bar for a given category, the
higher the team’s skill rating in that aspect of their play. The six skills rated are
Shooting, Running, Passing, Deferrse, Tackling and Goaltending, There is also a final
Overall rating.
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PLAYER SKILL RATINGS
Players’ skills are rated on à 0-99 scale in 14 skill categories on the Substitutions
screen (see Substitutions section on page 24). The Skills Rated are: Skill, Speed,
Reaction, Ball Control, Shot Power, Shot Accuracy, Slides, Agility, Bicycles, Headers,
Stamino, Passing and Aggression.
PREGAME SCREEN
The Pregame screen appears before a gome begins. From this screen, you can select
your team’s strategy, formation, starting line, and other options.
* To configure your team, press the Control Pad up,/down to move the soccer
ball icon down through the list of options; when the ball is beside the option
you want, press À, B, X or Y.
® Togo straight to the field ond play with default settings, press START.
START GAME
Use this option to begin the game.
CONTROL SETUP
Using this option, you con change the Control Setup and Control Method you chose
earlier (see Control Setup and Control Method section on pages 14 and 15 for more
info). You can also change which team you control during a game.
OPTIONS
Use this option to change the Game option you selected earlier (see the Game
Options section on page 7 far option descriptions).
TEAM COVERAGE
Use this option ta adjust the range of your players’ field coverage.
« Press the Control Pad up/down to highlight Defense, Midfield or Attack.
® Press the Control Pad left/right to adjust the length of the arrow on the
held. The Midfield arrow con be extended in either direction, toward defense
and attack.
The further your defenders push up, the more likely you are to find yourself under-
manned on defense when the opposition counter-attocks.
If you leave the midfield players grouped in the center of the field, it's hard for
them to link with defenders ond attocking players; but ¡E you spread them too thin
and they're likely to be overrun.
The area of field covered by your forward players depends to e large extent on the
chosen strategy (see Team Strategy); if you're playing Long Ball it's all right to
leave them camped well inside the opposition half, but choose Defend and they
need fo drop back.
e When you've adjusted Team Coverage, press START fo return to the Pregame
Screen.
TEAM STRATEGY
Use this option to select e strategy for your team
* Press the Control Pod up/down to scroll through the available strategies.
Diograms on the field change illustrate each strategy.
Auto: The computer automatically selects a strategy for you, and changes it when
appropriate.
Long Ball: From defense the ball is punted upfield, with midfield and attacking
players racing up to meet it. Often referred fo os Route 1, this strategy is simple,
direct, and works best when you have tall center-forwards who ore good headers of
17
the ball. Soccer purists, however, would say that it lacks the finesse of skillful
passing ploy.
All Out Defend: Players are kept behind the ball in on attempt to fend off the
apposition by sheer weight of numbers. Choose this if you expec a real hommering
from the opposition forwards, or in the dying moments of à match when you're
defending a narrow lead.
Attack: An open strategy designed to maximize shots on goal, with defenders
pushing up and midhield players supporting the front men.
Defend; A fight strategy that keeps midfielders in and around your own half of the
field to form an extra defensive barrier.
All Out Attack: Everyone pushes forward into the opposition half, giving little
thought to preventing goals. Use when time is running out and defeat would
otherwise be inevitable.
e To choose a strategy, press START when it is highlighted. You return 10 the
Pregome screen.
TEAM FORMATION
Use this option fo adjust the positioning of your players on the field. The yellow dots
on the field mark player positions. Note thot different teams have different defoult
formations,
* Press the Control Pod up/down to scroll through the available formations.
Diogroms on the field illustrate each formation.
3-5-2: The well- manned midfield tries to get control of the boll before the 3-mon
defense is threatened. and feeds it to the forwards.
4-4-2: A well-balanced although conventional formation, solid in both defense and
midfield, but requiring a good understanding between the two center-forwards if
goals are to result
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Sweeper: An extra man of the back plays in a freer defensive role. He's the lost
line of defense when the men in front have been becker, but con also push up into
midfield and sweep the ball forward. вод
4-2-4: Although weakened in midfield, the f her orwar
overwhelm any unwary opposition defense. Especiolly effective
Attack strategies.
4-3-3: Another well-balanced formation, this dls 10 Me attacking options of
4-4-2, dlthough there is a subsequent Suck 578 midfield.
* To choose a formation, when the highight ball is beside it press START. The
Pregame screen or-Pouse screen rappeurs, A
STARTING LINE
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Use this Option to adjust your lineup. Keep in mind that in Simulation mode, the
number of subs used per game is limited to two. In Adon mode, substitutions are
unlimited. Players’ positions are designated on this scene by single letters:
F=Foword, G=Goalie, D=Defenseman, M=Midfielder. Note thot a goalie can be
replaced only by another goalie.
1. Press the Control Pad up,/dewnto move the highlight ball through the squad
list. When the highlight ball is beside a player, his name appears in the Subs
window at the bottom of the screen, and his position on the Field flashes.
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When the nome of the ployer you want to pull from the gome appears in thé
Subs window, press B to select him.
2. Press the Control Pad up/down to move the highlight ball beside the player
you want to send into the game os a substitute. Press the Control Pad
left/right to check his Skill Ratings to see if he has the skill levels you want
(see Skill Ratings on page 15 for more info). The name af this player appears
beneath the other player's name in the Subs Window.
3. To send in o substitute player, press B when the highlight ball is beside his
“name; à “Swapped” message confirms that the substitution is made.
§. To Concel a Substitution and choose another ployer, press X.
5. Tolemvethe Substitution screen, press START.
æ Note: IF a player has been sent off the field for a flagrant foul, use the
Substitutions option fo repasition th remaining players fo fry fo plug the gap left by
his exit.
QUIT GAME
When you select Quit Game, you're asker to confirm your choice, YES or NO. YES
takes you back to the Game Sefup screen; your current match and any Game
Configuration changes will be lost; MO returns you to the Game Configuration
screen.
1. To select YES or NO, press se Control fom. left/ right to place the highlight
ball beneath your answer.
2. To confirm your choice, press START, A BX oY.
ON THE FIELD
When you're satisfied with your team configuration, press START and the real
action begins — on the field.
THE KICK OFF
* To kick off ond get the gome underway, or restart following a goal and after
holf time, press A or B. Press the Control Pad up/down/left /right to
direct the pass.
Note: Defending players are nof allowed into the center circle until the ball has
been kicked off
CONTROLLING THE PLAYERS
Players control the player on the field who is marked by colored stor: Player 1's
controlled player is marked by a red star, Player 2's is marked by a blue star,
Player 3 is yellow, Player 4 purple, and Player 5 black.
The star appears only as an outline when the player doesn't have the ball. The star
is solid white in the center and shows the player's number when he is in possession.
When the controlled player is not on screen, an arrow appears and points in his
direction. Arrows are colored coded just like the control stars are: Player 1=red,
Player 2=blue, Player 3=vellow, Player 4=purple, and Player 5=black.
= To switch between players, press B. The star moves to your player nearest to
the ball.
# To direct the movements of a highlighted player, press the Control Pad in the
direction you wont the player to go.
See the Control Summary section on page 1 for more information about
Controlling Players.
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POWER BAR
Being able to control how much power is used when moving the ball is important.
For instance, the more force that's used on a shot on the net, the less accurate the
shot will be. To see how much power is used for lobs, shots, kicks, throw ins, or
corner kicks, check the Power Bor. The goalie can also refer to the Power Bar to
decide how hard to kick in the ball.
The Power Bar appears when a controlled player kicks or throws the ball. The Power
Bar does not appear for a computer-controlled player.
® To build up power when one of your players is in possession of the ball, press
and hold B. The Power Bar will build up from left to right. The yellow level
carries the least power, the orange level is in the middle, and the red level
indicates the highest level of power.
PAUSING THE GAME
* To pause the game al any time during play, press START.
When the game is paused, the Poused Game Configuration screen appears. From
this screen, you can change the Control Setup, Options, Team Coverage, Team
Strategy, and Team Formation; make Substitutions; view Game Stals, Score
Summary, and Foul Summary; or Quit. (See Game Configuration Screen below for
explanations of these option.)
The Pause screen is similar to the Pregame Configuration screen, and you con use it
to change many of the same options.
¢ To seled an option from the Pause screen, press the Control Pod up/down fo
move the spinning soccer ball beside the option you want and press A.
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INSTANT REPLAY
* To return to the field from the Game Configuration screen, use the Resume
Game option (described below) or press START.
Resume Game returns you to the game at the point where it was poused: any
configuration changes you made while the game was paused come into effect when
the game is :
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e Youcn also return to the field by pressing START.
WE AR.
Instant Reploy replays (instantly) the past 10 seconds of the game in à variety of
speeds and modes—forward, backward, or freeze frome. When you select Instant
Replay, a controller icon appears on screen. As shown on this icon, the controller
buttons contro! replay functions as follows:
To rewind the action, press and hold Y. Release Y to stop rewinding.
To advance the replay one frame of a time, tap X. To advance the replay in
slow motion, press and hold X.
To replay the action at normal speed, press B. The replay will play through
until you press B again or if reaches it's completion.
23
« To fast forward, press and hold A.
® To change the replay comera angle, press L or R.
Instant Replays focus on the ball unless you use Player Tracking [explained below).
PLAYER TRACKING
Player Tracking locks the replay camera on a particular player. You can track o
player from either team throughout the entire replay, or track different players.
You can select the player to be tracked only when the reply is freeze framed.
= Press the Control Pod up/down fleft /right to place the yellow tracking box
near the player you wont to track. When yellow crosshairs appear beneath
that player, the camera is lacked on him.
TEAM GOVERAGE
The same as the Team Coverage option in the Pregame Configuration screen. See
Team Coverage on page 17 for instructions. |
TEAM STRATEGY
The some as the Team Strategy option in the Pregame Configuration screen. See
Teom Strotegy on page 17 for instructions.
TEAM FORMATION
The same as the Team Formation opfion in the Pregome Configuration screen. See
Team Strategy on page 18 for instructions.
SUBSTITUTIONS
The some os the Starfing Line option in the Pregome Configuration screen. See
Starting Line on page 19 for instructions.
24
GAME STATS
The Gome Statistics screen gives an up-to-the-minute summary of these stats for
both teams: Score; Shots on Goal; Saves; Corner Kicks; Minutes Attacking, In
Midfield, and Defending; and Fouks.
SCORING SUMMARY
The Scoring Summary screen lists the players who scored. the team they scored for,
and the time the goal wos made.
FOUL SUMMARY
The Foul Summary screen lists all players whose misbehavior has earned either o
red or yellow card, along with their team and the time their offense occurred.
BALL OUT OF PLAY
The ball is out of play when it entirely passes over the touchline or goal line. The
reteree will whistle to signal it. There are three ways a ball out of play can be put
back in ploy :
Goal Kicks: If on attacking player shoots wide of the gool and none of the
defenders touch the boll on its way over the goal line, the ball is automatically
placed at the corner of the goalie's box (which side depends on where the ball went
out) and the goalie must kick the ball upfield.
# To make the goalie kick the ball upfield without aiming it, press A or B.
* To aim a kick, press L or В № coll up the target box. Press the Control Pad
up/down/left/right to place the target box where you wont the ball to
go. Then press À or B to kick it.
25
7 Note: From a Goal Kick, the ball must af least reach the edge of the penalty area.
No other players are allowed into the penalty area until me ball has been cleared
Corner Kicks: A corner kick takes place if the last player judged to have touched
the ball on its way over the goal line was a defender or the goalie. A Corner Kick is
token from within the quarter cirde marked around the corner flag (which side
depends on where the ball went out). The player taking the kick is chosen
automatically.
e Press the Control Pad up/down /left /right to place the red target box
where you want the ball to go, and then press A or B to kick the ball into the
penalty are.
Throw Ins: Taken from the touchline where the ball went out of play, a throw in is
awarded when an opposition player kicks the ball into touch. The ployer taking the
throw is chosen automatically.
® To move the Target Box to the area of the field where you want to throw the
ball, press the Control Pod up/down /left /right, and then press A or B fo
throw it. :
26
Keeper's Ball: When an attack breaks down ond the ball is safely in the goalies
hands, it's a Keeper's Ball. Even when goalies are computer-controlled, the player
who controls the goalie’s team automatically takes control of the goalie ond has to
get the ball back into ply, either by kicking or throwing the ball upfield.
* To throw or kick: Press X ond press the Control Pad
left /right/up/down to direct o throw or kick to a nearby defender.
* To throw or kick using the target box: Press L or R to call up the target
box. Press the Control Pad left/right/up/down to put the target box
where you wont the ball to hit, and then press X.
Depending on the proximity of other players, the goalie will either kick or throw
the ball.
Note: During a Keeper's Boll. the goalie may only toke 5 steps before releasing
the ball
INFRINGEMENTS
OFFSIDES
The Offsides rule is designed fo prevent atiacking players from “goal hanging” in
the hope of getting the ball while the defenders are upfield. it states that there must
be à defending players between an attacker and the goal when the ball is played to
27
the attacker in the opposition half. This only applies when the attacking player is in
a position fo interfere with play. A player can't be Offside in his own half of the
field, direct from a Throw-In or a Corner Kick.
When a player is cought Offside the referee signals a free kick, and the Offside icon
appears along with the offending player's nome. A free kick is then awarded, taken
from where the player was cought Offside
With this option OFF the game is more free-flowing, with fewer free kicks and more
scoring opportunities. —
æ Note: When the Offsides option is on. the ref awards a free kick for all Offsides,
aven if the Fouls option is off.
FREE KICKS
Free kicks are warded for fouls and technical infringements. These include violent
or late tackles, shoving a player off the ball and Offsides (see Offsides on page 27).
When you win à free kick, the ball is placed where the infringement took place, so
there's no chance of gaining o few yards by creeping forward with the ball. A player
is automatically designated to take the kick. The human-conirolled player doses! to
the infraction when the whistle is blown takes the free kick.
® Press the Control Pod in the direction you wont the kick to travel, Press X for a
short free kick to a nearby player. If you're in range, press A for a shot on
goal direct from the free kick. |
æ Note: Opposition players must remain 10 yards from the ball until the kick
is taken,
28
PENALTIES
A Penalty is awarded when an offense worthy of a free kick occurs in the penalty
area. So о foul by the defender within his own penalty area results in à penalty kick.
TAKING A PENALTY
« The computer automatically nominates a penalty taker, who stands in the
penalty area ready for the kick. Press B fo change players.
# Press A to shoot: use the Control Pod to direct the ball in the air
When more than one player per teom is human-controlled, the player who was
fouled gets to take the penalty kick.
If the referee considers o foul to be particularly vicious, he is likely to show the
quilty player the yellow card. Play stops while the ref takes the player's nome.
Repeat offenders generally receive the red cord. Play then stops and the offending
player is ejected from the game. An ejected player con't be replaced by a sub; so
after o team’s first ejection, when play resumes they will hove only ten men on the
Held. (It is possible to play with as few as seven men on the field.)
29
To score in FIFA International Soccer, put the ball in net to break the invisible vertical
plane linking the posts, the bar, and the goal line. While the ball does not have to hit
the back of the nel to score a qual, the whole of the ball must cross the goal fine.
After the celebration over a goal dies down, the ball is returned to the center cirde
for a kickoff
HALF TIME
When the referee signals the end of the first half, both teams leave the field and the
Half Time Report appears. It provides pertinent information about the first half of
the ongoing match: Score, Shots On Goal, and Save.
* To return to the Game Options screen, press START
END qi BREAN SEERA
№ ies
=
When the final whistle blows, the Final Report screen appears. It contains the some
information os the Half Time Report—Score, Shots on Goal, Saves, and a password
(remember to copy down the password corefully ) . The Final Report also contains
the nome, number, and team of The Man of the Match, the most valuable player in
the gome just ployed.
30
CREDITS
Developed and Produced by Extended Play Productions
Lead Programmer: Erik Kiss
Programmers: Kevin Pickell, Bill Fowler
Lead Artist: David Adams
Artists: Laura Parr, Suzan Germic
Music & Sound Effects: Jeff Dyck
Sound Technology: Alan Stewart
Producer: Bruce McMillan
Development Director: Ken Lam
Assistant Producer: Marc Aubonel
Product Monagers: Neil Thewarapperuma, Chip Lange
Testers: Justin Cooney, David Costa, Wayne Duguay, Marcin Karasinski,
Jonathon Kawaguchi, Lee Patterson, Len Paul, John Santamaria, Matt
Stuart, ond Burton Tam
Package Design: EJ. Sarraille Design Group
Package Art Direction: Nancy Fong
Documentation: Neil Cook, Michael Humes
Documentation Design: Jennie Maruyama
Quality Assurance: Jon Bruce, Terrence Chin, David Schenone Шу
Special Thanks To: Joey Della-Savio, Jon Tien, Rick Friesen, Matt Webster,
Joss Ellis, Adrienne Travica, and Electronic Arts (Canada) Tech, Finance,
and Admin Services
31
ELECTRONIC ARTS LIMITED WARRANTY
Electronic Arts worrants 10 the original purchaser of this Electronic Arts softenre product thot the medium on which
this computer program is recorded is free from defects in materiels and workmanship for a period af nimety (90)
days From the date of purchase. This Electronic Arts software program is sold “as E," wilhow express er implied
warranty of ony kind, ond Electronic Arts is mot liable for omy losses or domsages of omy kind resulting from use ef
this program. Electronic Arfs ogress for o period of ninety {90} days to either repair or replace, of its aption, free of
charge, any Electronic Arts software produc, postage paid, with proof of purchase, af the Electronic Arts Worronty
Depariment. This warrenty is net applicable to normal wear and tear. This warranty shall net be applicable ond shall
be void if the defect in the Electronic Arts software product hos orisen through obuse, unreasonable vse,
mistreatment or neglect.
LIMITATIONS — THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES AND NO OTHER REPRESENTATIONS OR
CLAIMS OF ANY NATURE SHALL BE BINDING OR OF OBLIGATE ELECTRONIC ARTS. ANY IMPLIED WARRANTIES
APPLICABLE TO THIS SOFTWARE PRODUCT, INCLUDING WARRANTIES OF MERCHANTABILITY AMD FITHESS FOR A
PARTICULAR PURPOSE, ARE LIMITED TO THE MINETY (90) DAY PERIOD DESCRIBED ABOVE: IN KO. EVENT WILL
ELECTRONIC ARTS BE LIABLE FOR AMY SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING FROM
POSSESSION, USE OR MALFUNCTION OF THIS ELECTRONIC ARTS SOFTWARE PRODUCT.
Some stotes do not oflow limitations os te how long on implied worranty lusts ond/'ar exdusions or limibations of
incidental or consequential domoges so the above limitafions and/or exclusions of liebility may not apply to you.
This worrenty gives pou specific rights, and you may ako have other rights which vary rem state fo state.
RETURNS. AFTER WARRANTY — To replore defedive medio fier the ninety (90) day warranty period bes expired,
send the eriginal gome pak to Electronic Arts' address below. Endose a statement of the defed, your nome, your
return oddress, and o check or money order for 530.00,
Electronic Arts
Customer Worronby
P.O. Box 7578
Son Mateo, Coliforesa 94403-7578
If you need to folk to someone about this product, call us of (415) 578-0316 Monday through Fridey between 8:30
am and 4:30 pan, Pacific Time,
32
Need a Password? CALL
1-900-288-HINT
1-900-288-4468
Recorded hints, fips, and passwords available 24 hours a day, 7 days a week!
95c for the first minute, 75¢ for each additional minute. If you are under 18, be
sure lo get a parent's permission before calling. Hotline requires a Touch-Tone
telephone and is only available in the US. Call length determined by user;
average length is four minutes. Messages subject to change without notice.
Unless indicated olherwisa, ой soffwers ond documentation is © 1994 Hectronic Arts.
All Rights Reserved.
Official FIFA Licensed Product. All rights reserved. EX SPORTS, the EA SPORTS logo, StadiemSound end If
1's In The Goma, It's in The Game are trademarks of Electronic Arts. Al reghts reserved.
33
ELECTRONIC ARTS"
P.O. Box 7578, San Mateo, CA 94403-7578
FE РЗ amos mo EE rT
PRINTED IN JAPAN
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