********* Welcome to Project 64! The goal of Project 64 is to preserve Commodore 64 related documents in electronic text format that might otherwise cease to exist with the rapid advancement of computer technology and declining interest in 8- bit computers on the part of the general population. If you would like to help by converting C64 related hardcopy documents to electronic texts please contact the manager of Project 64, Cris Berneburg, at pcgeek@compuserve.com. Extensive efforts were made to preserve the contents of the original document. However, certain portions, such as diagrams, program listings, and indexes may have been either altered or sacrificed due to the limitations of plain vanilla text. Diagrams may have been eliminated where ASCII-art was not feasible. Program listings may be missing display codes where substitutions were not possible. Tables of contents and indexes may have been changed from page number references to section number references. Please accept our apologies for these limitations, alterations, and possible omissions. Document names are limited to the 8.3 file convention of DOS. The first characters of the file name are an abbreviation of the original document name. The version number of the etext follows next. After that a letter may appear to indicate the particular source of the document. Finally, the document is given a .TXT extension. The author(s) of the original document and members of Project 64 make no representations about the accuracy or suitability of this material for any purpose. This etext is provided "as-is". Please refer to the warantee of the original document, if any, that may included in this etext. No other warantees, express or implied, are made to you as to the etext or any medium it may be on. Neither the author(s) nor the members of Project 64 will assume liability for damages either from the direct or indirect use of this etext or from the distribution of or modification to this etext. Therefore if you read this document or use the information herein you do so at your own risk. ********* The Project 64 etext of the American Ice Hockey (Superstar Ice Hockey in the US) manual by SportTime/ DesignStar/ Mindscape. Converted to etext by Peter Karlsson . ICEHOC10.TXT, April 1997, etext #191. ********* AMERICAN ICE HOCKEY C64/C128 CASSETTE LOADING INSTRUCTIONS Insert cassette into data recorder, press SHIFT and RUN/STOP keys on keyboard simultaneously, then press PLAY on data recorder. GAME CONTROLS Plug your joystick into Port 1 and a second joystick into Port 2 for a two player game. The joystick in Port 1 will control all menu selections. To pause the game, press the ESC key. Pressing the P key will increase the size and visibility of the puck. THE COACHING SCREEN Once the game begins, the Coaching Screen will appear every time there is a break in the action. If you have selected JOYSTICK 1 or JOYSTICK 2 to control your team's coach, you will be allowed to change lines and strategies from the Coaching Screen. If you have selected COMPUTER for your team's COACH option, the computer will handle these functions for you. RECRUIT A PLAYER SCREEN Select this option if you wish to replace one of your players with new young talent from the minor leagues. This screen shows your team's roster, with each player's Position and age along with offensive, defensive and total skill ratings. Use the joystick to select the player to be replaced, then type in the new skill ratings, which should not exceed 24 points in total, for OFFENSIVE and DEFENSIVE skill levels. As you adjust the new player's skill points, the screen will show how much the new player will cost you in trading points and how many trading points you have available. TRY PLAYER TRADE SCREEN Select this option if you wish to trade one of your players for a player on another team. The screen will show your player roster on the left and your next opponents roster on the right. To view other team's rosters, select VIEW TEAMS and press FIRE, pushing the joystick forward or back to change from one team display to another. You can only trade players who have the same designated position. When you have found the player you would like to trade for, select TRY TRADE and press FIRE. You will then be shown the message "ARBITRATION WILL COST 150 POINTS". Select CANCEL or OK depending on whether you want to go through with the trade. If you have selected OK, select the name of your own player you wish to trade and press FIRE, then type in the number of additional trading points you wish to offer to clinch the deal. When arbitration is over, press FIRE. GENERAL IMPROVEMENT SUB MENU (for training camp) Type in the number of trading points (1 - 1000) to be used for the training camp and press ENTER. When camp is over, press FIRE to return to IMPROVE TEAM sub menu. If you wish to skip training camp, enter 0 as the number of trading points you want to spend. SET UP NEW LINES SCREEN Select this option if you want to change players from one line to another. Use the joystick to select CHANGE LINEUPS and press FIRE. Next, select the players whose lines you want to swap. END OF GAME Press FIRE to view Game Results (or the Playoff Tree screen); press FIRE again to return to main menu. WARNING: you must view this screen before turning off your computer or the game result will be counted as a forfeit against you. THE SPORTTIME CUP SCREEN When your team wins the coveted prize, this screen will appear. Press FIRE to start the new season. HOW TO CONTROL YOUR CENTRE AND GOALIE You establish control from the PLAY NEXT GAME screen. On ice their skating movements are controlled by the joystick. Your centre can go anywhere in the ice, shoot, fake a shot, pass, fake a pass or check. Your goalie can skate around most of the defensive zone and can attempt high or low saves. If the goalie catches the puch, he can hold it or pass it. PLAYING CENTRE To control your centre, first make sure you have made the appropriate selection from the CONTROL section of the Play Next Game screen. TAKING A SHOT When attempting a shot on goal, you can direct it to the left, right or centre of the goal. To shoot, press and hold down FIRE. Quickly move and hold the joystick in the direction you want the shot to go. To shoot along the ice, release FIRE as the centre's stick comes forward but before it strikes the puck. To lift the shot off the ice, release FIRE after the stick strikes the puck. FAKING A SHOT Press and hold FIRE so your centre winds up to shoot, but release FIRE before the stick comes forward. PASSING THE PUCK Tap FIRE quickly. Your centre will stop skating and will slide along the ice. When his legs lock open, move and hold the joystick in the direction you wish to pass, let go and tap FIRE again. FAKING A PASS Tap FIRE quickly, your centre will stop skating and slide. When his legs lock open, make sure the joystick is in the centre position and tap FIRE again. Your centre will retain the puch and once again be able to skate freely. CHECKING AN OPPONENT Skate close to your opponent and press FIRE. Your centre will swing his stick as he bumps into the opponent, who may fall down in a spinning heap. Be careful as the referee might award a penalty against you! PLAYING GOALIE To control your goalie, first make sure you have made the appropriate selection from the CONTROL section of the Play Next Game screen. MAKING A HIGH SAVE Use the joystick to move your goalie so that he is aligned with the oncoming puck. Then press FIRE and move the joystick forward. MAKING A LOW SAVE As above but press FIRE and move the joystick back. HOLDING AND PASSING THE PUCK After catching it, simply hold it and wait for the referee to blow his whistle if you want to stop play. To pass the puck, first release FIRE to return your goalie to a standing position. Next, push and hold the joystick in the direction you want to pass and press FIRE. Your goalie will then pass the puck. Produced under license from DesignStar Consultants Inc. in conjunction with International Computer Group. Copyright 1988, 1987 DesignStar Consultatnts Inc. Exclusive worldwide rights - Mindscape Inc. SPORTTIME is a trademark of DesignStar Consultants Inc. All rights reserved. Commodore 64 and 128 are trademarks of Commodore Electronics Ltd. ********* End of the Project 64 etext of the American Ice Hockey (Superstar Ice Hockey in the US) manual. *********