Cricket Master simulates a one day limited over match with each team batting once. The Match Overview is based on a right-handed batsman. LOADING Spectrum 48/128K: Type LOAD "" then press ENTER and Start the Tape. Commodore 64/128K: Press the SHIFT & RUN STOP Keys. Amstrad CPC 464/664/6128: Press the CONTROL & ENTER Keys. You are Team A. Select your opponents from Teams B,C or D. Press N to change any team name, and then enter the team reference (ie A,B,C or D) and type in the new name. Skill Levels 1-3 (3=hardest level) Select the number of overs 40-60. Select your Players - Enter the player reference (A-P). When you have selected 11 Players (which must include AT LEAST SIX BOWLERS) press T to confirm your final team. Squad Details: Player's Ref. - Name - Batting Type & Form - Bowling Type & Form. Form Rating 1=Fair 2=Good 3=Excellent. Note: Bowlers in your squad will vary for each match. Use the change name facility (Press 0, enter the player's reference and then enter the new name) if you wish to alter the player's name to the correct bowling type. Enter 1 to drop a player and then enter the player's reference. Enter 2 for a report on the weather, wicket & outfield conditions and to view the opposition team. Your first 2 batsmen will always open the batting, but after the opening partnership you will decide on the batting order. OPTIONS MENU Press 2 to select the game speed. Press 4 to view the scoreboard. BOWLING Press 1 to select the bowling line. Press 3 for the current field layout. Enter 1-5 to see other field layouts. Enter S to select the field layout displayed. BATTING Press 1 to select your batting tactics. STARTING A NEW OVER Spectrum Press C Commodore Press RETURN Amstrad Press SPACE BAR The match overview screen includes an information board confirming the weather, wicket & outfield conditions - the current over & ball number - total runs & wickets - fall of last wicket - current partnership score and runs scored off the current over. NOTE: At various times during the match a prompt will appear at the top of the screen. This indicates that you must press a key to continue - Spectrum press C - Commodore press P - Amstrad press SPACE BAR. This prompt will appear if manual speed is selected, whan a batsman is out and at various other times during the match. The match commentary will indicate how well the ball is played (ie from the MIDDLE of the bat or a THIN EDGE or THICK EDGE off the bat) and the outcome of each stroke. As the ball is bowled the Line (ie the direction of the ball) is highlighted on the wicket, as well as the final position of the ball. By studying the match commentary you can assess the performance of your batsmen and bowlers b the number of times that the ball beats the bat - ie where the batsmen play and miss, or where the ball gets a thick or thin edge off the bat. If your team is batting you will have the option to run singles for the 5th and 6th balls. Batting & Bowling analysis BATTING: Squad No. - Name - Type - Form - Runs - Balls Faced - 4s - 6s BOWLING: Squad No. - Name - Type - Form - Overs - Maidens - Runs conceded - Wickets. The maximum number of overs for each bowler is as follows Total Overs Max. per Bowler 40 8 41-45 9 46-50 10 51-55 11 56-60 12 STRATEGY & TACTICS BATTING If you select defensive tactics, your batsment will play a cautious game with more defensive shots and they will take fewer chances running between the wicket. If you select Attacking your batsmen will play more agressive shots and they will be more likely to run quick singles. Batsman Types Operner - You are advised to select a recognised opening pair to start the innings, to cope with the new ball and the early overs from your opponent's fast bowlers. Stroke - These are the specialist batsmen who are more likely to push up the run rate after the opening pair have seen off the new ball. Middle Order - Good Batsmen but lacking the quality and range of strokes of the Stroke Batsmen. Tail - These are specialist bowlers with little flair for batting. NOTE: If you fall behind the required run rate early in the match don't panic. Your batsmen will always try to accelerate the run rate later in the innings, particularly if you are playing Attacking and you have wickets in hand. BOWLING Your bowlers' ability to bowl a consistent line will depend on the type of bowler, the conditions and the bowlers' form. Obviously, your bowlers will have a better chance of hitting the stumps or L.B.W by bowling directly at the stumps, but you may prefer to bowl outside the off stump in the hope of slowing down the run rate, or edging a catch to the slips, or to suit a particular field layout. Bowler Types Fast - These are your specialist front line bowlers, who are more likely to get the best results on a good wicket, usually given the new ball at the start of the innings. Medium - Will perform best in cloudy conditions, but capable of achieving good results at any time. Spin - Most effective on a poor wicket, and with the wicketkeeper moving close in it will be possible to get the batsmen stumped. Copyright Challenge Software This program is the copyright of Challenge Software and no part may be Copied, Stored, Transmitted or Reproduced in any form or by any means. Hired or Lent without the express permission of Challenge Software, Hatton House, Church Lane, Cheshunt, Herts EN8 0DW EURO BOSS Loading: SPECTRUM - type LOAD "" After loading the initial code you will be asked to STOP THE TAPE. Press Y to load a saved game - Press N to continue loading a new game. COMMODORE - Press the SHIFT & RUN/STOP keys simultaneously. When the program has loaded Press Y to load a saved game, or Press N to start a new game. AMSTRAD - Press the CONTROL & ENTER keys simultaneously. When the program has loaded Press Y to load a saved game, or Press N to start a new game. SAVING AND LOADING A SAVED GAME - Prepare a cassette to record your saved game. Spectrum: Select SAVE GAME from the Main Menu. Press PLAY & RECORD on your cassette player and then press any key. To lead a saved game first load your Master tape until the message "STOP THE TAPE" - then insert your saved game tape, Press Y and then Press Play on your cassette player. Commodore: Select SAVE GAME from the Main Menu and then Press PLAY & RECORD on your cassette player. To load a saved game first load the Master tape until the message "Load Old Game Y/N?", then insert your saved game tape, Press "Y" and Press Play on your cassette player. Amstrad: Select SAVE GAME from the Main Menu and then Press PLAY & RECORD on your cassette player. To load a saved game first load the Master tape until the message "Load Old Game Y/N", then insert your saved game tape, Press "Y" and then Press Play on your cassette player. TRANSFERS - (Approximate Value) DIV 1 SKILL DIV2 £ 700,000 50-59 £400,000 £ 850,000 60-69 £500,000 £1,000,000 70-79 £600,000 £1,150,000 80-89 £700,000 £1,300,000 90-99 £800,000 PROMOTION - The top 2 teams from Division 2 are promoted. SUBSTITUES - You are allowed 1 Substitute, Press S to bring on your Substitute. TICKET PRICES - Your attendance for home matches will mainly depend on your division, your league position, your opponents league position and your ticket prices. The attendance may fall significantly if you overprice your match tickets. You must try to find the right balance for ticket prices to obtain the maximum income from each home match. NOTE: All Standing places will be occupied before any Seats are taken. RETIREMENTS - All players retire at 35. POSSESSION - Possession in the Match refers to quality possession around the Penalty area. SACKING - You will be sacked if you have failed to make your stadium completely all seated by the end of your second season (ie: Seating Capacity 45,000) or if your current account is overdrawn at the end of any season. Depending on your success you may have to sell some of your top players to finance the Stadium building if income from gate receipts and bank loans is insufficient. CUP MATCHES - All cup matches are played on neutral ground. If your Cup Match is drawn the game will be decided by a penalty shoot-out. BANK - You are only permitted 2 bank loans per season. STAFF - A Physio will reduce injuries (Note: Some of your Players may suffer from serious long term injuries.) A Coach will increase training. This Program is the Copyright of Challenge Software and no part may be copied, stored, transmitted or reproduced in any form or by any means, hired or lent without the express permission of Challenge Software, Hatton House, Church Lane, Cheshunt, Herts. EN8 0DW Designed and Programmed by Steven Parker & Alastair MacNair 1991 Challenge Software For details of our full range of games please send a stamped addressed envelope to Challenge Software, Hatton House, Church Lane, Cheshunt, Herts. EN8 0DW