Passing
When on the ball if you press Button C whilst you are directing the controller, the ball will
be passed along the ground in the direction you are facing or, if there is one of your team-
m
ates standing roughly in the direction you are facing and within passing distance then
the ball will be played straight to your team-mate’s feet.
Kicking
T
o kick the ball in the normal way the controller should be directed in the desired direction
and Button B should be pressed. Note that is you quickly press Button B it will perform a
pass.
Lift and Bend
When the ball has been kicked as opposed to being passed it is possible to apply vary-
ing degrees of lift and bend to it. To do this the controller must be redirected within a
very short time after button B is pressed. It is not necessary to release Button B before
r
edirecting
R
edirection Table for lift and bend
Controls are based on player facing forward. Change depending on which direction the
player is facing.
D-PAD POSITION RESULT
Centred Joypad Straight Lobbed Kick
Up Normal Straight Kick
Up + Left Normal Kick bending to the left
Left Lobbed kick bending to the left
Down + Left Up and under bending to the left
Down Normal Straight Kick
Down + Right Up and under bending to the right
R
ight Lobbed kick bending to the right
Up + Right Normal Kick bending to the right
SHOOT
Y
o
u can use either the pass or the kick buttons to shoot at goal. Depending on the current
difficulty level, you can also use the SHOOT button. See options for more details. The
SHOOT button works in a number of ways.
Whilst Attacking
The player will shoot towards goal. If the ball is in the air he will head towards goal. If the
player is near the ball he will slide and knock it towar
ds goal.
Whilst Defending
The player will do a lofty boot up the pitch to clear the ball. If the ball is in the air, the play-
er will head the ball to safety. If the player is near the ball he will slide and knock it to
safety.
S
ET PIECES
All set pieces and throws work as a normal kick or pass except that illegal or illogical
angles cannot be chosen by the taker.
GOALKEEPERS
Goalkeepers are always under computer control except when they have the ball in their
h
ands or when they ar
e
about to take a goal kick, in which case all they can do is kick the
ball out.
THE BENCH
T
he bench can be called on at any time during the game when the ball is out of play or a
free kick is awarded, or before the beginning of a half. To access the bench press the con-
troller three times in any direction in quick succession. Moving the controller up and down
the bench enables the selection of the manager or substitutes, press B to select. Press
left or right to exit the bench.
T
he Manager
The Manager is the chap in the brown coat and he is used to change the team formation
o
n the pitch. Select the new formation and pr
e
ss B to confirm.
Substitutions
Up to two substitutions can be made during the game. First select the player you wish to
bring on and then select the player you wish to replace.
THE MENUS
OPTIONS
The options menu allows you to alter the game length, sounds, dif
ficulty level, weather
and pitch condition.
Dif
ficulty Level
Changing the difficulty level will effect the controls during a match.
Beginner - Easier computer teams, easy ball dribbling ability enabling the player to turn
quickly without losing and the SHOOT button is employed for all players.
Normal - Normal computer opposition, easy ball dribbling ability and the SHOOT button
works for star players only.
Expert - Computer opposition at hardest level, only star players have the easy dribbling
ability and the SHOOT button works for star players only.
MATCH MODES
Once you have selected from National, Club or custom teams you will reach a second
options menu enabling you to select match mode.
Friendly
A single match between two players or 1 player and the computer. Once the conditions or
season is selected, choose the teams by highlighting them. Pr
ess the B button once to
select the team as a red computer team and twice to select as a blue player team. The
corr
ect number of teams must be chosen befor
e the game can continue. Once teams ar
e
chosen select Play Match to go to the Pre-Match Tactics screen.
Cup
A knockout tournament. Up to 64 teams can be selected, as any combination of Player or
Computer teams. Selection of the Starting Month will determine the conditions throughout
the tournament. Please note that the save game facility is not functional.
League
Between 2 and 20 teams can compete in the league, as any combination of Player and
Computer teams. Please note that the save game facility is not functional.
Further pre-customised tournaments are available depending on which team set is selected.
EDIT TEAMS
This allows you to edit any team’
s name, player names, manager name, country of origin
and kit colours
PRE-MATCH TACTICS
Before the game each player can edit their team and tactics. To swap players simply
select the first player you wish to change using the B Button, followed by the player you
wish to swap him for
. You can swap as many times as you like before the game begins. To
select tactics simply highlight the desired option and press Button B.
CANNON FODDER
Download the Original Mega Drive manual at www.radicauk.com
War has never been so much Fun! Cannon Fodder took the Sensible Software ethos of
creating addictively playable games to a whole new level. The game went straight to the
top of the charts on its launch in 1993 and contributed to Sensible Softwar
e having the
number one slot in the Video games Charts for 50 weeks between 1992 and 1994.
FROM CONSCRIPTS TO TROOPERS
Before you play, you need to call up some fit young men to become troopers. As luck
would have it, over at Boot Hill ther
e is a queue of some 360 eager conscripts waiting to
go to war- but only 15 of them are allowed to volunteer for each mission. Can you see
them coming over the hill? Fortunately for all concerned, the innocent are added to the
experienced troop of survivors from previous missions.
There are 24 missions to complete, each one with a different terrain and objective and
split into a maximum of six phases. The number of kills for and against you are represent-
ed by HOME and AWAY respectively.
In Play
A
ll the action takes place in the playfield which takes up the main part of the screen. You
do not control the troopers but instead determine their behaviour using the control pad.
Troopers will only follow their leader but can be encouraged to run round in circles, shoot
anything that moves, throw grenades, shoot bazookas, drive tanx, fly choppas, split up
and do their own thing and die.
All troopers start as Privates and their rank increases for every phase they survive,
although they only receive promotion when a mission is complete. After every three mis-
sions the raw recruits are higher in rank because they have already received extra battle
training
The bullets fired by your troopers are clever. They will not kill a fellow trooper- unless he is
w
ounded. All other weaponry kills everyone.
M
oving Troops
Move the pointer around the screen until its tip touches the desired destination. Not the
way that you can view the immediate area surrounding the active troop.
•
Press the A- Button to make the troop leader move towards the pointer’s tip. The rest of
the troop will follow in rank and file.
Using Weapons
It couldn’t be simpler….
• Press the B- Button to turn the pointer into a crosshair and make the trooper or troop
s
hoot at the centre of the crosshair.
• Press and hold the B-Button then press the A-Button to make the troop leader throw a
grenade or fire his bazooka at the centre of the crosshair.
Boarding Vehicles
Move the pointer around the screen until it’s tip touches the desired vehicle. The pointer
w
ill change to show that the empty vehicle may be boarded.
• Press the A-Button to make the trooper (or troop) board the vehicle
• Press and hold the A-Button to make the vehicle move towards the trooper destination
determination pointer. The longer the A-Button is held down, the faster the vehicle will
move.
•
Press the B-Button to make the trooper (or troop) shoot the vehicle’s weapon (if it has
one). Note that grenades and bazookas cannot be used while inside a vehicle.
Leaving Vehicles
Move the pointer until its tip touches the occupied vehicle. The pointer will change to
show the vehicle may be abandoned.
•
Press the A-Button to make the trooper (or troop) leave the vehicle.
Landing Choppas
When a trooper (or troop) is in a choppa flying above the terrain, touching the choppa with
the pointer will change it into a “The Choppa can Land Symbol” –This means the choppa
can land.
•
Pr
ess the A-Button when the “The Choppa Can Land Symbol” is shown to make the
choppa land. Once the choppa has landed, select it to make the troop disembark.
Form A New Troop (Or Two)
There are times when the strategy dictates that the troopers spilt up – perhaps to execute
classic “pincer movement”. So long as you have enough tr
oopers you can make a maxi
-
mum of two new troops from the original Snake Troop, and those are: Eagle Troop and
Panther T
r
oop.
•
Press the Start Button to access the status panel.
• Use the pointer to select the names of the tr
oopers you’d like to form a new tr
oop (the
names will be highlighted). Notice that the troop’s logo has spilt into two.
• Select the troop’s logo to form a new troop with the troopers whose names were high-
lighted.
• Select a troop logo then press the Start Button to resume play in control of the active
tr
oop. Note new tr
oops may be formed inside a vehicle, but only the highlighted tr
oops
will exit the vehicle.
Share And Share Alike
Hold on – who takes all the grenades and bazookas when a troop splits? It’s up to you to
d
ecide. Notice that when you spilt a troop , any grenades and bazookas are outlined. By
selecting the grenades or bazookas, the outline changes to reflect the quality of weapons
– all half or none – that the new troop will take.
• The solid outline represents all the weapons
• The dotted outline represents half of the weapons
• No outline represents none of the weapons
Regr
ouping T
r
oops
T
o bring separate tr
oops together simply walk them into each other wher
eupon the troop-
ers will automatically regroup as a single troop.
A Mission Reminder
Select the map at the bottom of the Status panel for an overview of the ar
ea and the
active troop’s position (indicated by a big red cross). Note that enemy troops are not
shown on this map – it’d spoil the surprise. Pr
ess any button to r
eturn to play.
Mission Complete
Y
ou did it – you saved the day
. And you can save your state of play
, too ………
Saving Games
At the end of every mission you ar
e returned to Boot Hill to admire the view. See that little
picture in the top- right hand corner of Boot Hill? Yeah, the one marked
Save move the
pointer to it.
• Pr
ess the A or B – Button to select save and call up a special Save Scr
een.
A special five-letter pass code is given. W
rite it down – it contains information about the
state of play so you can r
eturn to this exact point at a later date. Press any Button to
return to Boot Hill.
Resuming Saved Games
See that little picture in the top left hand corner of Boot Hill ? Yeah, the one marked Load;
move the pointer to it.
• Press the A or B – Button to select
Load and call up a special Load Screen.
To enter a pass code, do this:
• Pr
ess the D-Pad up or down to change the letter
• Press the D-Pad left or right to move through the letters
• Press any other Button to enter the pass code. If the pass code is invalid, you will be
told. Select
Load and try again.
BE THE FITTEST
And survive with the following handy hints.
• Don’
t wait until you see the whites of their eyes – shoot them befor
e they shoot you.
• Look out for secret hidden zones where special equipment may be found.
• Please don’t leave the screaming wounded to die. Bite the bullet, so to speak, and do
the decent thing: finish them off.
A full detailed manual can be downloaded at www
.radicauk.com
MEGA – LO – MANIA
Download the original mega Drive manual at www.radicauk.com
Sensible Softwar
e’
s first ever Mega Drive game was an instant classic, bringing complex
god sims to the masses. The aim is simple; command a tribe of humans as they evolve
from a primitive race to complex, technologically advanced beings. Each “epoch” consists
of 3 Islands, which must be conquered before your tribe can progress. Mine raw materials
and develop weapons as you fight opposing tribes in your bid to become omnipotent!
W
ARNING: EPILEPSY AND SEIZURES READ
BEFORE OPERATING YOUR ARCADE LEGENDS
SENSIBLE SOCCER
A few people may experience epileptic seizures when viewing flashing lights or patterns in
o
ur daily environment. These persons may experience seizures while watching TV pictures
or playing video games. Players who have not had any seizures may nonetheless have an
u
ndetected epileptic condition.
Consult your physician before playing video games if you have an epileptic condition or
experience any of the following symptoms while playing video games: altered vision, eye
o
r muscle twitching, other involuntary movements, loss of awareness of your surround-
ings, mental confusion and/or convulsions.
BATTERY INSTALLATION
This game is powered by four (4) AA (LR6) batteries.
• Using a screwdriver, loosen the screw until the battery compartment door can be
removed.
• Insert four (4) AA (LR6) batteries (we recommend alkaline) as indicated inside the battery
compartment.
•
Replace the battery compartment door and tighten the screw with a screwdriver. Do not
over
-tighten.
ADULT SUPERVISION IS RECOMMENDED WHEN CHANGING BATTERIES.
TV CONNECTION
NOTE: To connect Sensible Soccer directly to a TV, the TV must be equipped with audio
and video input jacks or a Scart input. They are commonly found on the front of the TV
near the contrast, colour, and picture adjustment controls or on the rear of the TV near the
antenna and cable/satellite jacks.
CONNECTING TO A VCR
To connect Sensible Soccer to your VCR, insert the yellow video plug from the Main Unit
into the video in (yellow) jack on your VCR, the white audio plug into the left audio in
(white) jack or via the Scart adaptor. Then set the VCR to the appropriate video input
mode (see your VCR’
s operating manual for details).
ADULT SUPERVISION IS RECOMMENDED WHEN CONNECTING CABLES TO A TV
AND VCR.
SENSIBLE SOCCER
Download the Original Mega Drive manual at www.radicauk.com
“There a few games that can claim to have had such a defining effect as Sensible Soccer.
From the moment it was launched, Sensi, as it affectionately became known, was quite
simply a phenomenon. A sports game loved by sports fans and non sports fans alike.
That's because it's almost perfect in every way. Beautifully presented, tactical, deep, but
above all, fun. Sensi was a jewel in the crown of the 16-bit generation and to play it again
is to revisit an old friend. I lost a lot of hours of my life to Sensible Soccer in the 90s, and
now I guess I'll be losing a few more.”- Miles Guttery, Games Journalist, February 2005.
With over 15 million fans, Sensible Soccer was the most played football game of the early
90’s. It’s top down style, detailed mini-sprites and incredibly intuitive gameplay made it
the football game of choice and provided the springboard that turned Sensible Software
into one of the most successful developers of the decade.
CONTROLS
Sensible Soccer has two different game environments, the menu and on the pitch. To use
the menus, move the directional controls on your control pad to highlight each option box.
Pr
ess button B to select the option curr
ently highlighted.
PLAYER CONTROL
During the game you may only control one player of your team at any one time. The man
currently under your control is the one with the white number above his head. Control will
be changed to another man if the man curr
ently under your contr
ol is too far away fr
om
the ball or if he has lost his footing for any reason.
OFF THE BALL CONTROLS
These contr
ols apply when the man under your contr
ol is not in possession of the ball.
Running
T
o direct your man simply press your controller in the direction you want him to run. A
running man can inter
cept the ball from an opponent in possession.
Sliding Tackles
When running off the ball it is possible to slide into the ball or an opponent by pressing
button B. This will make your player slide in the direction he is facing. Whilst a man is slid-
ing it is possible to get him to deflect the ball in a direction different to the one which he is
sliding when he makes contact with it. To do this the controller must be redirected whilst a
man is in mid slide before he has made contact with ball. This is a skill which has to be
mastered.
Headers
When the ball is in the air and you press button B, instead of sliding into the ball the man
under your control will attempt to head the ball. Such headers can also be deflected in a
similar way to sliding tackles but redirecting must take place before contact has been
made.
ON THE BALL CONTROLS
These controls apply only when your man is in direct possession of the ball. The control
methods described can be adjusted to suit your own preferences by changing the difficul-
ty level in the option menu.
Dribbling
When on the ball simply press your controller in the direction in which you want the player
to dribble the ball. You will find that as the player gathers speed it is harder for him to
change direction and retain control of the ball. This is another skill that has to be mas-
tered. (The way dribbling works can be altered by changing the difficulty setting from the
options menu).
M
odel 75067
F
or 1 or 2 players / Ages 8 and up
INSTRUCTION MANUAL
P/N 82395200 Rev.A
E