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Controls

Key Action
9 Up
8 Down
6 Left
7 Right
0 Kick
Control Action
Up
Down
Left
Right
Kick
Select
Start

Match Day II

This realistic soccer simulator features a full-size scrolling pitch, highly accurate ball deflection, and a league cup competition. Jump, head, volley and kick to move the ball. Control kick power using the kickometer. Compete solo, against a friend, or team up against the computer.


Starting a Game

NOTE To play this game using a controller, select Kempston in the Select Joystick menu.

Joystick Menu

This menu only appears when you first load the game. To change input options after this menu, reload the game from the carousel.

To start the game using a controller for Player 1,

Option Description
KEYS/KEY JOYSTICK Start the game using Keyboard controls for Player 1
KEMPSTON JOYSTICK Start the game using a controller for Player 1
FULLER JOYSTICK Start the game using the Fuller joystick interface (Should not be selected)

To quickly start a match, select the one or two-player match day options on the menu screen.

Option Description
1 PLAYER MATCHDAY Start a single-player match using the configured options against the computer.
2 PLAYER MATCHDAY Play a two-player match against each each other.
TWIN PLAYER MATCHDAY Player a two-player match with both players controlling the same team.
MATCHDAY CUP Play with up to seven players in a cup competition consisting of three rounds.
MATCHDAY LEAGUE Play with up to seven players in a league championship.
KEYS AND OPTIONS Open the options menu, used to configure the input keys and match settings.

Player 1 & 2 Keys Menu

This menu allows the input controls of each player to be adjusted. If Kempston was selected when starting the game and a controller is being used, Player 1’s controls should not be changed.

Gameplay

Move players around the pitch using the keyboard or joystick. Kick the ball by moving in the desired kick direction and pressing the kick button. A player can ‘backheel’ the ball when in possession of it by moving backwards and pressing the kick button at the same time, causing the ball to be kicked behind the player.

During kick-off, goal kick, or throwing, the player taking a kick or throw will automatically move towards the ball.

Each player automatically controls the players in the best position to get to the ball. An indicator is shown above the currently controlled players in the form of a mini kickometer - there are two kickometers over Player 2’s controlled player.

When a ball is kicked, the opposing team is given control of the closest player to the predicted landing position of the ball.

If a ball hits a player below the knees, they will gain possession. A player with possession of the ball has their movement speed reduced. When moving the player, they will automatically dribble the ball with them. The opposing team can regain possession by moving into the ball so that it touches their player’s feet.

To gain possession of a bouncing ball, keep an eye on its shadow and time its landing so it hits the player’s feet.

If the ball is in the air and near to the controlled player, press the kick button to jump into the air. If the ball is hit, it will deflect off the player, changing its path.

The Keeper

The keeper will automatically move to an optimal position to save a goal on an incoming shot. If player control of the keeper has been chosen in the Matchday Options Menu, the player will be given control of the keeper and must move the keeper to block the shot. Pressing the fire key and moving in a direction will cause the keeper to dive.

Kickometer

The kickometer lets the player control the force behind each kick the player makes. The kickometer constantly moves at the top of the screen from left to right while the ball is in play - when the ball is kicked, the power is determined by the current position of the kickometer. The further to the right the kickometer is, the more powerful the kick.

The kickometer’s behaviour and range of movement can be adjusted in the Matchday Options Menu:

Option Description
All kicks All forward kicks, and backheel kicks will use the kickometer’s current value for their force
Fwd Kicks All forward kicks will use the kickometer’s current value for their force (default)
Hard Kicks The meter is locked between power II and III
Kick II The meter is fixed at power II (Moderately powered kicks)
Kick III The meter is fixed at power III (Powerful kicks)

Interface and Options

Interface

  1. Kickometer
  2. Game timer
  3. Home/away score

Pre-kick-off menu

After each half of a match (excluding cup and league matches) a menu is shown:

Option Description
SCORE TEAM ONE Select to increase the score of team one
SCORE TEAM TWO Select to increase the score of team two

Keys and Options Menu

Option Description
QUIT MENU Exit the options menu
MATCHDAY OPTIONS Access the Matchday Options Menu
PLAYER 1 KEYS Redefine the input keys for Player 1.
PLAYER 2 KEYS Redefine the input keys for Player 2.
TEAM NAMES Adjust the names of each team.
TACTICS SELECTION Open the tactics menu. Teams can be set between two tactics: Attacking and defending - each tactic adjusts how your players position themselves on the pitch.
COLOUR SCHEME Select the colours of each team and the pitch.

Matchday Options Menu

Option Description
QUIT MENU Return to the keys and options menu
SOUND LEVEL Adjusts the sound level of the game between HIGH, LOW and OFF.
TIME EACH HALF Adjusts the time of each half between 5, 10 and 15 minutes.
KICKOMETER Adjusts the maximum range of the kickometer.
COMPUTER MATCHES Adjusts if games which don’t have a player-controlled team in cup and league matches should be automated.
COMPUTER SKILL Adjusts the difficulty of computer-controlled teams.
KEEPER 1 Select if the keeper for Player 1 is controlled by the player, or automated by the computer.
KEEPER 2 Select if the keeper for Player 2 is controlled by the player, or automated by the computer.