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Музыкальные демо 48-128*** Игры 48-128*** Электронные журналы*** Утилиты



ZX-Spectrum Sinclair Qaop JS online games
I-ALIEN



ZX-Spectrum Sinclair Qaop JS online games
Banger Management



ZX-Spectrum Sinclair Qaop JS online games
LODERUNNER 2



Перейти в онлайн эмулятор Italy 1990

Перейти в онлайн каталог игр
Управление эмулятором на этой странице через контекстное меню правой кнопки мыши,
чтобы включить звук и музыку,включите 128,а F5-перезагрузить игру,
ДЛЯ ПОЛЬЗОВАТЕЛЕЙ ХРОМА - управление только с онлайн эмулятора

Italy 1990

Loading Instructions
CBM 64/128 Cassette:
Press SHIFT and RUN/STOP keys together and press RETURN.
Press PLAY on the cassette recorder and follow screen prompts.

CBM 64/128 Disk:
Type LOAD"*",8,1 and press RETURN. Game will load and run automatically.

Spectrum Cassette:
Type LOAD "" and press ENTER. Press PLAY on the cassette recorder. Follow on screen
prompts.

Amstrad Cassette:
Press CTRL and SMALL ENTER keys then press PLAY on the cassette recorder. Follow on
screen prompts.

Amstrad Disk:
Type RUN"DISK and press ENTER. Game will load and run automatically. Follow on screen
prompts.

Atari ST 520/1040/Mega:
Insert disk in drive and turn on computer. Game will load and run automatically.

CBM Amiga 500/1000/2000 Series:
Insert disk in drive and turn on computer. Game will load and run automatically.

IBM PC & Compatibles:
Follow standard start up procedure. At the 'A>' prompt, place the program disk in drive
A and type ITALY90, then press RETURN.

PLAY THE GAME

PLAYER CONTROL
For either team, the player you have direct control over is highlighted as follows:
CBM 64/128: The colour of the player's shirt flashes between white and the team colour.
SPECTRUM: A large 'solid' arrow is positioned below the player of team one and 'hollow'
arrow below player team two.
NOTE: The remaining players of team 1 have smaller 'solid' arrows positioned below them.
AMSTRAD/ATARIST/CBM AMIGA/IBM PC: A large arrow of the same colour as the team is
positioned below the player being controlled.

Control of the 'highlighted' player continues until either, movement stops, at which,
the player of the same team who is closest to the ball becomes active.

BALL CONTROL
The ball is able to move freely around the pitch when it is kicked but as soon as it is
within 0 small distance of any player it will be automatically 'trapped'.
The ball is then moved to a position relative to the direction of the player.
Once a player has control of the ball, it will stay 'locked' to him until it is either
kicked or taken from him by another player.

KICKING THE BALL
When your player is in possession of the ball he can kick it in the direction he is
facing byholding down 'FIRE' and releasing it when required. The amount of time 'FIRE'
is held down, combined with the player's strength determines the speed of the ball when
it is kicked. There is amaximum amount of time that the button can be held down before
the ball is kickedautomatically.
You may also 'chip' the ball by reversing the direction of your player immediately after
kicking it.
N. B. More powerful kicks will cause the ball to travel above the ground automatically.

HEADING THE BALL
When the ball is close to your player, but still in the air, you can 'head' the ball by
pressing and releasing 'FIRE'. However, holding down 'FIRE' has no effect an the speed
of the ball.

TACKLING
There are two ways that your player can tackle:
'Normal Tackle'
If your player's attempting to tackle, facing the player in possession, he has a chance
of taking theball according to the relative skill factors of the players. If your player
is behind, however, he cannot tackle in this fashion.
'Sliding Tackle'
When your player is not in possession of the ball, pressing 'FIRE' will initiate a
'sliding tackle'. This causes your player to 'slide' in the direction he was facing,
during which time he cannot be controlled. If your player comes close to the player in
possession of the ball whilst he is sliding, he may or may not take the ball, according
to the relative skill factors. However, if your player 'slides in' from behind the other
player, there is a chance a foul will occur.

GOALKEEPERS
If your goalie is under 'control' he moves in the same fashion as the other players.
However, if the ball is not under the control of your team and the player closest to the
ball is from the opposing side then 'FIRE' combined with the direction of the joystick
causes the goalie to dive.

SET PIECES
The various 'set pieces' (i. e. Kick Off, Throw In, Corner Kick, Goal Kick, Free Kick
and Penalty) that occur during the game all behave in a similar fashion with regards to
control of the player in possession of the ball. Namely, the direction and speed of the
ball when it leaves the player. In all cases, play is suspended until 'FIRE' is pressed
and released.

ATARI ST/CBM AMIGA/IBM Users note:
Goal Kicks and Corners: These take the form of animated sequences in which a player is
seen to run to the ball and kick it, when 'FIRE' is pressed. The direction and length of
time 'FIRE' is held down still determines the ball's direction and speed.
Penalties: These lake the form of a separate graphic screen, using the viewpoint of the
player who is taking the penalty. As before, the direction of the joystick determines
the region of the goalmouth that either the ball will travel towards or the goalie will
dive towards, 'FIRE' causes the player to kick the ball or the goalie to dive in that
direction.

KEYBOARD CONTROLS
C64 Spectrum* Amstrad* Atari ST CBM IBM PC*
Amiga
Move Player Q Q Q
up pitch
Move Player A A A
down pitch
Move Player O O O
LEFT
Move Player P P P
RIGHT
FIRE SPACE SPACE SPACE
Toggles Hold/ RUN/ CAPS+H SHIFT+H SHIFT+H SHIFT+H SHIFT+H
Pause Mode STOP
Quit Game Q CAPS+T SHIFT+T SHIFT+T SHIFT+T SHIFT+T

*Direction keys and 'FIRE' are user definable.
Spectrum version supports both Sinclair and Kempston joysticks.
IBM version supports both Standard Analog and Amstrad digital joysticks.
Joystick control on CBM 64/128, Atari ST and CBM Amiga machines.
Joystick ports as follows:
CBM 64/128 – Port 1 – Player 1
Port 2 – Player 2/Computer
CBM AMIGA – Port 1 – Player 2/Computer
Port 2 – Player 1
ATARI ST – Port 0 – Player 2/Computer
Port 1 – Player 1

Program by Tiertex
© 1990 US Gold Ltd. All rights reserved. Manufactured and distributed by US Gold Ltd.,
Units 2 & 3 Holford Way, Holford, Birmingham B6 7AX.
Copyright subsists on this program. Unauthorised broadcasting diffusion, public
performance, copying or re-recording, hiring, leasing, renting and selling under any
exchange or repurchase scheme in any manner strictly prohibited.


Многие современные устройства, включая даже карманные компьютеры и коммуникаторы,располагают достаточной мощностью для эмуляции Z80. Благодаря большой базе готового программного обеспечения (в основном игр и музыкальных демо) «Sinclair ZX Spectrum» является, возможно, наиболее эмулируемой платформой в мире. Этот сайт окунет вас в атмосферу детства,когда были деревянные игрушки,ламповые телевизоры и наш любимый спекки. Только у нас можно поиграть в онлайн без загрузки дополнительно Java и с качественным,удобным интерфейсом эмулятора позволяющим интерактивно загружать свои файлы и сохранять имеющиеся. Разаботчик эмулятора © Jan Bobrowski
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