Ian Botham's Cricket (Celebrity Software 1991) :: Atari zone
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Carátula / Cover
Other versions: CEZ GAME CARD
Genre: Sport
Distribution: Commercial
Price: £25.99
Rating Votes
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7 3
6 1
Puntuacion 7.8
Puntuacion 6.4
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developing team
Program: Salvador Casamiquela Pérez, Cinto Ventura Casamiquela, Antonio Freixanet Alaña
Graphics: José Luis Reyes Muñoz
Additional Graphcis: Jaume Altimira Bosch, Sebastia Roman Saborit
Music: Xavier Martín Puchecha (PC), Lords of the Sound (Amiga)
Project Director: Adrian G. Mason
Produced by: Gamart sep
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Ian Botham's Cricket - Manual


You may self configure your game controls by following on-screen
instructions. However, for your convenience, we have included the
following default controls and you may wish to use our configuration.



[O] Left Cursor Keys + Alt
[P] Right
[Q] Up
[A] Down
[SPACE] Ball release and ball length


[ESC] Return to the menu
[F1] Pause
[F2] Fx On/Off
[F3] Music On/Off
[F4] Exchange keyboard between players
[F6] Slow motion replay
[F7] Summary of play
[F8] Field placing`s
[F9] Scoreboard



Mouse control and keyboard emulation of mouse on menu screens
using arrow keys.


Same as keyboard subsituting [FIRE] for [ALT&SPACE]


PLAYER 1 Bowler
P Left Direction of ball
O Right Direction of ball
Q Up Spin the ball
A Down Spin the ball
Space To start the run-up and, once started, control
delivery speed and angle

PLAYER 2 Batsman
Cursor Left Left Small steps to the left
Cursor Right Right Small steps to the right
Cursor Up Up Nothing
Cursor Down Down Defend
Enter Nothing
Cursor Left Alt Hit Left
Cursor Right Alt Hit Right



Left Start run left batsman
Right Start run right batsman
Up Power run right batsman
Down Power run left batsman
Up Alt Throw batsman going up headlong
Down Alt Throw batsman going down headlong
Left Alt Left batsman abandons run
Right Alt Right batsman abandons run


Left Move fielder to the left
Right Move fielder to the right
Up Move fielder up
Down Move fielder down
Space Catch the ball if possible


Left Move fielder to the left
Right Move fielder to the right
Up Move fielder up
Down Move fielder down
Space Prepare to throw ball


Up Space Aim at top wicket
Down Space Aim at bottom wicket
Space Power of throw


Space Catch ball


Space Knock down stumps


2.1 Opponent options: There are three types of play.

1. Computer v Computer
In this mode the play is entirely computer driven and
will allow you to observe a game demo
2. Player v Computer
By choosing this option you can pit your wits against the
computer. The toss of the coin will decide who bats
and fields first.
3. Player v Player
This is the two player mode. You may use just the keyboard
or combination keyboard/joystick. Remember you may
exchange keyboard functions between the players by
pressing F4.

2.2 Choose your team flag and press return/left mouse button. You
will then be given an opportunity to change your team if
desired. When selection is made, klick on NEXT and enter
your name. Continue to next screen where you will be invited
to choose your bowlers. The game includes the following types
of bowler:

This bowler is the quickest and relies on sheer pace to
dismiss a batsman. Unfortunately, a very fast bowler can
sometimes be a little inaccurate. So although you will have
tremendous speed, you cannot expect too much accuracy.

This bowler is not as quick as the fast bowler but you can
expect a greater degree of accuracy.

Slower then medium fast, this bowler relies more on the pre-
valent conditions of the day to achieve results. The ball is
more likely to move off the seam in this mode resulting in
some tricky moment for the batsman.

On-spinners rely entirely on spinning the ball to achieve
movement. An on-spinner spins the ball in a cloclwise
direction resulting the ball moving from the left to right.

An off-spinner, like the on-spinner relies on spinning the
ball to achieve movement. Unlike the on-spinner, the off-
spinner spins the ball anti-clockwise resulting in ball
movement from right to left.

As in the real on-day international game, a bowler is only
permitted to bowl a maximum of one-fifth of the toal overs.
Therefore, in a 55 overs match bowlers can bowl a maximum of 11
overs each. So, if you decide to play just 15 overs then each of
your bowlers can bowl a maximum of 3 overs ech etc. There is
nothing to stop you choosing any combination of bowlers. You may
have a bowling line-up of 5 fast bowlers ! More likely though, you
will probably want to keep as mayn options open as possible and
choose a full bowling line-up. Remember, you cannot change your
bowlers after the game commences.
For two player modes your playing partner will need to go through
the same procedure. With regard to the computer, it cheats a
little and chooses bowlers as and when it feels like it just to add
a little bit more to the fun!

MUSIC Turn on/off the music
FX Turn on/off the sound effects
PLAY This options starts the game. You will not be able
to begin until you have choosen your team set-up.
In the main event that you wish to return to the main
menu simply exit. The word "play" will have been
replaced by "continue". You are then free, by re-
choosing this option, to contimue play.
UP View the highest scores
LEVELS Choose your playing difficulty level. The gama has
three levels to test your skill, Professional,
Amateur and Novice. Professional is obviously the
most difficult level. By choosing these levels you
are affecting the amount the wind will effect the
bowling, the speed and spin of the ball and the
response of the batsmen. Additionally, when playing
against the computer, the choice of level affects
the team the computer will assemble against you.
OVERS Select the amount of overs you want to play. The
default is 55 and you may decrease this amount in 5
over steps to a minimum of 5


3.1 Fielding Side
The game is divided into two sections which we call the "split
screen" and "full screen". The split screen has been designed to
allow the players as much detail as possible and, therefore,
increase playability.


3.2 Bowling Side

In the top left of the screen you will see a graphic of the ball in
the bowler`s hand. By pressing the appopriate keys, you can move
this ball in the bowler`s hand. This will determine spin for the
slow bowlers or whether the ball will land in the seam for faster
bowlers. On the right hand side of teh screen you can see a weather
vane giving an indication of wind direction and speed.

At the beginning of the game and, thereafter, at the end of every
over, you will be given the chance to choose your bowler. Simply
place the box around the desired bowler and the press space bar
(default). You can keep track of your bowlers by observing the
on-screen statistics under each bowler. To start the bowler press
the space bar (defautl) and allow the bowler to run to the bowling
crease. Press the space bar again when you want the bowler to start
this bowling action. This action will also produce the bowling
"Power Bar" which will determine the angle at which the ball will
travel. When depressing the space-bar you will see the Power Bar
simulate the bowler`s arm in the bowling action. The sooner you
release the space-bar the further down the wicket the ball will
travel. The longer you hold down the space-bar. the shorter the
ball will travel down the wicket. In this manner it is possible to
bowl "yorkers" (where the ball bounces at the base of the bat) or
bouncers (where the ball bounces mid-way down the wicket and ends
up going well over the batsman`s head). You need to ensure that you
start this process at just the right time. If the bowler exceeds
the crease then a "no-ball" will be called and the opposition will
get one run. The same applies to starting the bowling action too
soon. A similar fate awaits. At the same time, you will need to
line up the direction of the ball. At the bottom of the right hand
screen you will see a directional arrow. Simply line this up to
achieve as acccurate a direction as possible. The ball will react
differently in different conditions. Therefore note should be made
of the pitch and weather conditions. For example, if the weather is
dry and the pitch is hard then the ball will respond differently to
soft and humid conditions. Part of the fun of playing CRICKET is
the discovery of how these conditions affect play. Other onscreen
indicators include a running runs/wickets total.

3.3 Batting Side

The batting team has eleven players and each one has his turn to
bat. To reflect the real game, the computer grades the abilty of
your team. It is assumed that as you progress through the playing
order the ability of the batsman diminishes. The opening batsman
are assumed to have equal ability followed by the specialist batsmen.
However, the allrounders, wicketkeeper and bowlers will all reduce
in batting ability as you go through the order. There is a marked
difference in ability between batsman no.1 and batsman no.11. It is
important, therefore, to make full use of your specialist batsmen.
The batsman has a variety of shots to play against the bowlers. See
the list of shots and control keys available. When the batsman
makes contact with the resulting in it leaving the split-screen,
the action will transfer to the full-screen.


This is called the "full-screen" although more accurately it should
be called the "quarter-screen" because it shows the field quarter
to where the ball has been hit.

3.4 Fielfing Side

FIELDERS: The players may move freely around the pitch. Depending
on where you have placed your fielders, the computer will activate
the player nearest to the point where the ball lands. The player
must press Space(FIRE) if he reaches the ball. Depending on the
shot, the fielder will either catch or stop the ball and if this
action is possible, the computer will activate the run return
sequence. If the player catches the ball then the batsman will be
out. However, if he merely stops it he will want to return the ball
to either wicketleeper or bowler as soon as possible, in an attempt
to stop the batsmen running, or limit their runs. In doing so the
player will be able to place himself in the best positions for
throwing. On pressing Space(FIRE), the process of throwing the ball
will be initiated. Once the Space(FIRE) has been pressed, a bar
will appear indicating the force of the throw. While the force of
the throw is being adjusted, the player will be able to select the
wicket to be aimed at. When the Space(FIRE) is released, or the
force indicator reaches the maximum, the ball will be thrown. If
the ball is over-thrown and ends up in another pitch quarter then
the action transfers to that quarter. You may, at any time during
the game, move your fielders as a tactical ploy. Unlike a real
match, we have not restricted the number of players allowed to the
outer field. Simply press F8 to move the fielders with the mouse or
keyboard. For your convenienve we have included 5 default fielding
positions depending on the type of bowling selected. On screen
indicators in this screen include a flashing hand symbol indicating
that the fielder has the ball in his hand.

3.5 Bowler/Wickerkeeper

The computer will activate both these players if the fielder has
accurately thrown the ball to them. They will catch the ball just
as long as they are near enough. Otherwise it will be necessary for
another fielder to retrieve the ball thereby losing runs. Although,
if very accurate, the fielder can runout the batsman, it is also
possible for the wicketkeeper and bowler to do so. Simply press
Space(FIRE) when the ball is caught.

3.6 Batsman

Having hit the ball out of the split-screen, the batsmen will run
if commanded. To make another run, on reaching the crease, the
batsman will again wait until they are commanded to start. The
batsman may turn back during the run if he sees the he is not going
to reach the other side in time. The batsman`s running speed is
incresed by consecutively pressing the batsman`s power keys. If a
rhythm is not kept up, the batsman will slow down. They may throw
themselves headlong to get to the crease in a tight situation, but
if they miss they may lose even more time by having to pick
themselves up. Should only be used as a last resort!

Typed by MAEC on 06-16-92

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