Allan Border's Cricket
Copyright/Publisher: Audiogenic, Release Year: 1993, Genre: Cricket, Number Of Players: 1 or 2

This main menu allows you to choose the type of the match you wanna play. Move the pointer to the box containing the match details you wish to change and click the fire button to cycle through the options until the desired one is highligthed.

You can play either a one day match (one inning each side with limited overs) or a test match (two innings each with unlimited overs) in a limited overs game. No bowler may bowl more than one-fifth of the total number of overs allowed for any innings. In a two innings match the fielding side can take the new ball after 85 overs have been bowled and the follow-on can be enforced if the side batting first has a lead of 200 or more once the second team has finished their first innings.

The type of match you select can be played against the computer or against a friend and can be played in simulation or arcade mode. A simulation mode allows you to sit back and manage your team during the match while the arcade mode places you right in the thick of action with the bat or the ball in your hand.

Once you have made your selections. Position the pointer on the 'OK' and click the fire button to move the team selection screen.

This screen allows you to choose which teams will take part in a match. There are nine different teams built in to the game representing six sheffield sides and three of the test playing countries: Australia, England and New Zealand. The default is Australia as the hometeam and New Zealand as the away team. These can be changed by double-clicking the fire button on the desired selection in the teams list.

It is also possible for you to play the match in coloured kits which abound in one day cricket in the modern era. Just move the pointer to the desired colour on the palette and click the fire button. The default colour is on traditional white.

Once you have chosen your team and colour you must select the players from the squad of 20 provided. This can be done by either clicking on each name individually (if you change your mind about a player just click on the name again) or, to save time, let the computer pick the team for you - just click on 'Best 11'. To confirm these selections click on the 'Accept' button.

You will then be asked to pick your wicket keeper, slip fielder, and opening bowlers. To make these confirm selection then. The same process must be done again for the away team. At anytime during team selection you can clear all your selections by clicking on 'Clear'. The 'Cancel' option will return you to the main menu.

Once you have picked the teams, you will be given the option to change the skill level and to practice or start the match. The skill level only applies in 'Arcade' mode with 1 being the easiest and 9 being the hardest.

Controlling the batsmen or bowler in arcade mode require skill and concentration, so before the game you can practice by clicking on the respective options.

You will be given the option to call head or tails at the coin toss. If you win you can decide whether to bat or field first. If you select to bat first your opening batsman will appear at the crease ready to face the first delivery. If you decide to field, the opening bowlers you choose on the select screen will be ready to bowl.

As the game progresses you should remember that fast bowlers will tire if you bowl them continuously; after 10 overs their bowling will start to deteriorate. Allow them atleast 10 vers rest between spells.

The scorecard and bowling figures are shown between every over. Press and hold [F7] to speed through these screens. If you wish to change a bowler, press the fire button at the prompt on the bowling figures screen. To declare an innings before 10 wickets have fallen hold down 'RUN/STOP' and press 'RESTORE' firmly during an over.

At the end of the over you will be asked if you wish to declare. Action replays can be views after the gall of a wicket by pushing the fire button at the prompt on the scorecard screen.

In arcade mode the batsman always plays aggressively and the joystick button is used to determine the timing of each stroke. If you don't press the fire button at all, the batsman will offer no stroke. Mistime the stroke and you may give a simple catch or miss the ball.

As the bowler waits to begin his run-up. Push the joystick to the left for an off-side delivery and push the fire button. The bowler will begin his run-up to gain extra performance from the bowler. Move the joystick from side to side. The faster you move the joystick the more effort he puts into his bowl.

To control how far the ball is pitched up to the batsman, press the fire button when you think the bowler should release the ball.

In simulation mode you can control the batsman's tactics - push the joystick forward to make him play aggressively. Pull it back for defensvie batting. Press the fire button with the joystick in a central position will make the batsman play normally. The computer will confirm acceptance of your instruction with a beep.

Use the joystick to determine the bowler tactics; just before he starts his run-up move the joystick left for an offside attack or right for a legside attack.