Grand Prix Manager
(copyright Stephen Fowlston 1992)
This game attempts to simulate the running of a Formula One Grand
Prix Team. You are the team boss and have to make all the
decisions in the attempt to build a winning team, with the
ultimate aim of winning the constructors and drivers
championships. You must also be able to balance the books at the
end of the season.
Features Include :-
40 Named grand prix drivers to choose from
5 Different attributes determine drivers overall skill
16 Different tracks to race on all with track data to view
10 Engine experts
10 Chassis experts
10 Aerodynamics experts
10 Electronics experts
10 Transmission experts
10 Head mechanics
3 Different levels of difficulty
2 Versions of the game ( half meg version and 1 meg version )
Half meg version needs data disk to load graphics when needed
Facilities to test cars between races
Breakdown of finances
Championship tables to view
Teams seasons results
Gamble option to help finances
Test individual parts of the cars
Full car data of other teams cars
Save game option ********(NOT IN DEMO VERSION)********
Research and development of new parts for the cars
Changing attributes of cars throughout the season as other teams
develop their cars
Changing staff and driver attributes at the end of the season
Fully animated race sequences which include :-
Pit stops
Overtaking manoeuvers
Blown engines
Spins
Burst tyres
Messages during the race including :-
Retirements
Pit stops
Spins
Crashes
and many more...
There is a separate driver name and characteristic editor program
so that you can enter new names and characteristics of your own
**********(NOT IN DEMO VERSION)**********
Grand Prix Manager
Playing Instructions
The main part of the game is controlled by drop down menus. The
sub menus then use keyboard inputs to enter any data. The
following list of menus are the ones that are intended to be
viewed only and no input is required when using them.
Car status
Drivers/teams
Test cars
Team car data
Championship tables
New parts progress
Track data
Expenditure
To achieve a good pit stop you will need a head mechanic
To be able to develop parts you will need the appropriate expert
To sack experts you enter 0 (zero) when asked for a selection of
an expert.
Developments and further testing of parts can be suspended by
sacking the expert (to save money) ,the development can be
continued later when an expert is reappointed.
Testing parts allows an expert to develop further a finished part
Testing cars allows you to test your car(s) at different
circuits, different circuits improve different parts of the car.
The gamble option allows you to win money by betting on the
outcome of the race. The odds are a fair reflection of the
drivers skill/cars performance but not on reliability.
Sponsors hand out money each week and by week 18 you must be in
profit or you have failed to balance the books. You can therefore
afford to loose about œ60,000 per week on average.
Your cars performance decreases each week so there are high
rewards for developing parts. Other teams cars also decrease in
performance but they too are developing new parts so its a
constant battle to out-develop them.
During the race tyres will usually need to be changed at least
once. This depends on the drivers temper (1-10), the lower the
temper the harder the driver is on his tyres.
Retirements are usually related to your cars performance though
not all the time. Different tracks put different demands on the
cars.
During the race > allows all messages to be viewed and < shows
all of them except pit stop messages. Key 1 tells your first car
to come into the pits and key 2 is for your second car.
The name and characteristic editor is easy to use, just follow
the on-screen prompts to enter the driver of your choice.
The full LICENCEWARE version can be obtained from :-
L.A.P.D
80 Lee Lane,
Langley,
Heanor,
Derby,
DE7 7HN
TEL 0773 761944 or 605010