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- Skid Row...Skid Row...Skid Row...Skid Row...Skid Row...Skid Row...Skid Row...
- -----------------------------------------------------------------------------
- THE DOX TO --WORLD CLASS RUGBY -WAS TYPED BY SCOOTER -
-
- WORLD CLASS RUGBY SIMULATES MOST OF THE FEATURES OF A REAL RUGBY GAME. THIS
- MANUAL DOES NOT ATTEMPT TO EXPLAIN THE RULES OF RUGBY IN DETAIL - IF YOU ARE
- NEW TO RUGBY YOU ARE ADVISED TO READ A BOOK ON THE BOOK ON THE GAME.
-
-
- CONTROLS.
- ---------
- PAUSE GAME............P
- QUIT MATCH/HALF.......Q
- ACTIVATE REPLAY.......F10
- SLOW MOTION REPLAY....S
- SAVE REPLAY...........F9
- SELECT BLIMP VIEW.....B
- SELECT 2D OR 3D VIEW..ESC
- SELECT RADAR..........R
- MOVE RADAR............E
-
- ON THE AMIGA AND ST YOU CHOOSE BETWEEN AUTOMATIC AND MANUAL CONTROL OF SCRUMS
- AND RUCKS WITH (F1-TEAM 1) AND (F2-TEAM 2). RELOADING AND VIEWING REPLAYS ON
- AM,IGA AND ST REQUIRES AN EXPANSION DISK(WHICH IS AVAILABLE FROM YOUR LOCAL
- SHOP SOON).
-
- VIEWING MODES AND REPLAYS.
- --------------------------
- ON THE AMIGA AND ST THERE ARE SEVERAL WAYS TO WATCH THE ACTION,INCLUDING A
- CHOICE OF 2D OR 3D PITCHES;BLIMP VIEW GIVES A SMALLER SCALE VIEW OF THE ACTION
- WHICH ALLOWS YOU TO SEE MORE OF THE PITCH;ACTION REPLAY RE-RUNS THE ACTION,YOU
- CAN CHANGE THE VIEW OF THE PITCH DURING A REPLAY BY PRESSING THE APPRORIATE
- KEY.
-
- PLAYER CONTROL.
- ---------------
- THE PLAYER YOU CONTROL IS SHOWN BY THE MARKER ABOVE HIS HEAD. WHEN MORE THAN
- ONE PERSON IS PLAYING ON THE SAME SIDE THEN THE MARKERS ARE SHOWN IN DIFFERENT
- COLOURS. USE THE JOYSTICK TO MOVE AROUND THE FIELD - IF THE BALL IS FREE THE
- PLAYER WILL AUTOMATICALLY PICK IT UP. TO JUMP TO CATCH THE BALL PRESS `FIRE`
- AND SELECT A DIRECTION.
-
- PASSING THE BALL.
- -----------------
- PRESS FIRE, AND BEFORE RELEASING THE BALL, SELECT A DIRECTION. WHEN YOU RELEASE
- THE FIRE BUTTON THE BALL WILL BE PASSED TO THE PLAYER IN THAT DIRECTION WHO IS
- IN THE BEST POSITION .TO RECEIVE THE BALL. HOWEVER, IF YOU CHANGE YOUR MIND, OR
- WISH TO DECIEVE THE OPPOSITION, YOU CAN PERFORM A DUMMY PASS BY CENTRING ,THE
- MJOYSTICK BEFORE RELEASING THE FIRE BUTTON. IF THE BUTTON IS HELD DOWN LONGER A
- LONG PASS WILL BE MADE,MISSING ONE OF THE PLAYERS IN THE LINE.
-
- KICKING.
- --------
- IF YOU SELECT A FORWARD DIRECTION THE PLAYER WILL KICK THE BALL INSTEAD OF
- PASSING. THE STRENGTH OF THE KICK DEPENDS ON THE LENGTH OF THE TIME YOU HOLD
- DOWN THE FIRE BUTTON. THE DIRECTION IS DETERMINED PRIMARILY BY WHICH OF THE 3
- FORWARD JOYSTICK DIRECTIONS YOU SELECT,BUT THIS DIRECTION IS MODIFIED BY THE
- POSITION OF THE SMALL DOT ON THE PLAYER - THEREFOR THE BALL CAN BE KICKED AT
- ALMOST ANY ANGLE.
- IF YOU PRESS FIRE AGAIN AS THE BALL IS KICKED,AND HOLD IT DOWN YOU CAN INCREASE
- THE LOFT OF THE BALL AFTER YOU HAVE KICKED IT - THIS TECHNIQUE CAN BE USED FOR
- ALL KICKS INCLUDING SET PIECES. TO SCORE A DROP GOAL KICK THE BALL OVER THE
- OPPONENTS CROSSBAR.
-
- GROUNDING THE BALL.
- -------------------
- IF YOU ARE IN POSSESION IN YOUR OWN DEAD BALL AREA YOU CAN GROUND THE BALL BY
- SELECTING A BACKWARD PASS. A 5M SCRUM OR DROPOUT WILL RESULT.
-
- SCORING A TRY.
- --------------
- PRESS FIRE WHILST IN THE OPPONENTS DEAD BALL AREA - OR PRESS FIRE AND PUSH THE
- JOYSTICK IN THE DIRECTION OF PLAY TO DIVE OVER THE LINE.
-
- RELEASING THE BALL.
- -------------------
- WHEN YOU ARE TACKLED YOU WILL USUALLY ATTEMPT TO PASS THE BALL BEFORE HITIING
- THE GROUND.OTHERWISE WHEN YOU HIT THE GROUND THE BALL WILL AUTOMATICALLY BE
- RELEASED.(OTHERWISE YOU WOULD BE PENALISED) AND A RUCK WILL TAKE PLACE.
-
- PLAYER CONTROL - WHEN NOT IN POSSESSION.
- ----------------------------------------
- THE PLAYER YOU ARE CONTROLLING MAY NOT BE ON THE SCREEN. IN THIS CASE AN ARROW
- AT THE EDGE OF THE SCREENINDICATES WHERE YOUR PLAYER CAN BE FOUND - REFER TO
- THE RADAR IF YOU WANT TO KNOW MORE.
-
- TACKLING.
- ---------
- PRESS FIRE TO DIVE IN THE DIRECTION YOU ARE RUNNING TOI TACKLE A PLAYER WITH
- THE BALL. IF NOTHING HAPPENS THIS IS BECAUSE YOU ARE TO FAR AWAY TO TACKLE.
-
- CHANGING TO A DIFFERENT PLAYER.
- -------------------------------
- IF YOU HOLD THE FIRE BUTTON DOWN WITH THE JOYSTICK CENTRED YOU WILL GAIN
- CONTROL OF THE PLAYER(ON YOUR TEAM)IN THE BEST POSITION TO TACKLE THE OPPONENT
- WITH THE BALL. IF YOU PRESS THE FIRE BUTTON QUICKLY CONTROL PASSES TO THE
- PLAYER NEAREST TO THE BALL X- WHO WILL NOT NECESSARYILY BE IN THE BEST
- POSITION.
-
- SETPIECES.
- ---------
- WHEN A SCRUM OR LINE OUT OCCURS, IF YOUR SIDE IS PUTTING IN YOU CAN CHOOSE A
- SPECIAL PLAY. A MENU WILL APPEAR ON THE SCREEN - MOVE THE JOYSTICK IN THE
- APPROBRIATE DIRECTION AND PRESS FIRE TO SELECT YOUR CHOICE OF PLAY(NO VISIBLE
- INDICATION APPEARS ON SCREEN AS THIS COULD BE HELPFUL TO YOUR OPPONENT) THE
- SPECIAL PLAYS ARE DESCRIBED IN THE NEXT SECTION.
-
- RUCKS/MAULS.
- ------------
- WHEN A PLAYER WHO HAS BEEN TACKLED RELEASES THE BALL A RUCK WILL NORMALLY TAKE
- PLACE(A RUCK IS LIKE AN IMPROMPTU SCRUM;A MAUL OFTEN PROCEDES A RUCK) FORWARDS
- FOR BOTH SIDES WILL AUTOMATICALLY UN TO JOIN IN,AND AS SOON AS YOUR FORWARDS
- ARE IN POSITION YOU CAN CONTROL THEM WITH THE JOYSTICK. MOVE IT FROM SIDE TO
- SIDE RAPIDLY AND PUSH FORWARD AND UP OR DOWN TO MOVE THE BALL (PROVIDED YOUR
- TEAM HAS IT UNDER CONTROL).
-
- THE COLOURED ARROWS WHICH INDICATE THE POSITION OF THE BALL SHOW WHICH TEAM IS
- WINNING:ARROWS FLASHING IN A TEAMS COLOUR INDICATE THAT THE TEAM HAS CONTROL OF
- THE BALL.
-
- THE NUMBER OF PLAYERS IN THE PACK AND THEIR WEIGHT DETERMINES HOW EASY IT IS TO
- PUSH BACK AN OPPOSITION - BUT STAMINA IS ALSO TAKEN INTO ACCOUNT. STAMINA
- DECREASES THE LONGER THE RUCK CONTINUES. IF THE BALL REACHES THE BACK OF THE
- RUCK, OR THE RUCK IS ABOUT TO COLLAPSE THE BALL IS RELEASED TO THE SCRUM HALF.
-
- SCRUMS.
- ------
- SCRUMS ARE FREQUENTLY CALLED FOR BY THE REFEREE. THE TEAM WHOSE SCRUM IT IS CAN
- CHOOSE A SPECIAL PLAY.THEN WHEN FIRE IS RELEASED AGAIN THE BALL IS
- AUTOMATICALLY THROWN IN. THE CONTROLS ARE THE SAME AS FOR RUCKS - EXCEPT THAT
- IF YOUR TEAM IS LOSING YOU CAN MAKE YOUR FLANKERS STAND OFF BY PRESSING FIRE.
-
- LINE OUTS.
- ----------
- IF THE BALL GOES INTO TOUCH DURING THE NORMAL COURSE OF PLAY,PLAY RESTARTS WITH
- A LINE-OUT. THE TEAM PUTTING IN CAN CHOOSE A SPECIAL PLAY - PRESS FIRE AGAIN TO
- THROW THE BALL. THE LENGTH OF THE THROW DEPENDS ON THE POSITION OF THE DOT IN
- THE BAR BELOW THE HOOKER.
-
- PRESS THE FIRE BUTTON TO MAKE THE PLAYER IN THE BEST POSITION JUMP FOR THE BALL
- - IF HE MAKES A GOOD CONTACT HE WILL PALM THE BALL TO THE SCRUM HALF OR HOOKER.
- IF THE HOOKER RECIEVES THE BALL THE SPECIAL MOVE IS NOT CARRIED OUT, BUT YPOU
- CAN IMMEDIATELY ATTACK THE OPPONENTS BLINSIDE.
-
- DROP OUTS.
- ----------
- A DROP OUT IS A DROP KICK TAKEN BY THE DEFENDING TEAM(FOR EXAMPLE, IF THE BALL
- IS GROUNDED IN THE GOAL AREA). WHEN BOTH TEAMS ARE IN POSITION AND THE FLY HALF
- IS READY TO KICK, A PANEL WILL APPEAR IN THE BOTTOM LEFT OF THE SCREEN,WITH A
- CROSSHAIR WHICH CONTROLS THE POWER AND DIRECTION OF THE KICK. THE VERTICAL LINE
- CONTROLS DIRECTION - PRESS FIRE TO SELECT THE DIRECTION, AT WHICH POINT THE
- HORIZONTAL BAR WILL START TO MOVE. CONTINUE TO HOLD DOWN THE FIRE BUTTON,THEN
- RELEASE IT AT THE APPROBRIATE TIME TO SELECT THE REQUIRED KICK STRENGTH - THE
- HIGHER THE BAR THE MORE POWERFUL THE KICK.
-
- PRESS AND HOLD DOWN THE FIRE BUTTON AFTER KICKING TO INCREASE THE LOFT OF THE
- BALL. IF THE JOYSTICK IS HELD IN THE DIRECTION OF PLAY WHEN THE BALL IS KICKED
- THEN A DUMMY KICK IS PERFORMED.
-
- KICK OFF.
- ---------
- SIMILAR TO DROP-OUTS,EXCEPT THAT DUMMY KICKS ARE NOT ALLOWED. IF THE BALL GOES
- INTO TOUCH WITHOUT BOUNCING, THE OPPOSING TEAM ARE AWARDED A SCRUM IN THE
- CENTRE OF THE FEILD.
-
- CONVERSIONS.
- ------------
- AFTER A TRY IS SCORED A CONVERSION IS ATTEMPTED. USE THE RADAR TO HELP JUDGE
- THE STRENGTH AND DIRECTION OF THE KICK.
-
- PENALTIES.
- ----------
- IF A PENALTY IS AWARDED YOU HAVE THE OPTION OF KICKING FOR GOAL OR INTO TOUCH,
- OR PERFORMING A SPECIAL KMOVE. ON THE AMIGA/ST THE MESSAGE `PRESS FIRE TO KICK`
- WILL BE DISPLAYED - ANY OTHER JOYSTICK MOVEMENT DISPLAYS THE SPECIAL MOVES
- MENU.
-
- MARK.
- ----
- IF A STATIONERY PLAYER IN HIS OWN 22 CATCHES THE BALL FROM A KICK BY THE
- OPPOSING TEAM HE MAY CALL `MARK` BY PRESSING FIRE. IN THIS CASE A FREE KICK IS
- AWARDED AND THE BALL IS KICKED AS IN A DROP-OUT.
-
- SPECIAL PLAYS.
- --------------
- MOST MOVES ARE TRIGGERED BY THE SCRUM HALF AND ARE AUTOMATIC. HOWEVER,A MOVE
- MAY BE TERMINATED BY HOLDING DOWN FIRE WHEN A PLAYER IS IN POSSESION.
-
- BLIND SIDE.(SCRUMS ONLY)
- ------------------------
- THE FULLBACK GOES DOWN THE BLINDSIDE WITH THE LEFT WINGER IN SUPPORT. THE
- FULLBACK WILL MAKE HIS RUN WHEN THE BALL IS THROWN INTO THE SCRUM, SO THE BALL
- SHOULD BE HELD FOR A SHORT TIME TO ALLOW HIM TO REACH AN EFFECTIVE POSITION.
-
- NUMBER 8.MOVE (SCRUMS ONLY)
- ---------------------------
- THE NO 8 PEELS OFF THE BACK OF THE SCRUM WITH THE BALL. THE FLANKERS FOLLOW IN
- CLOSE SUPPORT.
-
- SCISSORS MOVE.
- --------------
- THERE ARE 2 SCISSORS MOVES AVAILABLE. THEIR AIM IS TO SWITCH THE DIRECTION OF
- ATTACK,THEREBY CONFUSING THE DEFENCE.
-
- DUMMY SCISSORS.
- ---------------
- THIS MOVE IS IDENTICAL TO THE SCISSORS MOVE EXCEPT THAT THE FINAL PASS IS NOT
- MADE.
-
- MISS ONE.
- ---------
- THE FLY HALF WILL PERFORM A LONG PASS(MISSING THE INSIDE CENTRE) TO THE FULL
- BACK WHO THEN ATTEMPTS TO BREAK THROUGH THE DEFENSIVE LINE.
-
- LOOP.
- -----
- ON PASSING TO THE INSIDE CENTRE THE FLY HALF WILL MAKE A RUN TO TAKE A RETURN
- PASS ON THE OTHER SIDE.
-
- DROP KICK (SCRUMS AND LINEOUTS ONLY).
- ---------
- THE BALL IS PLAYED BACK TO THE FLY HALF WHO WILL USE THE CROSSHAIRS TO KICK.
- THIS CAN BE A PUNT,A KICK FOR GOAL,OR A KICK FOR TOUCH.
-
- OTHER GAME FEATURES.
- --------------------
-
- ADVANTAGE RULE.
- ---------------
- IF THE DEFENDING TEAM COMMITS A FOUL THE REFEREE WILL WAIT TO SEE IF THE
- ATTACKERS GAIN A TERRITORIAL ADVANTAGE - OTHERWISE A PENALTY IS AWARDED.
-
- KNOCK-ONS.
- ----------
- IF A PLAYER FAILS TO COLLECT A BALL AND KNOCKS IT FORWARD A SCRUM IS AWARDED TO
- THE OPPOSITION.
-
- OFFSIDE.
- --------
- IN OPEN PLAY A PLAYER IS OFFSIDE IF HE IS IN FRONT OF THE BALL WHEN IT IS
- KICKED,TOUCHED,OR CARRIED BY ONE OF HIS TEAM MATES. OFFSIDE CAN ALSO OCCUR
- DURING SETPIECES. A PLAYER UNDER HUMAN CONTROL WHO IS OFFSIDE IS INDICATED BY A
- FLASHING MARKER ABOVE HIS HEAD. PLAYING A BALL OR MAKING A TACKLE WHILST
- OFFSIDE WILL RESULT IN A PENALTY BEING AWARDED.
-
- SENDING OFF.
- ------------
- STAMPING OFFENCES OCCASIONALLY OCCUR IN RUCKS AND SCRUMS AND ARE OFTEN
- PENALISED BY SENDING-OFF.REPEATED FOUL TACKLES CAN ALSO RESULT IN DISMISSAL.
-
- INJURIES AND SUBSTITUTIONS.
- ---------------------------
- EACH PLAYERS FITNESS WILL DECLINE DURING A GAME,DEPENDING UPON THE PLAYERS
- INVOLVEMENT. IUF FITNESS FALLS BELOW A CERTAIN LEVEL THE PLAER MUST LEAVE THE
- FIELD. ON THE AMIGA AND ST SELECT A SUBSTITUTE USING THE JOYSTICK;ON OTHER
- COMPUTERS SUBSTITUES ARE USED IN ORDER.
-
- MENU OPTIONS.
- -------------
- THERE ARE NUMEROUS MENU OPTIONS. USE THE JOYSTICK TO CHOOSE AN ICON,THEN PRESS
- FIRE BUTTON TO SELECT IT. MOST OPTIONS ARE SELF EXPLANATARY, BUT THE FOLLOWING
- NOTES WILL PROVE USEFUL.
-
- TEAM CONTROL.
- -------------
- IF YOU WISH TO CONTROL A TEAM YOU MUST CHANGE THE NAME OF THE COACH FROM
- `COMPUTER`. AT THE START OF THE GAME ALL TEAMS EXCEPT ENGLAND ARE COMPUTER
- CONTROLLED.
-
- PLAY OPTIONS.
- -------------
- IF `VIEW COMPUTER` IS SELECTED THEN MATCHES BETWEEN 2 COMPUTER TEAMS ARE
- DISPLAYED ON THE SCREEN. OTHERWISE THE RESULT IS CALCULATED BY THE COMPUTER.
-
- MATCH OPTIONS.
- --------------
- TO PLAY A SINGLE MATCH SELECT THE FRIENDLY OPTION AND CHOOSE THE 2 TEAMS WHICH
- ARE TO PLAY.ALTERNATIVELY YOU CAN PLAY A FULL LEAGUE,OR A WORLD CUP
- COMPETITION. ONCE A COMPETITION HAS STARTED THERE ARE CERTAIN CHANGES YOU
- CANNOT MAKE - FOR EXAMPLE YOU CANNOT CHANGE PLAYER SKILLS, OR THE TEAM COACH.
- TO ABANDON A COMPETITION SELECT THE NEW OPTION.
-
- EQUAL SKILLS.
- -------------
- WHEN SELECTED ALL TEAMS HAVE PLAYERS WITH SIMILAR ABILITIES.
-
- VIDEO.
- ------
- IF THE AUTO PLAY OPTION IS SELECTED REPLAYS WILL AUTOMATICALLY BE DISPLAYED
- AFTER TRIES. OF COUSE, YOU CAN CALL FOR A REPLAY AT ANY TIME. REPLAYS CAN BE
- SAVED TO DISK - USE THE SHOW REPLAY OPTION TO VIEW A REPLAY THAT YOU HAVE
- LOADED. RELOADING OR VIEWING REPLAYS ON THE AMIGA AND ST REQUIRES AN EXPANSION
- DISK (AVAILABLE SOON - SHIT A SECOND PLUG).
-
- EDITING TEAMS.
- --------------
- AMIGA/ST POSITION THE POINTER OVER A PLAYERS NAME AND PRESS FIRE TO DISPLAY
- FACTORS WHICH AFFECT HIS
- PERFORMANCE(STAMINA,FITNESS,INJURY,WEIGHT,SPEED,AGILITY,KICKING,HANDLING AND
- HEIGHT) - TO CHANGE ANY OF THESE MOVE THE POINTER TO THE REVELANT BAR AND PRESS
- FIRE UNTIL THE REQUIRED VALUE IS SHOWN.
- UNDO WILL RESTORE THESE FACTORS,BUT NOT THE PLAYERS NAMES, TO INITIAL DEFAULT
- VALUES(TO EDIT A PLAYER NAME POINT AT THE NAME SHOWN ABOVE THE SKILL FACTORS).
- TO ELIMINATE CHEATING,ONCE THE FIRST MATCH OF A COMPETITION HAS BEEN PLAYED YOU
- CANNOT EDIT THE SKILL FACTORS. TO SWAP PLAYERS AROUND SELECT THE FIRST PLAYER.
- SELECT THE `SWAP` ICON,THEN SELECT THE SECOND PLAYER.
-
- AND THATS YER LOT....TYPED BY SCOOTER 26/11/91................................
-