World Class Rugby
Copyright/Publisher: Audiogenic/Denton Designs, Programmed By: Roy Bannon, Graphics By: Ally Noble,
Music By: Fred Gray, Release Year: 1992, Genre: Rugby, Number Of Players: 1 or 2

INTRODUCTION
World Class Rugby simulates almost all 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 the sport you are advised to read a book on the game

LOADING INSTRUCTIONS
To load the game from tape hold down the shift key and press Run/stop. To load from disk type LOAD":*",8 and press Return, then type RUN and press Return.

CONTROLS
World Class Rugby is best played using one or more joysticks. The player you are controlling moves in the direction you move the joystick. Different controls are used for scrums and other setpieces - refer to the relevant sections for details.

During the game there are various keys that allow you to access game features:
Pause game - Run/Stop
Quit match/half while paused - Q
Activate replay - @
Slow motion replay - S
Save replay - CBM

VIEWING MODES AND REPLAYS
Action Replays re-run the action; you can change the view of the pitch for a replay by pressing the appropriate key.

PLAYER CONTROL - WHEN YOU HAVE THE BALL
The player you control is shown by a marker above his head. Use the joystick to move around the field - if the ball is free the player will automatically pick it up.

Passing the ball
Press fire, and before releasing the button, 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 deceive the opposition, you can perform a dummy pass by centring the joystick before releasing the button.

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 time you hold down the fire button. The direction is determined primarily by which of the three forward joystick directions you select, but this direction is modified by the position of the small dot on the bar below the player - therefore the ball can be kicked at almost any angle.

If you press the fire button 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 setpieces. To score a drop goal kick the ball over the opponent's crossbar.

Grounding the ball
If you are in possession 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 opponent's 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 hitting the ground. Otherwise when you hit the ground the ball will automatically be released (otherwise you would be penalized) 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 aroow at the edge of the screen indicates 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 to tackle a player with the ball. If nothing happens this is because you are too 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.

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 appropriate direction and press fire to select you choice of play (no visible indication appears on the screen as this could be helpful to an 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 mail often precedes a ruck). Forwards from both sides will automatically run 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 to push forward and up or down to move the ball (provided your team has it under control).

The number of players in the pack, and their weight determines how easy it is to push back the opposition - but stamina is also taken into accout. 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 pressed again the ball is automatically thrown in. The controls are the same as for rucks.

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 receives the ball the special move is not carried out, but you can immediately attack the opponent's blindside.

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 appropriate time to select the required kick strength - the higher the bar the more powerful the kick.

Kick-Off
Similar to drop-outs, except the 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 field.

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 move.

Mark!
If a stationary 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 trigerred by the scrum half and are automatic. However, a move may be terminated by holding down fire when a player is in possession.

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 Moves
There are two 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 outside centre who the 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 & line-outs 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.

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 market above his head. Playing the 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 player's fitness will decline during a game, depending upon that player's involvement. If fitness falls below a certain level the player must leave the field.

MENU OPTIONS
There are numerous menu options. Use the joystick to choose an icon, then press the fire button to select it. Most options are self-explanatory, 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 two 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 two 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.

Video
If the Auto-Replay option is selected replays will automatically be displayed after tries. Of course, you can call for a replay at any time. Replays can be saved to tape/disk, and reloaded. Use the Show Replay option to view a replay that you have loaded. The setting of the Blimp icon determines whether the match starts with a blimp view, or not (either way you can switch during the game).