WORLD CLASS RUGBY

World Class Rugby simulates almost all the features of a real rugby game. This manual does not
attempt to explain the rules of rugby on detail - if you are new to the sport you are advised to
read a book on the game.


LOADING INSTRUCTIONS

Amiga / Atari ST
Place the disk in the internal drive and reset the computer.

IBM PC
Place the program disk in drive A and type RUGBY, then press Return. Any updated
information will be in a file called README.TXT. To view this file enter TYPE
README.TXT and press Return.

Commodore 64
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.

Spectrum 48/128k
On a 128k machine use the loader. On a 48k machine type LOAD"" and press Enter.

Amstrad CPC
To load the program from tape press Control and Enter simultaneously. Disk users should type
RUN"RUGBY and press Enter.


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.

On the Spectrum or Amstrad you can also use the keyboard - the key options are displayed on
the screen at the start of the game. PC users should refer to the file README.TXT for full
details of the control options.

During the game there are various keys that allow you to access game features:

Spectrum C64 Amiga/ST
Pause game T Run/Stop P
Quit match/half while paused Q Q Q
Activate replay TRUE VID @ F10
Slow motion replay n/a S S
Save replay EDIT* CBM F9
Select blimp view INV VID n/a B
Select 2D or 3D view n/a n/a ESC
Select radar R n/a R
Move radar R n/a E

* on the Spectrum one replay can be saved in memory during the game then to
tape/disk from the menu section.

On the Amiga and ST you can choose between automatic and manual control of scrums and
rucks with F1 (Team 1) and F2 (Team 2).


VIEWING MODES AND REPLAYS

On the Amiga and ST there are several ways to watch the action. Some options are also
available on the Spectrum 128, Amstrad 6128, and C64.

The Blimp View is a smaller scale view of the action which allows you to see more of the pitch
(Amiga, ST, Spectrum 128 only).

Action Replays re-run the action (not Spectrum 48 or Amstrad 464/664); you can change the
view of the pitch for a replay by pressing the appropriate key.

3D View offers a realistic 3D perspective view of the pitch (Amiga/ST only).

-1-

PLAYER CONTROL - WHEN YOU HAVE THE BALL

The player you control is shown by a marker above his head. When more than one person is
playing on the same side (Amiga/ST only) 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 (Amiga/ST only).

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 centering the joystick before releasing the button. If the button is held down
longer a long pass will be made, missing one of the players in the line (Amiga/ST only).

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 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 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. If you press the fire
button quickly control passes to the player nearest the ball - who will not necessarily be in the
best position (not C64).


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 your 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 maul 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 coloured arrows which indicate the position of the ball show which team is winning; arrows
flashing in a team's colour indicate that the team has control of the ball (Amiga/ST only).

-2-

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 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 pressed 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 (not C64).

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 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.

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
(Amiga/ST only).

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 to the centre of the field (not
Spectrum/Amstrad).

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. On the Amiga or ST the message "Press fire to kick" will be displayed - any
other joystick movement displays the special moves menu.

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 (Spectrum/Amstrad/C64) or the special move boxes appear (Amiga/ST).


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 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.

-3-

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 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 & 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.

Knock-Ons
If a player fails to collect the ball and knocks it forward a scrum is awarded to the opposition
(Amiga/ST only).

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 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. On the Amiga or ST select a
substitute using the joystick; on other computers substitutes are used in order.


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
(on the Spectrum/Amstrad replays are saved only from the menus - during the game you can
choose to save any one replay in memory). Use the Show Replay option to view a replay that
you have loaded. The setting of the Blimp icon determine whether the match starts with a
blimp view, or not (either way you can switch during the game).


(c) 1991 Audiogenic Software Limited