                          WORLD CLASS RUGBY DOCS
                          ======================
 
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 YOU CAN IMMEDIATELY ATTACK THE OPPONENTS 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 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.

THE END
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