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Belgian Amiga Club - ADF Collection
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BS1 part 60.zip
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BS1 part 60
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LSD 31.adf
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WorldClassRugby5nat.doc.pp
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WorldClassRugby5nat.doc
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1990-09-07
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\\\SKID ROW //// GIVE YOU THE DOX TO \\\///WORLD CLASS RUGBY 5 NATIONS\\\
WORLD CLASS RUGBY =5 NATIONS EDITION= SIMULATES 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 GAME.
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 SET PIECES = REFER TO THE RELEVANT
SECTIONS FOR DETAILS.
DURING THE GAME THERE ARE DIFFERENT KEYS THAT ALLOW YOU TO ACCESS GAME
FEATURES.
PAUSE GAME.............P
QUIT MATCH.............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
VIEWING MODES AND REPLAYS
-------------------------
ON 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 REPLAYS RE-RUNS
THE ACTION, YOU CAN CHANGE THE VIEW OF THE PITCH DURING A REPLAY BY
PRESSING THE APPROPRIATE KEY.
PLAYER CONTROL
--------------
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] THEN THE MARKERS ARE
SHOWN IN DIFFERENT COLOURS. USE THE JOYSTICK TO MOVE AROUND THE PITCH - 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].
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 RECIEVE THE BALL. HOWEVER, IF YOU
CHANGE YOUR MIND, OR WISH TO DECIEVE THE OPPOSITION, YOU CAN PERFORM A
DUMMY PASS BY CENTRING 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 DIRCTION 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 THREE FORWARD DIRECTIONS YOU SELECT, BUT THIS DIRECTION IS MODIEIFED
BY THE POSITION OF THE SMALL DOT ON THE BAR BELOW THE PLAYER - THEREFORE
THE BALL CAN BE KICKED IN ALMOST ANY DIRECTION.
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 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
HITTING THE GROUND. OTHERWISE WHEN YOU HIT THE GROUND THE BALL WILL
AUTOMATICALLY BE RELEASED.(OTHERWISE YOU WILL BE PENALISED) AND A RUCK WILL
TAKE PLACE.
PLAYER CONTROL [WHEN NOT IN POSSESION]
--------------------------------------
THE PLAYER YOU ARE CONTROLLING MAY NOT BE ON SCREEN.. IN THIS CASE AN ARROW
AT THE EDGE OF THE SCREEN INDICATES WHERE YOUR PLAYER CAN BE FOND. REFER TO
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 OTHING HAPPENS IT IS BECAUSE YOU ARE TOO FAR AWAY TO TACKLE.
CHANGING TO A DIFFERENT PLAYER
------------------------------
ON PRESSING THE FIRE BUTTON, CONTROL PASSES TO THE PLAYER WHO IS IN THE
BEST POSITION TO INTERCEPT THE ATTACKER OR BALL. IF ANOTHER PLAYER IS
DESIRED PRESS THE FIRE BUTTON AGAIN.
SET PIECES
----------
WHEN A SCRUM OR OUTLINE 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 APPERAS ON 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 IMPROMTU 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 WHICH TEAM IS
WINNING; ARROWS FLASHING IN A TEAMS COLOUR INDICATE THAT THE TEAM HAS
CONTROL OF THE BALL (AMIGA/ST ONLY).
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 WHO`S SCRUM IT IS
CAN CHOOSE A SPECIAL PLAY. THEN WHEN THE 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 64].
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 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 A 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.
PRESS AND HOLD DOWN THE FIRE BUTTON AFETR 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].
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/ST THE MESSAGE `PRESS
FIRE TO ICK` WILL BE DISPLAYED - ANY OTHER JOYSTICK MOVEMENT DISPLAYS THE
SPECIAL MOVES MENU.
MARK!
-----
IF A STAIONERY 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 A DROP-OUT. OR THE SPECIAL MOVE BOXES
APPEAR.
SPECIAL MOVES
-------------
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 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 SCISSOR 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 PEFORM A LONG PASS [MISSING THE CENTRE HALF] 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 [SCRUM AND LINE OUTS]
-------------------------------
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 = OTHER WISE A
PENALTTY IS AWARDED.
KNOCK ONS
---------
IF A PLAYER FAILS TO COLLECT THE BALL AND KNOCKS IT FORWARD A SCRUM IS
AWARDED TO THE OPPOSTION [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 SET-PIECES. 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 SUBS.
------------------
EACH PLAYERS FITNESS WILL DECLINE DURING A GAME, DEPENDING UPON THAT
PLAYERS INVOLVEMENT. IF FITNESS FALLS BELOW A CERTAIN LEVEL THE PLAYER MUST
LEAVE THE FIELD. ON THE AMIGA/ST SELECT A SUB USING THE JOYSTICK; ON OTHERS
SUBS ARE USED IN ORDER.
MENU OPTIONS
------------
THERE ARE NUMEROUS MENU OPTIONS. USE THE JOYSTICK TO SLECT AN ICON, THEN
PRESS THE FIRE BUTTON TO SELECT IT, MOST OPTIONS ARE SELF EXPLANTORY, BUT
THE FOLLOWING OTES MAY 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
DISPAYED ON THE SCREEN. OTHEREWISE THE RESULT IS CALCULATED BY THE
COMPUTER.
MATCH OPTIONS
-------------
TO PLAY A SINGLE MATCH SELECT THE THE FRIENDLY OPTION AND CHOOSE THE 2
TEAMS WHICH ARE TO PLAY. ALTERNATIVELY YOU CAN PLAY IN A COMPLETE 5 NATIONS
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-REPLAY OPTION IS SELECTED REPLAYS WILL AUTOMATICALLY BE
DISPLAYED AFTER TRIES. OF COURSE YOU CAN CALL FOR A REPLAY AT ANY TIME.
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. ON AMIGA/ST THE
`REPLAY FILE` OPTION ALLOWS YOU TO ENTER THE FILENAME UNDER WHICH
SUBSEQUENT REPLAYS WILL BE SAVED.
EDITING TEAMS
-------------
AMIGA/ST: POSITION THE POINTER OVER A PLAYERS ANME AND PRESS FIRE TO
DISPLAY THE 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 RELEVANT BAR AND
PRESS FIRE UNTIL THE REQUIRED VALUE IS SHOWN.
`UNDO` WILL RESTORE THESE FACTORS, BUT NOT THE PLAYERS NAME, TO THE INITIAL
DEFAULT VALUES[TO EDIT A PLAYERS NAME POINT AT THE NAME 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 2 PLAYERS AROUND
SELECT THE FIRST PLAYER, SELECT `SWAP` ICON,THEN SELECT THE SECOND PLAYER.
\\\\//// AND THATS YER LOT\\\ ///ANOTHER SCOOTER/SKID ROW PRODUCTION\\\\///