THE GAME:

Rugby League is played by 2 teams of 13 players.  The object of the game
is to ground the ball over the opposition goal line for a try which is worth 4
points.
The ball can only be moved forward by kicking or by the player
in possession running forward.  When the ball is passed from hand to hand
between players the ball must go behind the ball carrier.  After a try,
the scoring team follows up with a conversion attempt.
This means kicking the ball between the goal posts for an additional 2 points.  The other methods of
scoring are penalty kicks worth 2 points and drop goals which are worth
1 point.

CONTROL SUMMARY

Note: On two button joysticks, button 3 is emulated by simultaneously pressing buttons 1 and 2.


While attacking:
Direction Control = Direction of Running/Passing Direction/Type of Kick

Button 1 = Kick (with Direction)/Struggle in Tackle
Button 2 = Pass (with Direction)/Play the Ball
Button 3 = Speed Burst/Hand Off 

While in defense:
Direction Control = Direction of Running
Button 1 = Change Player
Button 2 = Tackle
Button 3 = Speed Burst

Passing:
The key to passing is to use the direction controls to target the pass
to the intended receiver.  If the direction control is not directed
anywhere or is pointed forwards then the player in possession will do a
"dummy" pass.  The pass is made when the button is released, not
when it is pressed, so quick passes require a quick press of the button.  
Also the longer the button is held down the longer the pass will be, this
allows the player to make cut out passes.

Kicks:
Button and Direction Forward = Grubber Kick
Button and Direction Left/Right = Kick to Touch
Button and Direction Back = Bomb (Up and Under)
Button and no Direction = Kick to Space/Drop Goal

As with passes the kick is made when the button is released and the
longer the button is held down, the stronger the kick is.

Once the kick button is pressed you can then use the direction
control to determine the type of kick, and the player will keep running
in the direction he was headed until the kick was made.

Tackles:
Once you have made a tackle you can try to hold down the tackled player
by keeping the tackle button pressed, but if you hold them down for too
long you can be penalised.

If you are an attacking player Button 1 enables you to struggle in the
tackle, this will let the referee and the tackling player know that you
want to get up and play the ball ASAP.

Speed Burst/Hand Off:
The speed burst stays in operation while the button is held down,
however a player can only maintain a speed burst for a short while
until they tire, then they need time to regain their energy.  Save the
speed burst to get around a defender or to make a break once you have
broken through the defending line.

TACTICS:
Play the Ball:
Once you have played the ball to the acting dummy half (the player behind
the tackled player who receives the ball) it is very important
to get your pass away quickly and accurately by using the direction
control to target the pass to one of your players.  If you have the
direction controller pressed forwards you will do a dummy pass and the
defense will probably tackle you straight away.

Timing the Passes:
The key to scoring tries in Rugby League is to break through the
defending team's line.  The best way to do this is to create and exploit
gaps in the defense.  If you time your passes just as the defender is
committed to tackling you, then you can take that defender out of play
and create a space for one of your other players to break through.

With practice and precise timing you can actually pass as you are being
tackled.

Picking the Gap:
It is important to always keep an eye out for opportunities presented
by the players being out of position or offside in the defensive line as this
can create gaps for you to break through.

Getting Past the Defense:
Sidesteps, speed bursts and handoffs can enable an attacking player to
beat a defender.  Use the direction pad to swerve around the defender
and use the speed burst to either break through the attempted tackle or
accelerate away once you are in the clear.

Tackling:
The art of good defense is to line up the player you intend to tackle
using the direction pad and to time your tackle as accurately as
possible.  Tackles are more effective if they are head on than if they
are from the side.  If the attack does break through your line you can
use the speed burst to try to catch the player with the ball.

Play the Ball:
The faster you can play the ball the better.  If you get a quick play the
ball you may catch the defense offside and be able to make a break.

The 5th Tackle:
Once the 5th Tackle indicator comes up if you are tackled again you
will have to hand the ball over to the opposition.  The best way to
get territorial advantage at this point is to kick the ball into
touch as far up the field as possible, leading to a scrum 10m in from
where it crosses the touchline.

The best kickers in the team are generally the halfback (7), the five
eight (6) and the fullback (1).  If you have the direction set back at
the play the ball then the ball will be passed directly to the halfback
who should be in a good position to make the kick.  If he is getting
pressured by the defense, it may be a good idea to pass the ball back
again to the fullback for the kick.

Positional Play:
The forwards (8-13) are the strongest players in the team and are able
to make breaks through the defense near the play the ball area using
the hand off.  The backs (1-7) are the fastest players and can use
their speed and agility to get through the defense and create scoring
opportunities.

Practice Mode:
In Practice Mode you can adjust the performance of your team (and the
opposition) to be as high (or low) as you like.  This will enable you
to hone your skills and refine your techniques without the challenge
of the full strength competition.
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