Advanced Rugby Simulator

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Screenshots - Advanced Rugby Simulator

Advanced Rugby Simulator atari screenshot
Advanced Rugby Simulator atari screenshot
Advanced Rugby Simulator atari screenshot
Advanced Rugby Simulator atari screenshot
Advanced Rugby Simulator atari screenshot
Advanced Rugby Simulator atari screenshot
Advanced Rugby Simulator atari screenshot
Advanced Rugby Simulator atari screenshot
Advanced Rugby Simulator atari screenshot
Advanced Rugby Simulator atari screenshot
Advanced Rugby Simulator atari screenshot
Advanced Rugby Simulator atari screenshot

Information - Advanced Rugby Simulator

GenreSports - MiscellaneousYear1991
LanguageMachine LanguagePublisherCode Masters
ControlsJoystickDistributorEDOS
Players1, 2 (sim.)DeveloperDeltek Software
ResolutionLowLicensed from-
Programmer(s)

Carron, Ted

CountryUnited Kingdom
Graphic Artist(s)

Sova, Richard

Software
Game design

Carron, Ted

Box / Instructions
Musician(s)

Whittaker, David

LicenseCommercial
Sound FX

Whittaker, David

Serial100
Cover Artist(s)ST TypeST, STe / 0.5MB
MIDIVersion
DumpMISSINGNumber of Disks? / ?
Protection

Additional Comments - Advanced Rugby Simulator

Other versions with the same title:


Code Masters (United Kingdom), MCM ().

Trivia - Advanced Rugby Simulator

Development
Protection by PROCHECK for PROTEC for the Atari ST (c) PROTOSCAN LTD 1988 (0480) 495520

Piece of sourcecode found from the disk:

This program demonstrates how easy it is to check for valid PROTec ST signature disk

;
XREF _protec2
;
jsr clear clear screen
jsr intro write message
jsr wait wait for key
;
************* CALL PROTECTION ROUTINE **********************************
;
move.l #buffer,a0
bsr _protec2 call protection routine
cmp.b #$01,d0 and test the result
beq nogo Its a copy
jsr okmess print OK
jsr wait wait for key
bra quit and quit

#string1,a0 type message
jsr printf with a zero
rts

jsr okmess print OK
jsr wait wait for key
bra quit and quit

nogo jsr failme print FAIL
jsr wait wait for key

quit move.w #$4c,-(a7) quit
trap #1

********************************************************************
* terminal stuff *
********************************************************************

string1 dc.b "PROTec2(c) for the ST",13,10
dc.b "=====================",13,10
dc.b "Insert disk to test in drive 0 then press any key...",13,0
string2 dc.b "This disk is GOOD ",0
string3 dc.b "This disk is BAD ",0
clear1 dc.b 27,'E',0

CNOP 0,2

clear move.l #clear1,a0 clear entire screen
jsr printf
rts
intro move.l #string1,a0 type message
jsr printf
rts
okmess move.l #string2,a0 OK message
jsr printf
rts
failme move.l #string3,a0 FAIL message
jsr printf
rts
printf move.l a0,-(a7) write string pointed to by
move.w #9,-(a7) address reg A0
trap #1 to the screen
addq.l #6,a7 string must be terminated
rts with a zero
wait move.w #1,-(a7) wait for console input
trap #1
addq.l #2,a7
rts
;
DATA

buffer ds.b 12000
;
END

LNAPROTec2(c) for the ST
=====================
Insert disk to test in drive 0 then press any key... This disk is GOOD
This disk is BAD


Message from the disk:
HELLO HACKER HOWS TRICKS..................................................................................PLAY WITH UP TO 8 PLAYERS IN A LEAGUE COMPETITION. ALLOWS A NUMBER OF DIFFERENT ASPECTS OF THE GAME TO BE ALTERED. NUMBER OF PLAYERS JOINING IN WITH THE LEAGUE. DISPLAY CURRENT LEAGUE STANDINGS AND SCORES. CLEAR ALL PREVIOUS SCORES AND START LEAGUE FROM THE BEGINNING. PRESERVE CURRENT LEAGUE SCORES AND RE ENTER THE LEAGUE. PLAY THE NEXT GAME OF THE LEAGUE. LEAVE THE LEAGUE BUT REMEMBER THAT PLAY MAY BE RESUMED LATER. ALTER THE COMPETITION COLOURS IN WHICH ALL TEAMS WILL COMPETE. CHOOSE WHICH PRESET ATTACK AND DEFENCE POLICIES THE COMPETING TEAMS WILL USE DURING THE GAME. THIS IS AN ADVANCED OPTION WHICH ALLOWS THE DETAILED OPERATION OF THE GAMEPLAY TO BE ALTERED. LEAGUE SCORES AND SIMULATION VARIABLES MAY BE LOADED AND SAVED USING THIS MENU. THE TWO PRESET NUMBERS WHICH ARE CHOSEN HERE MAY BE TOGGLED DURING THE GAME BY PRESSING THE SHIFT KEYS. LEFT SHIFT FOR TEAM ONE. AND RIGHT SHIFT FOR TEAM TWO. JOYSTICK LEFT AND RIGHT DISPLAYS THE SEVENTEEN AVAILABLE PRESET POLICIES. THE FIRE BUTTON RETURNS YOU TO THE MENUS. THE FIVE PLAYERS ON THE LEFT SHOW ATTACK POSITIONS WHILST THE FIVE ON THE RIGHT SHOW DEFENCE. THIS MENU ALLOWS EDITING OF THOSE VARIABLES CONTROLLING THE WAY THE PLAYERS TACKLE. THIS MENU ALLOWS EDITING OF THOSE VARIABLES CONTROLLING THE WAY THE PLAYERS PASS. USING THIS OPTION PUTS ALL SIMULATION VARIABLES BACK TO THEIR ORIGINAL VALUES. THIS MENU ALLOWS YOU TO ALTER THE 8 TEAM NAMES. THESE NAMES WILL THEN BE LOADED AND SAVED WITH THE LEAGUE POSITIONS. THIS MENU ALLOWS ALTERATION OF OTHER SIMULATION VARIABLES MOST NOTABLY THE LENGTH OF THE HALF. THIS IS THE HORIZONTAL DISTANCE WITHIN WHICH A DEFENCE PLAYER MUST COME OF THE BALL CARRIER BEFORE HE WILL ATTEMPT TO TACKLE HIM. THIS IS THE VERTICAL DISTANCE WITHIN WHICH A DEFENCE PLAYER MUST COME OF THE BALL CARRIER BEFORE HE WILL ATTEMPT TO TACKLE HIM. THIS IS THE LENGTH OF TIME A TACKLE WILL ENDURE BEFORE IT IS DEEMED TO HAVE FAILED. THIS IS THE HORIZONTAL DISTANCE WITHIN WHICH A TACKLING PLAYER MUST COME OF THE BALL HOLDER BEFORE HIS TACKLE WILL BE SUCCESSFUL. THIS IS THE VERTICAL DISTANCE WITHIN WHICH A TACKLING PLAYER MUST COME OF THE BALL HOLDER BEFORE HIS TACKLE WILL BE SUCCESSFUL. THIS IS THE LENGTH OF TIME IT WILL TAKE BOTH TACKLER AND TACKLEE TO RECOVER FROM A SUCCESSFUL TACKLE. THIS IS THE LENGTH OF TIME IT WILL TAKE THE TACKLER TO REJOIN THE GAME AFTER AN UNSUCCESSFUL TACKLE. THIS IS THE NUMBER OF TACKLING PLAYERS IT WILL TAKE TO STOP A TACKLED PLAYER FROM PASSING THE BALL. THIS IS THE HEIGHT FROM WHICH A PASS WILL BE THROWN. THE HIGHER THIS VALUE THE LONGER IN THE AIR THE BALL WILL FLY AND CONSEQUENTLY THE FURTHER IT WILL TRAVEL. THIS NUMBER IS PROPORTIONAL TO THE SPEED AT WHICH THE BALL WILL TRAVEL FROM A PASS UP OR DOWN. THIS NUMBER IS PROPORTIONAL TO THE SPEED AT WHICH THE BALL WILL TRAVEL FROM A PASS BACK. THIS IS THE HORIZONTAL DISTANCE WITHIN WHICH A PLAYER MUST BE OF THE BALL IN ORDER TO CATCH IT OR PICK IT UP. THIS IS THE VERTICAL DISTANCE WITHIN WHICH A PLAYER MUST BE OF THE BALL IN ORDER TO CATCH IT OR PICK IT UP. THIS IS THE MAXIMUM HEIGHT AT WHICH THE BALL CAN BE CAUGHT. NOTE THAT THE HEIGHT OF A PLAYER IS ABOUT 18. NUMBER OF MINUTES IN ONE HALF. THIS IS THE TIME AFTER WHICH THE BALL CARRIER WILL BE SLOWED BY THE INCONVENIENCE OF CARRYING THE BALL. INCREASING THIS VALUE MAKES A BREAKAWAY MORE LIKELY. THIS VALUE CONTROLS THE RATE AT WHICH THE POWER BAR GROWS DURING THE COURSE OF A NORMAL DROP KICK. THE NORMAL VALUE OF 1 FORCES A SLOW BUILD OF POWER WHILST A VALUE OF 0 BUILDS POWER FASTER BUT IS MUCH HARDER TO JUDGE ACCURATELY. THIS IS THE HORIZONTAL DISTANCE AHEAD OF THE BALL THAT THE DEFENDING PLAYERS WILL WAIT SIMULATION OPTIONS ARE ALL THE VARIABLES CAPABLE OF BEING ALTERED IN THE TACKLE AND PASS OPTION MENUS. LEAGUE POSITIONS IS THE STATE OF THE LEAGUE CURRENTLY BEING PLAYED OR WHICH HAS BEEN LOADED FROM DISK. BE CAREFUL. THIS OPTION WILL FORMAT THE DISK CURRENTLY IN DRIVE A WITH THE ADVANCED RUGBY SIMULATOR DISK FORMAT ERASING ALL DATA PREVIOUSLY SAVED ON THE DISK. YOU MUST USE THIS OPTION TO FORMAT A DISK BEFORE IT CAN BE USED TO SAVE RUGBY DATA.


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