A complete guide to........
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<----------------->
ASCII ART BY KAILS
<----------------->
-----------------------------------------------------------------------
VERSION 2.0 by Wayalla Aaron Baker Wayalla1(at)yahoo.com.au
-----------------------------------------------------------------------
Version History:
Version 1.0: First release, posted on the best gaming site, which is of
course GameFAQs.com, it is 25kb in size, more will come
soon.
Version 1.5: Added afew things, the review, action replay section are
now here, and also added about 1 more FAQ
Version 1.7: Made the Table of Contents bigger, to show people that
there is more information in the document, as before it
look like it had nothing in it.
Version 1.8: Added a new part to unclockables, and also some new
Frequently Asked Questions are up. Please read before
emailing me.
Version 2.0: Added ALOT OF TIPS, this should help some more stuck
gamers getting big scores. Added the WC board to the top
of the document, and more importently, the ASCII art.
Version 2.5: Added some cricket stuff, which is the World Cup Rules. No
real actual Gameplay info in this update, though.
Version 2.7: Added alot more tips to the bowling and batting section. I
don't really know what else I can do to this guide.
Removed the Cricket 200 board because the World Cup is
over, and my country won; Australia!
=======================================================================
CRICKET 2002: FAQ (PS2)
=======================================================================
00. NOTES AND INFORMATION
01. INTRODUCTION
02. FAQ INFORMATION
03. CONTROLS
04. CRICKET RULES
05. BATTING AND RUNNING TIPS
A) Play the Right Shot
B) The Right Foot
C) Running
D) Cancelling a Run
E) Power Shots
F) Best Team
G) Run Assisit
H) Saving Wickets
I) Fielding Restrictions
J) Whip Away
K) Marker
L) Field Gaps
M) Wicket Conserving
N) Balancing out
O) Training
06. BOWLING AND FIELDING TIPS
A) Fielding
B) Where to bowl?
C) Different Combinations
D) Better or Worse?
E) Generate Innings
F) No ball power
G) Pausing Trick
H) Manual/Auto Fielding
I) Throwing
J) Analog Movement
07. GAME MODES
08. TRAINING
09. RUN SCORING TECHNIQUES
10. STROKES
11. SECRETS AND UNLOCKABLES
12. GLITCHES AND IMPROVEMENTS
13. ACTION REPLAY
14. PITCH AND BALL EFFECTS
15. REVIEW
15. FREQUENTLY ASKED QUESTIONS
16. CLOSING THINGS
17. INTERESTING CRICKET STUFF
=========================
GUIDE WRITTEN BY: Wayalla
=========================
_______________________________________________________________________
:NOTES BEFORE READING:
* Webmasters, if you would like this on your site, please see the
"Websites" section inside FAQ Information.
* This document was created with "Wordpad" using the font "Courier
New Western" and size 10.
* IF you would like to search for something in particular, press
CTRL + F and type in what your looking for.
_______________________________________________________________________
=======================================================================
1: INTRODUCTION
=======================================================================
- GAME INTRODUCTION -
Of all the cricket games I have played, I really like this one the best.
At first, I could not score many runs, but know when you can time the
ball perfetly, you can start getting a fair amount of runs. I got the
game for christmas, and I have been playing it alot. Overall, this is my
favourite cricket game on the Playstation. It is easy to hit the ball
with MANY different shots as well as the chance to play on the back foot
and the front foot. If you haven't got this game and like cricket games,
read the review section.
- CRICKET INTRODUCTION -
Cricket is also a great game in general. I love playing a good game of
cricket outside or just plain watching it on television. But cricket is
not very popular in the United States of America, so I guess this guide
wont be popular.
=======================================================================
2: FAQ INFORMATION
=======================================================================
-----------------------------------------------------------------------
FAQ DETAILS
-----------------------------------------------------------------------
Author of Document: Wayalla
Real name: Aaron Baker
Contact:
[email protected]
Document version: 1.5
-----------------------------------------------------------------------
UPDATE HISTORY
-----------------------------------------------------------------------
VERSION 1.0:
First version Added alot of things, probably wont update again
-----------------------------------------------------------------------
COPYRIGHT
-----------------------------------------------------------------------
This Document Copyright Aaron Baker 2003. (C)
This FAQ/Walkthrough is copyright Aaron Baker aka. Wayalla, 2003.
It may be used for Personal and private use only, and can't be put in a
magazine, put on a site that you need to pay money to acces this FAQ or
just generally sold. This guide is sole property of Aaron Baker. Only
authorized websites can have this FAQ, but must not alter the copyright
notice at all, that is against the law. I will not take any
responsibilty if this guide destroys your computer, ruins your social
life or anything else. this guide is availabe free of cost from sites,
and I am taking time out of my busy life to write this, so be thankful
that I am helping you. Do not rip off this guide in Part or Whole, that
is illegal and the appropriate steps will be taken if nessecary. I
didn't wirte this guide so that someone could just come and rip it off.
This Document Copyright Wayalla, (C) 2003
-----------------------------------------------------------------------
WEBSITES/CONTACT
-----------------------------------------------------------------------
AUTHORIZED WEBSITES
===================
Current websites to host this:
http://www.gamefaqs.com
http://www.gamers-realm.com
- If you would like this FAQ, you can have it (Without my permission)
But just please e-mail saying that you are taking my FAQ so I can
quickly add you to the list of authorized websites.
- Please do not put this on a site where you have to pay money.
- The latest versions can always be found at gamefaqs
- If you are reading a very incomplete version from a different site, go
to www.gamefaqs.com
CONTACT INFO
============
My e-mail adress is: Wayalla1(at)yahoo.com.au
Sorry I have to do that (at) thing, but I'm trying to reduce the amount
of spam that comes into my mailbox.
I will answer any questions you have about the game, and take any
submissions as well.
Please put "Cricket 2002" in the subject. If I get an e-mail like:
"(No Subject)" I will not reply.
=======================================================================
3: BASIC CONTROLS
=======================================================================
The Controls are easily to learn. They arn't difficult in batting, but
when it comes to bowling, it can be very hard to remember what button
does which. So this is why I'm including this section, also I have
imputted the batting section and fielding section as well:
-----------------------------------------------------------------------
BATTING
-----------------------------------------------------------------------
Batting
====================
X: Front Foot Shot
T: Back Foot Shot
O: Charge
S: Duck, leave ball
L1: Add Power
Running
================
O: Run
S: Cancel run
-----------------------------------------------------------------------
BOWLING
-----------------------------------------------------------------------
Medium Fast Bowler
======================
X: Normal Delivery
O: Slower Ball
S: Cutter
Swing Bowler
=====================
X: Straight bowl
S: Cut-swinger
O: Inswinger
Off Spin Bowler
=======================
X: Normal spinner
T: Arm Ball
Leg Spinner
=======================
X: Leg Spinner
O: Googly
T: Flipper
--------
FIELDING
--------
Manual Fielding
------------------------
D-Pad: Move fielder
T: Throw ball to keeper
X: Throw ball to Bowler
=======================================================================
4: CRICKET BASICS/RULES
=======================================================================
-----------------------------------------------------------------------
WICKETS
-----------------------------------------------------------------------
CAUGHT
======
Probably the most way cricketers get out, this happens when the batsmen
hits the ball, and the fielder cataches the ball without the ball
bouncing.
BOWLED
======
This happens when the ball hits the wickets when the bowler bowls the
ball. This can also happen if the batter nips it back onto the stumps.
once someone touches the ball, then it can no longer classify as being
bowled.
RUN OUT
=======
This happens when a fielder picks up the ball, throws it at and hits the
wickets and the batter is out his crease.
L.B.W
=====
Stands for Leg Before Wicket, happens when the ball hits you on the leg
(Pad) and the ball would go on to knock down the stumps.
STUMPED
=======
On a spinner, you charge down the pitch, miss the ball, and the wicket
keeper takes the ball, and knocks the wickets down.
---------
Those are the most common ways to get out. There are way more ways to
get out, like "Hit Wicket", but those are less common and happen 1 in
every 200 wickets probably.
---------
- SCORING
To score runs, you must make your player run between the wickets. You
get a run when the player goes from one end to the other end without
being out etc.
- MATCH LENGTH
In one day matches, each team only has 50 overs to score their runs,
even if they still have all wckets left, they still only have the 50
overs to get the runs, thats why you see people bashing the ball in real
cricket in one day matches, but just paddling around in test matches.
- MATCH TYPES
Test matches are played 90 overs a day, and your team can stay in as
long as they wont. 5 days are played, and all innings have to be done
durong these days or it's a draw. Alos ther is 2 innings per team.
=======================================================================
5: BATTING/RUNNING TIPS
=======================================================================
-----------------------------------------------------------------------
- Batting is the best point of the game, you will want to probably do
this more than bowling, it is fun, and enjoyable to play. Here is
afew notes:
- Play the right shot for the right ball. It's no good trying to play a
cut shot off a yorker, or trying to play straight drive in a bouncer.
If you happen to come across a yorker, use the X sweep shot for an
easy run or runs.
- Choose the right foot to play the shot. If the ball is something like
a bouncer or very short, stay back. If the ball is full, come towards
it by X.
- Run by pressing the O button, this will be very usefull and needed to
win a game, unless you are very good at hitting 4s and 6s without
getting out.
- Exit/Cancel a run by pressing the sqaure button, your players will
run back to the closest crease to where they are. This will help you
extremely if you accidently press the run button by mistake.
- If you are in the need for fours, use L1 to add some extra "oomph" to
the ball. It will make it go higher and faster, but if you don't time
it right, it will defenately be caught out.
- The best team to play as is Australia. They are the best team in the
world, and have some great batters as well as super bowlers.
- Use the run assist to help you decide weather there is a run
available. The run assist is located just under where the batsmen are
running in the top left hand corner. If it says 2 runs available, go
for 2 runs.
- Try not to watse wickets. It's better to play safe and not lose
wickets than to try and smash the ball and get out. A score of 2/100
in 20 overs is better than a score of 10/160.
- Smash away in the first 15 overs. Only 2 players are allowed outside
the circle in the first 15 overs. SO there is an easy score if you
can pop the ball over someones head.
- You want some easy runs? Then try this shot: For a
right hand batter, when the ball is pitched up abit, but not close to
even being a yorker, use right + x and it will whip the ball way
over, usually for a bix 6.
- The bowling marker can serve in your favour sometimes, if the circle
is small (Which means it is a good bowler) then you can see where the
ball is going to pitch, and get in the right position for it. If it
was a crap bowler, then you would probably not see exactly where th
e ball would pitch, and you can miss time it easily.
- Look for gaps in the field. There are plenty of them, and if you see
one, try to hit over the top for an easy 4, or sometimes an easy 6.
So look at your radar thing in the bottom right hand corner for gaps
in the field.
- Smash away if you can. What I mean is that if you haven't lost a
wicket and you are in the 40th over and your score is like 0/200,
then you can afford to smash away because you know that you really
have nothing to lose because of all the wickets that you have spare.
- Try to balance out your wickets. Lets just say the match goes for 20
overs. You get 10 wickets to play with, so try to only get a wicket
every 2 overs, so that will take you to the end. If you are past two
overs and haven't lost a wicket, then smash away.
- Go to training. In the training mode you can learn how to play your
shots better better. This is used for practise, and will help you out
with the timing. See the training section for more information.
=======================================================================
6: BOWLING/FIELDING NOTES
=======================================================================
- Don't bother about fielding. The default for fielding is Auto, which
means you don't control the fielding, the cpu does, but it acts
normal and gets the ball everything. Although I have never played
with manual fielding, I still think that Alot fielding is better.
- Main rule of Bowling: Bowl Yorkers. A Yorker is a ball that is bowled
right at someones feet. This cna be used for easy wickets, but
sometimes can be played away for 4 runs. Any smash shot the cpu will
try to do behind or in front of the wickets will probably be bowled.
- Different buttons means a different type of ball, e.g: Square could
be a cutter, where X could be a regular. Rfer to the controls section
of the guide to help you.
- The circle is where you pitch the ball. The smaller the cicle is, the
better the bowler is. The reason for this is that better bowlers can
aim better, where bad bowlers can't aim properly because the circle
is so big it will not pitch where they want it to.
- Ever feel too tired to actually bowl? Or want to bat instead? Well,
auto-play the innings. At the end of the over, select Auto-Play, and
select when to. Soon enough, you will be batting. This is a great
feature, and I'm glad EA Sports put it in.
- Power can give the ball "Power", but make sure you don't get the
power too high on the ball, otherwise it will count it as a no ball,
which of course, you do not want, right?
- If you are playing a 2 player game against a friend or someone, then
you can piss them off just before they are about to do there shot,
and hopefully they press the button to the shot when they are on the
pause menu, this will close the menu, and they will miss the shot.
- With fielding, you have two choices; You can either choose to
manually field, or let it be Auto field. Manual fiedling is alot
harder than the Auto fiedling, so I suugest that you auto field. It
is easier, and the computer knows what it is doing.
- If you do decide to manual fielding, then here is how to field the
ball: Move your player to the ball and let him pick it up. Then you
can choose between throwing it to the keepers end (Triangle button)
or throwing it to the bowlers end (X Button).
- Here is just a quick tip: When bowling the ball, use the analog stick
to place it. This is good because with the analog stick, you can just
move the stick abit to the left and the right by just slightly moving
it that direction, something which the d-pad cannot do.
=======================================================================
7: GAME MODES
=======================================================================
PLAY NOW:
Just what It says. it will start a quick game, where you can
just select your team/line-up and change your options around.
PRACTISE NETS:
Practice your timing, batting and bowling with different types
of people in the nets.
EXHIBITION:
Just a basic match, this isn't a tournament, just a friendly
match for fun.
TEST SERIES:
Play in a series of test matches. The total number of tests can
be decided and also what teams play.
WORLD SERIES:
This is a series held in Australia, 3 or more teams can compete
in a one-day competition.
WORLD CUP:
Play cricket against many other teams and aim to get the cup.
Teams are put into different groups.
KNOCKOUT:
A competition, where if you lose a match, you are out. Simple,
so don't lose!
Here are the instruction manual defenitions:
EXHIBITION:
----------
"Take on any team with your choice of chosen side with your chosen side
in any type of match."
TEST SERIES:
-----------
"Take part in a series of between 1 and 5 test matches in either of the
selected countries."
WORLD CUP:
---------
"Here, twelve teams travel to Engalnd to win the most coveted trophy in
limited-over cricket - The World cup. The initial group stage consists
of two group of six teams. After each team has played each other once,
the top three in each group are put into the super six. After the super
six, a knockout stage is entered with the remaining teams."
WORLD SERIES:
------------
"the World Series is a one-day tournament, hosted by Australia,
involving between 2 and 5 teams. Each team plays the other teams in the
group twice and then the top two teams play each other in 3 one day
matches to decide the winner."
=======================================================================
8: TRAINING
=======================================================================
- The practise nets can be used for training. There is a meter up to
which shows you how you are timing the ball. On a front foot shot,
try to get the timing in the ideal section of the line.
- Back foot shots are always played late, because you don't come foward
to them. So don't be worried about the timing for back foot shots,
really.
- Practise charging down the pitch, as well as many other variuos moves
that you are not really sure about playing in a real game, but want
to try them.
- You can play batter, or you can play the bowler, this means that you
can practise both types, and even with bowling, you can use swing
bowlers, off-spinners, leg spinners and various other types of
bowlers.
- If you want to practise hitting Yorkers, I have noticed that the cpu
never bowls you any, you get half volleys (Yorkers that bounce before
the crease section) but no yorkers. In the real game, they will be a
pain to play, but if you want to practise hitting them, plug another
controller in and get someone (Or Yourself) to bowl some Yorkers to
you.
OPTION MENU:
RETURN TO PRACTICE:
Go back to batting/bowling, whatever you were doing
CHANGE BATSMAN:
Switch between a Right Hander and Left Hander
CHANGE BOWLER TYPE:
Select a different type of bowler, e.g: Spinner
CHANGE BOWLER ARM:
Switch between a right and left handed bowler
SWITCH BATTER/BOWLER:
Change control of batter and bowler
---
All are really self explanitary.
---
=======================================================================
9: RUN SCORING TECHNIQUES
=======================================================================
You can't really do a walkthrough for this game, so I'm just going to
tell you where some good shots to play are if the ball is pitched
perfectly in a position. Look at this pitch:
PITCH:
------
____
|____| 6 1:Big Bouncer
| | 5 2:Bouncer
| | 4 3:Short ball BIRDS EYE VIEW
| | 3 4:Full
| | 2 5:Half Volley/Yorker
|____| 1 6:Yorker/Full Toss
HEIGHT:
-------
___ _____
/ \ / \ SIDE VIEW
______\/________\ ....BOWLER..........................START RUN UP
BTW, in the next few drawings, the lines will be where to hit the ball:
/
____/
|__+_|
| | (Right Hander)
| | If the ball is pitched as a yorker,
| | Sweep the ball.
|____|
|____|
____
---|____|
| |
|+ | Short and Wide should be cut
| |
|____|
|____|
____
|____|---
| |
| | If the ball is a bouncer, use a hook shot
| + |
|____|
|____|
____
|____|-----
| + |\ If the ball is just shorter than a Yorker, use a shot
| | \ off your hips or a drive.
| |
|____|
|____|
Those are the main things you should know. All have been tested by me,
and they all work for me. BUT timing is essential, the shot wont go
right if you don't time it right.
EXTRAS:
-------
NO BALL:
A no ball is either any of these: 1) The Bowler steps over the crease
fully, or 20 The bouncer is above the head
WIDE:
The ball is wide to hit, and is missing the stumps by a mile. Usually
anything down the leg side in cricket is a wide.
LEG BY:
This happens when the ball hits you leg and you score runs by running
BY:
When the ball misses you and misses the keeper and you score runs or it
goes for a boundry.
NON-RUNNING RUNS
----------------
I couldn't think of anything else for this title, but you can get extra
runs by hitting boundry. A boundry is when you smahs the ball and it
goes over the rope with the ball at least bouncing once. A six is when
the ball goes all the way over the rope/boundry. Also the Wides and No-
Balls are classed as non-running runs. All extra runs made on a four are
not given, so you can't get 10 runs if you hit a 4 and run 6.
* See Batting tips section for more info on scoring fast runs
=======================================================================
10: STROKES
=======================================================================
T: Triangle
<- : Left
\ : Up + left/down + Right
/ : Up + right/Down + left
BEHIND WICKETS
--------------
<- + T: Cut shot (Same For X)
\ + T: Late Cut (Don't know for X)
/ + T: Hook (Sweep for X)
-> + T: Play off hips (Same for X)
IN FRONT
--------
| + X: Straight down ground (Same for Triangle)
/ + X: Cover Drive (same for Triangle)
\ + X: On Drive (Same for Triangle)
=======================================================================
11: CHEATS/SECRETS AND UNLOCKABLES
=======================================================================
WIERD SHOTS
-----------
Some Wierd shots can be played in this game, most are by accident, and I
will say how I done them:
BY THE KEEPER:
I did a little leg glance and it went just by the keeper for 4 runs.
CUT INSTEAD OF SWEEP:
The ball must of hit the wrong part of the bat for a sweep shot with X
and went like a cut shot
OVER THE KEEPERS HEAD:
This happened to me once when I tried doing a hook shot, it must of hit
the top of the bat and sprung over
CHEATS
------
Come on, your that bad at the game! Cheating is just a good way to ruin
a game. Anyway, if you REALLY want to cheat, there really is only 1
cheat I know of, it os Super batsman. It just makes the batter have a
big batter, check on gamefaqs for the cheat.
UNLOCKABLES
-----------
All Time South Africa: Win the world series on normal or hard mode
All Time New Zealand: Win the world series on normal or hard mode
All Time Australia: Win Sharjah on normal or hard mode
All Time England: Win Sharjah on normal or hard mode
All Time West Indies: Win the knockout tournament on hard or normal.
Open Sharjah: Win the world cup on normal or hard mode.
REQUIREMENTS TO UNLOCK
----------------------
To actually unlcom all of the above, you MUST complete.. lets say
Sharjah, on NORMAL or HARD mode, 50 OVER matches, and also, NO AUTOPLAY.
Sounds hard, and it is.
=======================================================================
12: GLITCHES/IMPROVEMENTS
=======================================================================
GLITCHES:
---------
- Lets just say you hit the ball, and decide to run, but it goes to a
fielder so you decide to return to your crease by pressing the sqaure
button. But then the fielder miss-fields it so you decide to run. I have
realised that if you try and run again after you press the square
button, it wont run again.
- Sometimes the commentators say stuff that is fuly out of line of what
is actually happennning. FOr example, I hit the ball for a six, and the
commentator (Richie Benau) Said something like 'Thats a close decision
but the umpire isn't moving". Also the commentators also duplicate stuff
as well, for example "There going back for 2" "there going back for 2".
=======================================================================
13: ACTION REPLAY
=======================================================================
INTRODUCTION
Yes, you can do this on this cricket game. You can replay what just
happened a second ago, maybe you want to check on the run out that just
happened. If you want to, press START and select action replay.
CONTROLS
Use LEFT to go back a frame
Use RIGHT to advance a frame
Use SQUARE to play the replay in slow motion
Use L1 and L2 to toggle the different cameras
Use X to play/pause the replay
Use O to get ride of the controls for the replay
Use TRIANGLE to exit the replay
CAMERA
The Camera can be controlled by pressing L1 and L2. Toggle the way you
want to see the ball, although with most camera views, it only focuses
on the batter.
ACCESSING
Acces the Replay centre through the in game menu.
=======================================================================
14: PITCH AND BALL EFFECTS
=======================================================================
The condition of the match ball in circket is a key factor in the game
and will have some effect with the right bowler. As the ball is hit
around by the batter, it loses it 'shine' and ages. This chart
illustrates the effects on the ball:
BALL AGE SEAM SWING SPIN BOUNCE
___________ ________ _____________ _____________ ______________
| 00 to 15 | High | High | Very Little | High |
| 16 to 30 | Normal | Quite High | Normal | Normal |
| 31 to 50 | Little | Normal | Normal | Normal |
| 50 to 75 | None | Very Little | Normal | Normal |
| 75 to 95 | None | Negligable | Normal | Below Normal |
| 95 + | None | None | Very Little | Below Normal |
|___________|________|_____________|_____________|______________|
* Seam is the movement of the ball off the pitch
* Swing is the movement in the air
* Spin is the spin generated
* Bounce is the amount of bounce the ball gets off a bouncer
PITCH CONDITIONS:
PITCH BALL PITCH OUTFIELD MED/FST SWING
TYPE BOUNCE SPEED SPEED BOWLERS BOWLERS
______ ________ _______ _______ ______________ _________ _____________
| | | | | | |
| HARD | Little| V-Fast| V-Fast|-Faster and |Faster |Increased
| | | | |Higher bounce |Hi bunce |spin & bounce
| DUSTY | High | Fast | Fast |-Faster and |Fast |Extreme spin
| | | | |Higher bounce |Hi bounce|irreg. bounce
| DRY | High | Fast | Fast |-Faster and |Fast |Increased,
| | | | |Bounce |Hi bounce|more ovr time
| NORMAL| Reg | Reg | Reg |-Regular |Regular |Regular
| | | | |Normal | |spin
| GREEN | Reg | Reg | Reg |-Constant |Regular |Very little
| | | | |Monement | |
| DAMP | Low | Slow | Slow |-Slower and |Slow,Low |Increased
| | | | |low bounce |bounce |
| WET | Low | Slow | Slow |-Slower and |Slow, low|Increased
| | | | |low bounce |bounce |Low bounce
|_______|_______|_______|_______|______________|_________|_____________
WEATHER AND TEMPERATURE CONDITIONS:
OVERS BEFORE BOWLER
WEATHER TEMPERATURE BALL EFFECTS STARTS TO TIRE
______________________________________________________________________
| Sunny Hot None 6
|
| Sunny Hot and Humid Swings More 5
|
| Cloudy Humid Swings More 7
|
| Cloudy Warm Swings a bit More 8
|
| Overcast Warm Swings More 8
|
| Overcast Mild None 8
|
| Grey Humid Swings a bit More 7
|
| Grey Mild None 8
|______________________________________________________________________
=======================================================================
REVIEW
======================================================================
This is just a quick review of the game, nothing spectacualr.
STORY: N/A
Really, there is no story to the game as it isnt an action game or RPG
or such. The game is just about cricket.
GAMEPLAY: 7/10
Meh, it's okay, but nothing too good. It sometimes doesn't run smooth
enough though. The controls can be hard at times, and timing the ball
can also be a pain. Also, the ball seems to go real slow, not like real
cricket. Yeah, so the controls can be hard, and the gameplay is quite
slow.
GRAPHICS: 8/10
These are ok, but really nothing to rave about. They are what you would
normally expect for a basic playstation 2 game. Players look real and
detailed, but some faults in the grphics are around.
SOUND: 8/10
All the time your playing, the crowd are usually cheering all the time,
whcih gives it the feel of real cricket. The shouts sound real, all the
voices sound real and even has commentry.
EXTRAS: 8/10
Meh, there really is only the few game modes to play, there are all
these tournaments, exhibition matches, world series, world cup and the
practise nets to play in. Alot of stuff to do.
RENT OR BUY:
Defently worth the try, see what you think of it. It really depends on
what type of games you like. If your the sporting type, well then it's
defently worth a rent.
OVERALL: 8/10 - Great game for a cricket fan
=======================================================================
FREQUENTLY ASKED QUESTIONS
=======================================================================
------------------------------------------------------------------------
----------------------------------------------------------------------
QUESTION: I keep getting caught out, how can I stop htting the ball in
the air?
ANSWER: Time the ball perfectly and the ball will stay dwon low. Also,
you must choose the best foot to play the shot on. If you are
still having trouble, see batting tips.
------------------------------------------------------------------------
----------------------------------------------------------------------
QUESTION: How can I score fours and sixes?
ANSWER: In the first 15 overs, the fielders are mostly all up in the
circle because of the rules, hit over the top in the first 15
overs (Assuming thay your settings is for a 15 over match.)
------------------------------------------------------------------------
----------------------------------------------------------------------
QUESTION: How do I chage what stadium that I play in?
ANSWER: Go to change match settings, once you have selected your team
and all. Also here you can change the pitch type, overs, etc.
etc!
------------------------------------------------------------------------
----------------------------------------------------------------------
QUESTION: I am having trouble finding this game, where ca I buy it
from?
ANSWER: I'm not sure if they even sell this game in the USA because it
is not popular.
------------------------------------------------------------------------
----------------------------------------------------------------------
QUESTION: I'm having trouble unlocking the new torunaments, how do I
unlock them?
ANSWER: To actually unlloc all of the above, you MUST complete.. lets
say Sharjah, on NORMAL or HARD mode, 50 OVER matches, and
also, NO AUTOPLAY. Sounds hard, and it is.
------------------------------------------------------------------------
----------------------------------------------------------------------
QUESTION: Who do you think will win the 2003 World Cup?
ANSWER: My thoughts are Australia, yeah, they rock!
=======================================================================
CLOSING
=======================================================================
Copyright
---------
If your saying, "You didn't pay for the copyright, that means that you
can't copyright it" Then you obviously don't understand the copyright
rules then do you?
_ _ _
This Document Copyright Aaron Baker 2003.
This Document Copyright Wayalla, (c) 2003.
It may be used for Personal and private use only, and can't be put in a
magazine, put on a site that you need to pay money to acces this FAQ or
just generally sold. This guide is sole property of Aaron Baker. Only
authorized websites can have this FAQ, but must not alter the copyright
notice at all. This guide is availabe free of cost from sites, and I am
taking time out of my busy life to write this, so be thankful that I am
helping you. Do not rip off this guide in Part or Whole, that is illegal
and the appropriate steps will be taken if nessecary. I didn't wirte
this guide so that someone could just come and rip it off. This guide
can only be found at the sites that I have listed below:
http://www.gamefaqs.com
http://www.gamers-realm.com
_ _ _
Thats it, no one else, unless I decide otherwise. Anywhere else will
have to e-mail me first. I have the right to deny your website use of
the guide because it is mine. All of the contents in this file were
written by Aarn Baker, unless stated otherwise in the credits section at
the end of the guide. Cheat Code Central is forbidden to use this guide.
If any websites are using this guide without my permission, the
appropriate steps will be taken to get the guide off the site.
_ _ _
The author of this document can be contacted via e-mail, which is:
Wayalla1(at)yahoo.com.au! Monst questions will be asnwered unless the
question is answered in the guide, the title doens't include the games
title or something like that, and also no spam and stupid e-mails. You
are allowed to download this file onto your hard drive, thats the whole
point of the FAQ really, to print it because I doubt many people have
the console and computer in the same room and no one will want to stay
at the computer playing the game.
E-mail Policy
-------------
You can email me with any tips, hints, or anything I have missed in this
guide. I will reply to any question you have about the game as well. I
will not reply to spam, junk, and poor grammar and spelling emails. My
email is Wayalla1(at)yahoo.com.au
Whats to come
-------------
> Maybe some more secrets if I find them, or maybe not.
> More cheats if I find them
> More Frequently aksed questions.
Contributors
-------------
None yet. This list will grow when I get contributions and hate mail in
my e-mail inbox
Thanks
------
Inferno - Me and Inferno were going to write a Grand theft
Auto 3 guide, but then it didn't work out. I
done all the work, and it was taken down. Sorry
about that Inferno.
FCB - The FAQ Contributors board here at gamefaqs,
great advise and tips and stuff on FAQ making.
Kails - For the great ASCII Art
About the Author
----------------
My name is Aaron Baker, I reside in Adeladie, South Australia,
Australia. My hobbies include Writing Guides, Playing Sports, Video
games and more.
=======================================================================
INTERESTING CRICKET STUFF
=======================================================================
WORLD CUP RULES
---------------
This is for the 99 competition, though.
The 1999 Cricket World Cup will be contested by 12 teams which have been
'seeded' and divided into two groups:
Group A Group B
Sri Lanka Australia
India West Indies
South Africa Pakistan
England New Zealand
Zimbabwe Bangladesh
Kenya Scotland
The first phase of the competition will be the Group Matches.
Each team will play every other team in its group. Points will be
allocated for each match Win, Tie or No Result in accordance with the
system described in Section 11 of these Playing Conditions, which will
apply throughout the Tournament.
Following the Group Matches the top three teams from each group will
progress to the next phase, the Super Six. The teams will be placed in
order of merit based on the points gained in the Group Matches and will
take forward into the Super Six phase the points scored against the
other teams which have qualified from their group.
In the Super Six phase of competition, each of the three qualifying
teams from Group A will play each of the three qualifying teams from
Group B.
The top four teams at the end of the Super Six phase of the competition
will progress to the Semi-finals where the team placed first will play
the team placed fourth and the team placed second will play the team
placed third.
The winners of the Semi-finals will contest the Final which will be held
at Lord's.
Playing Conditions
The Playing Conditions for Test Matches as printed in the ICC Code of
Conduct Standard Playing Conditions and Other Regulations Booklet,
September 1998 will apply, except where specified.
1 Duration
All matches will consist of one innings per side, and each innings will
be limited to 50 six-ball overs. A minimum of 25 overs per team will
constitute a match (subject to the provisions of Clause 10.1 below).
Matches will be of one day's scheduled duration with one reserve day
allocated (two reserve days in the case of the Final). The reserve
day(s) will be used if necessary to continue a match which has not been
completed on the first scheduled day.
2 Hours of Play, Intervals and Minimum Overs in the Day
2.1 Scheduled Start and Cessation Times
The scheduled hours of play will be 10.45am to 6.30pm. If there is a
delayed start or one or more interruptions in play, the Umpires may
order extra time on the first day if they consider that a result can be
obtained on that day. If the Umpires are satisfied that a result cannot
be obtained on the first day, the timing for the cessation of play on
that day will be 8.00pm, subject to conditions of ground, weather and
light.
2.2 Sessions of Play and Intervals between Innings
There will normally be two sessions of play of 3 hours 30 minutes each,
separated by an interval of 45 minutes between 2.15pm and 3.00pm. The
innings of the team batting second shall not commence before the
scheduled time for the commencement of the second session unless the
team batting first has completed its innings at least 30 minutes prior
to the scheduled interval. In such circumstances, a 10-minute break will
occur and the team batting second will commence its innings and the
interval will occur as scheduled.
Where the innings of the side batting first is delayed or interrupted,
the Umpires will reduce the length of the interval.
In the event of time being lost up to and including 60 minutes in
aggregate, the length of the interval shall be reduced from 45 to 30
minutes. In the event of more than 60 minutes being lost in aggregate,
the duration of the interval shall be agreed mutually by the Umpires,
both Captains and the Referee subject to no interval being of more than
35 minutes duration or less than 10 minutes duration. In the event of
disagreement, the interval shall be of 25 minutes duration.
Note: Refer also to the provisions of Clause 4.2
3 Appointment of Umpires and Referees
The ICC shall appoint Umpires from the World Cup Panel for On-Field and
Third Umpire duties. ECB will appoint Fourth Umpires from their First
Class Panel. The three participating Associate Member Countries will
provide one Umpire each whom ICC will appoint for Fourth Umpire duties.
The ICC shall appoint a Referee for each World Cup Match.
4 Length of Innings
4.1 Uninterrupted Matches (i.e. Matches Which Are Neither Delayed Nor
Interrupted)
(a) Each team shall bat for 50 (six ball) overs unless all out earlier.
A team shall not be permitted to declare its innings closed.
(b) If the team fielding first fails to bowl the required number of
overs by the scheduled time for the cessation of the first session, play
shall continue until the required number of overs has been bowled.
Unless otherwise determined by the Referee, the innings of the team
batting second shall be limited to the same number of overs that it
bowled by the scheduled time for the cessation of the first session. The
over in progress at the scheduled cessation time shall count as a
complete over. The interval shall not be extended and the second session
shall commence at the scheduled time (3.00 pm).
The Referee may increase the number of overs to be bowled by the team
bowling second if, after consultation with the Umpires, he is of the
opinion that events beyond the control of the team bowling first
prevented that team from bowling the required number of overs by the
scheduled time for the cessation of the first innings.
(c) If the team batting first is all out and the last wicket falls at or
after the scheduled time for the interval, the innings of the team
batting second shall be limited to the same number of overs bowled to
the team batting first at the scheduled time for the interval.
(d) If the team batting first is dismissed in less than 50 overs, the
team batting second shall be entitled to bat for 50 overs except as
provided for in (c) above.
(e) If the team fielding second fails to bowl 50 overs or the number of
overs as provided for in (b), (c), or (d) above by the scheduled
cessation time, the hours of play shall be extended until the required
number of overs has been bowled or a result achieved.
(f) Penalties shall apply for slow over-rates (refer ICC Code of
Conduct).
4.2 Delayed or Interrupted Matches
4.2.1 General
Any rearrangement of the number of overs that may be necessary due to a
delayed start or one or more interruptions in play as a result of
adverse ground, weather or light conditions or any other reason, shall
only be made on the second day (third day in the case of the Final). The
timing and duration of all suspensions of play (including all intervals)
or delays on any day will be taken into account when calculating the
length of time available for either innings.
(a) The object shall always be to rearrange the number of overs so that,
if possible, both teams have the opportunity of batting for the same
number of overs. A team shall not be permitted to declare its innings
closed.
A minimum of 25 overs must be bowled to the team batting second in order
to constitute a match (subject to the provisions of Clause 10.1.below).
Except as provided for in Clause 4.2.3 below, the calculation of the
number of overs to be bowled shall be based on a rate of 14.28 overs per
hour in the total time available for play up to 6.30pm on the last
scheduled day of the match. If a reduction of the number of overs is
required, any recalculation must not cause the match to be rescheduled
to finish earlier than the original cessation time. This time may be
extended to allow for one extra over for both teams to be added if
required.
(b) If the team fielding second fails to bowl the required number of
overs by the scheduled cessation time, the hours of play shall be
extended until the overs have been bowled or a result achieved.
(c) The team batting second shall not bat for a greater number of overs
than the team batting first unless the latter has been all out in less
than the agreed number of overs.
(d) Fractions are to be ignored in all calculations regarding the number
of overs.
4.2.2 Delay or Interruption to the Innings of the Team Batting First
(a) If the number of overs of the team batting first is reduced, a fixed
time will be specified for the completion of the first session, as
calculated by applying the provisions of Clauses 2.2 and Clause 4.2.1(a)
(if appropriate).
(b) If the team fielding first fails to bowl the required number of
overs by the scheduled time for the cessation of the first session, play
shall continue until the required number of overs has been bowled, and
Clause 4.1(b) shall apply.
(c) If the team batting first is all out and the last wicket falls at or
after the scheduled time for the interval, Clause 4.1(c) shall apply.
4.2.3 Delay or Interruption to the Innings of the Team Batting Second
When the innings of the team batting second has had to be reduced to
less than 50 overs under the provisions of Clause 4.2.1(a), any
subsequent interruption to the innings of the team batting second will
result in the overs being reduced at a rate of 14.28 overs per hour for
time lost. Overs will always be reduced on the basis of time lost, as </pre><pre id="faqspan-2">
above, when the innings of the team batting second has commenced at or
after 3.00pm on the last scheduled day of the match.
5 Restrictions on the Placement of Fieldsmen
Two semi-circles shall be drawn on the field of play. The semi-circles
shall have as their centre the middle stump at either end of the pitch.
The radius of each of the semi-circles shall be 30 yards (27.5m). The
ends of each semi-circle shall be joined to the other by a straight line
drawn on the field on the same side of the pitch. The field restriction
area should be marked by continuous painted white lines or 'dots' at
five-yard (4.5m) intervals, each 'dot' to be covered by a white plastic
or rubber (but not metal) disc measuring seven inches (18cm) in
diameter.
At the instant of delivery, there may not be more than five fieldsmen on
the leg side.
For the first 15 overs only two fieldsmen are permitted to be outside
the field restriction marking at the instant of delivery.
For the remaining overs only five fieldsmen are permitted to be outside
the field restriction marking at the instant of delivery.
Two inner circles shall be drawn on the field of play. The circles have
as their centres the centre point of the popping crease at either end of
the pitch. The radius of each of the circles is 15 yards (13.72 metres).
The field restriction area should be marked by 'dots'. The segment of
the circles reserved for the slip positions shall not be demarcated.
(Refer attached Appendix 1).
In the first 15 overs there must be a minimum of two stationary
fieldsmen within the 15-yard field restriction of the striker at the
instant of delivery. The two stationary fieldsmen may be permitted to
stand deeper than 15 yards (in the un-demarcated area) provided only
that they are standing in slip, leg slip and gully positions.
In circumstances where the number of overs for the team batting first is
reduced, the number of overs in regard to the above fielding
restrictions shall be reduced proportionately in a ratio of 15:50 (30%)
in accordance with the table below. Fractions are to be ignored in all
calculations re. the number of overs.
Total overs in Number of overs for which above will apply
Innings restrictions
25-26 7
27-29 8
30-33 9
34-36 10
37-39 11
40-43 12
44-46 13
47-49 14
50 15
Where the number of overs for the team batting second is reduced
(including under the provisions of Clauses 4.1(b) and/or 4.1(c) above),
the aim will be to maintain the above fielding restrictions for the same
proportion of the second innings that they were maintained for the first
innings (fractions to be ignored).
In the event of an infringement of any of the above fielding
restrictions, the square leg Umpire shall call and signal 'No Ball'.
6 Number Of Overs Per Bowler
No bowler shall bowl more than 10 overs in an innings.
In a delayed or interrupted match where the overs are reduced for both
teams or for the team bowling second, no bowler may bowl more than one-
fifth of the total overs allowed. This restriction shall not apply to
the team fielding second where the provisions of Clause 4.1(b) have been
applied.
Where the total overs are not divisible by five, one additional over
shall be allowed to the maximum number per bowler necessary to make up
the balance.
In the event of a bowler breaking down and being unable to complete an
over, the remaining balls will be bowled by another bowler. Such part of
an over will count as a full over only in so far as each bowler's limit
is concerned.
The scoreboard shall show the total number of overs bowled and the
number of overs bowled by each bowler.
7 No Ball
Short Pitched Bowling - if the ball passes or would have passed above
the shoulder height of the striker standing upright at the crease,
either Umpire shall call and signal 'No Ball'. The penalty shall be one
run for the no ball, plus any runs scored from that delivery.
8 Wide Bowling - Judging a Wide
Umpires are instructed to apply a very strict and consistent
interpretation in regard to this Law in order to prevent negative
bowling wide of the wicket.
Any offside or legside delivery which, in the opinion of the Umpire,
does not give the batsman a reasonable opportunity to score shall be
called a wide. As a guide, on the leg side a ball landing clearly
outside the leg stump going further away shall be called wide.
A penalty of one run for a wide shall be scored if no runs are made
otherwise.
9 The Ball
The ECB shall provide Grade 1 BSI-approved cricket balls manufactured by
Dukes.
Coloured clothing, black sightscreens and white balls shall be used.
Each fielding team shall have one new ball for its innings.
In the event of a ball becoming wet and soggy as a result of play
continuing in inclement weather or it being affected by dew, or a white
ball becoming significantly discoloured and in the opinion of the
Umpires being unfit for play, the ball may be replaced for a ball that
has had a similar amount of wear, even though it has not gone out of
shape.
Either bowler or batsman may raise the matter with the Umpires and the
Umpires' decision, as to a replacement or otherwise, will be final.
10 The Result
10.1 A result can be achieved only if both teams have had the
opportunity of batting for at least 25 overs (subject to the provisions
of Clauses 4.1(b) and 4.2.2(b) above), unless one team has been all out
in less than 25 overs or unless the team batting second scores enough
runs to win in less than 25 overs.
All matches in which both teams have not had the opportunity of batting
for a minimum of 25 overs (subject to the provisions of this clause)
shall be declared 'No Result'.
10.2 Where the maximum number of overs available to both sides remains
unaltered once play has commenced (other than through the application of
4.1(b)), the team scoring the higher number of runs shall be the winner.
If the scores are equal, the result shall be a Tie and no account shall
be taken of the number of wickets which have fallen.
10.3 If, due to suspension of play after the start of the match, the
number of overs in the innings of either team has to be revised to a
lesser number than originally allotted (minimum 25 overs unless the
provisions of 4.1(b) or 4.2.2 (b) apply), then a revised target score
(to win) should be set for the number of overs which the team batting
second will have the opportunity of facing - this revised target being
calculated by the Duckworth/Lewis method. The target set will always be
a whole number and one run less will constitute a Tie (see Appendix 2
for full Duckworth/Lewis Regulations).
Playing Conditions Page 10 - Issue 2
10.4 At the interval between innings or whenever a revised target has
been set, a print-out of 'par' scores (the score for which if the match
was abandoned the match would be tied) for the end of each over will be
supplied to both teams' dressing rooms and to the Match Umpires, Referee
and Ground Authority.
10.5 If a match is abandoned before it has been played to a conclusion
and before the team batting second has received its allotted number of
overs (minimum 25 overs required to constitute a match unless the
provisions of Clause 10.1 apply), then the result shall be decided by
the Duckworth/Lewis method. If the second innings score is equal to the
'par' score for the given number of overs remaining and wickets lost,
the result shall be a Tie.
11 Points
11.1 The following points system will apply:
Win 2
Tie or No Result 1
Loss 0
11.2 Group Matches
In the event of teams finishing on equal points in either Group, the
right to play in the Super Six stage will be decided in the following
order of priority:
(a) The most wins in the Group Matches.
(b) When two teams have both equal points and equal wins, the team which
was the winner of the Group Match played between them will be placed in
the higher position.
When more than two teams have equal points and equal wins, the team
which was the winner of the most number of matches played between those
teams will be placed in the higher position.
(c) If still equal, the team with the higher net run rate in the Group
Matches will be placed in the higher position (refer to 11.6 below for
the calculation of net run rate).
(d) If still equal, the team with the higher number of wickets taken per
balls bowled in the Group Matches in which results were achieved, will
be placed in the higher position.
11.2 (continued)
(e) In the highly unlikely event that teams cannot be separated by (a)
to (d) above this will be done by drawing lots.
11.3 Super Six Matches
The six teams that qualify for the Super Six stage carry forward the
points that they have gained against the other teams that have qualified
from their respective groups. The points carried forward by each team
are added to those they gain in the Super Six Matches, to form the Super
Six league table.
In the event of teams finishing on equal points at the end of the Super
Six stage, the right to play in the Semi-final will be decided in the
following order of priority:
(a) The most wins in all of the matches throughout the competition
against the other Super Six qualifiers.
(b) When two teams have both equal points and equal wins, the team which
was the winner of the match played between them (in either the Group or
Super Six Matches) will be placed in the higher position.
When more than two teams have equal points and equal wins, the team
which was the winner of the most number of matches played between those
teams (in both the Group and Super Six Matches) will be placed in the
higher position.
(c) If still equal, the team with the higher net run rate in all matches
played against the other Super Six qualifiers (in both the Group and
Super Six Matches) will be placed in the higher position (refer to 11.6
below for the calculation of net run rate).
(d) If still equal, the team with the higher number of wickets taken per
balls bowled in all of the matches throughout the competition against
the other Super Six qualifiers in which results were achieved, will be
placed in the higher position.
(e) In the highly unlikely event that teams cannot be separated by (a)
to (d) above this will be done by drawing lots.
11.4 Semi-final
If a Semi-final is tied or there is no result, the team that finished
higher at the end of the Super Six stage as decided by clause 11.3 shall
proceed to the Final.
11.5 Final
In the event of a tied Final or if there is no result in the three days
allocated, the World Cup will be shared by the finalists.
11.6 Net Run Rate
A team's net run rate is calculated by deducting from the average runs
per over scored by that team, the average runs per over scored against
that team - see 11.2(c) for the Group Matches and 11.3(c) for the Super
Six matches. Only those matches where results were achieved and where
the D/L method for recalculating the target score was not utilised will
count for the purpose of net run rate calculations.
In the event of a team being all out in less than its full quota of
overs, the calculation of its net run rate shall be based on the full
quota of overs to which it would have been entitled and not on the
number of overs in which the team was dismissed.
12 Code of Conduct
All Players, Team Officials and Umpires shall be bound by the terms of
the ICC Code of Conduct.
13 Prize Money
Prize Money for the 1999 Cricket World Cup totals US $1,000,000 and will
be distributed as follows:
Winner US $300,000
Runner-up US $150,000
Losing Semi-finalists US $100,000 each
Fifth Place Super Six US $52,500
Sixth Place Super Six US $27,500
Group Match Winners US $6,000 each
Group Match Losers US $3,000 each
_______________________________________________________________________
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