Cricket 2002 Walkthrough :
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Walkthrough - FAQA complete guide to........ 11111 1100000001 10000000 111100011 10000110111000 101 00000000 01 001111111101 1 1 0001 1011 0 1 0001 00000001 00 101 101 0 01 001 00 00 10001 11 0 10 00 000000000 000 11 111110 00 10 11 0 1 101111 10 0100100 0000100000 1 11101 00 0100 0 0000 010001 1 10011 00000001 10 1111 000000000 000000000 100001 100000001 00001 000 0000 000000000000 0001 10000 10000000000 00000 0000000000 0000 000 00000 00000000000 00001 00000 0000 10000 0000 0000 0000 10001 000 10001 0000 00011101101 0001 00001 0000 00000 00000 0000 000 0000 0000 0000 1 10000000000 0000 0000 00000000 0000000000 0000 000 100000 000010000 0000 10000 000001000 000000000 0000 000 00000 10001 0000 00001 0000 000 0000 0000 10000 0000 001 00000 0000 0000 0000 10001 00 1000 00000 0000 0000 0000000000 0000 10000 00001 0000000001 0000 00001 0000000001 0000 000000011 00000 00000100001 100000000 00000 000001 0000000001 0000 111 01 1 11 1 01 10 11111 11 00 0 01111 11 00001 00000 0000 00000 00 1 0 1 111 00 100100 00 00 10 001 00 1111 111 10 11 000 00 00 00 00 01 11 00 00 11 11 000000 00000 000000 000001 1 101 1011111 11 001111 01111111 111 100011 100110001 1111111 11111111011001 100000001 11 1111111 11111001 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: Wayalla1@yahoo.com.au 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 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 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 _______________________________________________________________________ ----------------------------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ |
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