Setting Up
Set up your PlayStation®2 computer entertainment system according to its instruction manual. Ensure the 1/ indicator on the front of the console is lit red. Press the 1//RESET button to turn the indicator green.
Open the disc cover by pressing the button on the front of the console. Place the AFL® Premiership 2006 disc in the disc holder with the label side facing upwards, pressing lightly until it clicks into place. Close the disc cover firmly until you hear a click. The game will then begin loading.
It is advised not to insert or remove accessories once the power is on. Owners of SCPH-30000 and SCPH-50000 series consoles should refer to their console's setup instructions.
Important Information
The information in this manual was correct at the time of printing, but minor changes may have occurred during development. All screenshots are from the English version of the product, and some may be from pre-completion screens that differ slightly from the finished product.
Memory Card (8MB) (for PlayStation®2)
Throughout this manual, 'Memory Card' refers to the Memory Card (8MB) (for PlayStation®2) - (SCPH-10020 E). Memory Cards (SCPH-1020 E) designed for PlayStation® (PS one®) format software are not compatible with this game.
To save game settings and progress, insert a Memory Card into MEMORY CARD slot 1. You can load saved game data from the same or any Memory Card containing previously saved data.
Ensure sufficient free space on your Memory Card before playing. You can still play AFL® Premiership 2006 without a Memory Card, but you will not be able to save game settings and data.
Using a Multitap (for PlayStation®2)
In this manual, "Multitap" refers to the Multitap (for PlayStation 2) - (product code SCPH-10090E). This product does not support the Multitap - (product code SCPH-1070 E) designed for PlayStation® (PS one) format software. AFL® Premiership 2006 automatically detects the number of controllers. Up to four players can participate if a Multitap is inserted.
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Insert a Multitap into controller port 2 of the console.
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Insert a controller into controller port 1 of the console.
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Insert any other controllers sequentially into controller port 2-A, controller port 2-B, and controller port 2-C of the Multitap.
Directional Buttons - Movement
In this manual, ↑, ↓, ➡ etc. denote the direction of both the directional buttons and the left analog stick unless otherwise stated. On start-up, the Analog Controller (DUALSHOCK®2) will default to analog mode (indicator: red).
AFL® Premiership 2006 only supports the use of the Analog Controller (DUALSHOCK®2).
Using Menu Screens
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Press the ↑, or directional buttons to highlight an option.
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Press the button to confirm.
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To return to the previous menu screen, press the button.
Game Screen
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10 PLAYER IN POSSESSION DIRECTION TO GOAL
Shots at Goal
The goal meter appears when a player is in goal shooting range. A ball will be displayed in the goal meter, moving left and right. The distance and angle of the player shooting determine the size and speed of the goal meter. Wind can also affect accuracy.
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Press and hold the button when the ball in the goal meter is as close to the center as possible to attempt a shot on goal.
Sprinting
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Press and hold the L1 button and push the left analog stick ↑, ↓, or ➡ to sprint.
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The stamina meter within the player bar will decrease.
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When the stamina meter is empty, the player can no longer sprint.
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Stop sprinting to regain stamina.
Evading Tackles
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Press the button to attempt to evade a tackle from an opposition player.
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Press the button just as the opposing player attempts the tackle to try and break the tackle.
Marking
As the ball lands, the marking indicator appears on the ground. The timing line shrinks, overlapping other lines, as the ball falls.
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Press the button when the timing line overlaps the inner green circle of the marking indicator to perform a mark.
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Press the button when the timing line overlaps the inner green circle of the marking indicator to attempt to punch the ball.
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Press and hold the R1 button and then press the button when the timing line overlaps the outer orange circle of the marking indicator to attempt a speccie.
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If a player is alone in the marking indicator, they will automatically mark the ball.
Boundary Throw-In
When the ball goes out of bounds, a boundary throw-in is contested like a centre bounce. Refer to the centre bounce section for more details.
Free Kicks
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Press the button to handpass to a teammate.
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Press the button to kick the ball. The power of the kick depends on