SpeedBlitz Cricket 2006/2007 - RTA
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How to play - game play instructions

Game overview
Just like the real SpeedBlitz Blues players, you’ll need skill, accuracy and control to win.
With loads of cool prizes given away every week, the stakes are high! So pad up and hit the field and see if you can hit one for six.

Aim of the game
Your challenge is to score runs by controlling the speed of every ball you hit. Go over the speed limit and the police will get you every time. Stay in control and you’ll not only win the game but you could also win some awesome prizes. To start your game, choose your SpeedBlitz Blues batsman and face the best virtual bowlers around.

Player Levels
Controlling your Speed
Power
Scoring Runs
Special Moves
Demerit Points

Player levels

PLevel 1 - player commences game with red P-plate

When you start out, you’ll be given a red P-plate. That means you’re only allowed a maximum of three demerit points per game - if you get 4 demerit points you'll lose the game! You’ll have a speed limit of 90 km/h - so controlling your speed is crucial. You’ll have access to one special move at this level to help you get even more runs, so keep your eye out for it. Each game at this level will last for three overs and when you have successfully completed two games you'll advance to a green P-plate.

PLevel 2 - green P-plate

On the green level, you’ll face four overs and have a limit of six demerit points per game - if you get 7 demerit points you'll lose your licence and lose the game. Your speed limit is 100 km/h, and you’ll also have three more special moves to play with. After successfully completing two games at this level, you'll move on and get your full licence.

Level 3 - full license

This is the highest level of the game with high stakes to match!

Your max speed at this level is 110 km/h and if you reach 12 demerit points in a game you'll lose.

Each game at this level lasts for six overs and you must successfully complete at least one game to be eligible for full licence level prizes. Each game you complete will increase your chance to win the best prizes of the competition. At this level you’ll have a full kit of special moves and you can even captain your own team!

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Controlling your speed
Before every ball is bowled, the game will tell you what the speed limit is and at what speed the ball will be bowled to you. You need to make sure your shot is under the speed limit. To do this, use the numbers on your keyboard from 1–9. Each number is worth 10 times its value in km/h. So the 1 key is worth 10 km/h, the 5 key is worth 50 km/h and the 9 key is worth 90 km/h.

If a ball is bowled to you at 110 km/h and the speed limit is 90 km/h, you need to slow the ball by at least 20 km/h. So you'd use the 2 key to bring the delivery down to 90 km/h.

Power
The trick to the game is to hit the ball at the right moment so you get maximum impact and control. Watch the power meter and hit the key when it's right in the centre to accurately reduce your speed. If you hit the key when the power meter isn't in the centre you lose control and could be caught out. Just like a real cricket game - practice makes perfect!

Remember, before you take your shot, use your mouse to position the batsman’s wedge away from the fielders so you don’t get caught out.

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Scoring runs
The number of runs you score depends on how close you get to the speed limit without going over it. If you speed you’ll get caught out, but if you go too slow you’ll score fewer runs. So try to stick as close to the speed limit as possible - but stay under it. The table below shows how many runs you’ll receive depending on your speed.

Number of km/h
under the speed limit
Runs Scored
0-5 km/h 6
6-10 km/h 4
11-15 km/h 3
16-20 km/h 2
21-29 km/h 1
30 km/h or more 0

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Special moves
In every game, your batsman will have a range of special moves that can help your score go through the roof. These special moves will pop up at random – a circle and a series of arrows will be displayed on your screen.

Use the arrow keys on your keyboard to activate the special move. Follow the sequence exactly and hit each arrow as it reaches the circle. If you don’t get it 100% right, you won't score any runs.

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Demerit points
If you speed you’ll get caught out and gain demerit points. If you exceed your limit of demerit points in a game, IT’S ALL OVER and that game won’t count towards prizes or help you progress to the next level of play.

Each demerit point gained in an innings (without going over your limit) is treated as a penalty and will be multiplied by four runs and deducted from your game score. So if you gain demerit points, your total run score will be reduced. You’ll be automatically disqualified if you hit a ball 45 km/h over the speed limit no matter how many points you have - that means GAME OVER.

Police officers have set the field, so even in a game of SpeedBlitz Cricket, you need to slow down and take control.

Number of km/h
over the speed limit
Demerit points Fine
0–15 km/h 3 $77
16–30 km/h 3 $231
31–45 km/h 4 $590
46 km/h or more 6 $1,589

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Play as a team for more chances to win

Prizes up for grabs this week

Please note:
If your internet connection is disrupted during game play your score may not be submitted to the leaderboard.

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