Rugby Sevens (Mario & Sonic at the Rio 2016 Olympic Games for Wii U)
Rugby Sevens | |
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Appears in | Mario & Sonic at the Rio 2016 Olympic Games (Wii U) |
Type | Team sports |
Entry characters | All regular characters plus Diddy Kong, Boom Booms, and Egg Pawns |
Rugby Sevens is an event in Mario & Sonic at the Rio 2016 Olympic Games for Wii U where the goal is to win a match between two teams. Only non-motion controls are available.
The camera angle goes forwards-backwards, compared to Rugby Sevens in Mario & Sonic at the Olympic Games Tokyo 2020 where it would go left-right. The player can choose between Boom Booms and Egg Pawns to fill the three remaining spots in the lineup.
Rules[edit]
The core rules of the sport are adhered to. There are five points for a try, two points for a post-try conversion, and three points for a drop goal between the upper posts while the ball is live. Players must place down the ball manually in the try zone wherever they want, with the potential of trying to place the ball closer to the center of the try zone to get a better position for the resulting conversion kick.
There are no penalties, penalty tries or free kicks. While kicking free kicks out of bounds for a lineout, during which circumstances the team that kicked it out gets to throw the lineout, is extremely common in rugby sevens in real life, such a strategy is not available at all in this game.
The options for the event can set the length of the match's regulation time to two, three or four minutes.
While real-life rugby sevens will generally only blow the whistle at the end of a half after the ball has gone out of bounds, if a drop goal is scored or after a post-try conversion attempt, Mario & Sonic at the Rio 2016 Olympic Games can end halves while the ball is still live if no interruptions of play have occurred after time ran out.
Gameplay[edit]
As in real life the team that is starting the half or which most recently scored, will kick the ball into the receiving team's defense to make the ball live.
Players who have the ball can attempt to pass it backwards or lateral, kick it forwards, and jump over opponents who try to tackle them. A successful evasion jump will give the ball-holding player a speed boost.
If a try has been scored, the conversion (referred to during the kick prompt as Goal Kick) is attempted by pressing / near the middle of a half-circle slider that goes from side to side. The kicker has approximately nine and a half seconds to kick the ball, after which the slider locks on at hard left or hard right and the kick goes far wide.
Scrums occur occasionally and ones with one or two players from each time are contested on the spot. If there is a two-on-one scrum, the team with two players in it will always regain the ball. On rare occasions, a three-on-three scrum occur after an interruption of play.
Controls[edit]
Action | Controls | |
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(GamePad; P1) | (Wii Remote; P2-P4) | |
Move | ||
Change active player | ||
Catch ball during a lineout | ||
Contest three-on-three scrum | Mash | Mash |
Offense[edit]
Action | Controls | |
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(GamePad; P1) | (Wii Remote; P2-P4) | |
Pass | ||
Place down the ball for a try | ||
Kick ball (Kickoff/Conversion) | ||
Kick ball (Forwards during a live ball) | Hold | Hold |
Jump ("Avoid Tackle") |
Defense[edit]
Action | Controls | |
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(GamePad; P1) | (Wii Remote; P2-P4) | |
Tackle |