Super Spike V'Ball/World Cup Soccer FAQ Copyright Technos/Nintendo 1990 Written By Brian P. Sulpher E-mail: briansulpher@hotmail.com Version 1.1 Dates Written: April 3rd to April 8th, 2005 I dedicate this to the NES fans out there, as this one is part of the NES FAQ completion Project of 2004-2005, courtesy of the FAQ Contributor Board. We honour the most truly awesome and great system... the Nintendo Entertainment System! Never mind about Atari, Commodore 64, Colecovision, Sega Master System, Super Nintendo Entertainment System, Sega Genesis, or any of the newer systems, we all know that the good old NES is where true gaming is at! Also, for Cougar, Howler, and Koonce. I miss you, and I hope you are living it up in the afterlife as you did in this world. You will always be in my memories, and you will never be forgotten. ----------- Version 1.0 ----------- -Submitted guide on April 8th, 2005 ----------- Version 1.1 ----------- -Submitted guide on 18th of October, 2005 -I added in Retronintendo as a site allowed to use my FAQs -Altered the format to make it easier on the eyes of the reader ---------------------------------------------------------------------------- -----------------------------Table Of Contents------------------------------ ---------------------------------------------------------------------------- 1) Introduction 2) Super Spike V'Ball Controls 3) Super Spike V'Ball Teams 4) Super Spike V'Ball Tournaments 5) Super Spike V'Ball Strategies 6) World Cup Soccer Controls 7) World Cup Soccer Teams 8) World Cup Soccer Fields 9) World Cup Soccer Strategies 10)Final Word ---------------------------------------------------------------------------- -------------------------------Introduction--------------------------------- ---------------------------------------------------------------------------- 1) Technois, those crazy guys who have made a lot of great NES games (including the godly River City Ransom... BARF!!!), released a duo cart of two of their best sports titles; Super Spike V'Ball and World Cup Soccer. These two games are both quality sports titles, offering up great solo player action, but the games really shine in the multi-tap multiplayer action! Grab your friends, and go play some intense, 4 player action, back when multi-player games did not revolve around shooting your buddies in the head! ---------------------------------------------------------------------------- -----------------------Super Spike V'Ball Controls-------------------------- ---------------------------------------------------------------------------- 2) This section will look at the basic controls for taking to the court and not end up being the ones eating all the sand. o--------------------o | Offensive Controls | o--------------------o D-Pad...: Moves your player around in the corresponding direction. SELECT..: No apparent use. START...: Pauses/unpauses the game. B Button: Sends your player into the air for a spike attempt. A Button: Your player will bump/volley/swing his arm for a spike. o-----------------------------o | Advanced Offensive Controls | o-----------------------------o Super Spike...: While your player is flying through the air to attempt a spike, repeated presses of the B Button will charge up the arm that is going to swing at the ball. Each powering up will increase the velocity of the ball as it flies downward, reaching a maximum of power (signified by the flashing hand), at which point any spike delivered to the other side will end in a point, or a body flying backwards off of the "KABOOOM!!", possibly sending the ball out of play. Note that these Power Spikes can pass through blockers, provided their Super Block is of a lesser strength than your charge up. Overhand Serve: Press the A Button to throw the ball into the air, then, when the ball comes into range of your outreached arm, press the A Button again to send the other arm flying up to send the ball arcing over the net to the opposing side. Use the D-Pad to aim for a specific portion of the court. Jump Serve....: Press the A Button to throw the ball up, then wait for a half second, then press the B Button to hurtle your player straight into the air, and then press the A Button when the ball is just above the level of your player's head to send it rocketing over the net. Use the D-Pad to aim for a specific portion of the court. o--------------------o | Defensive Controls | o--------------------o D-Pad...: Moves your player around in the corresponding direction. SELECT..: No apparent use. START...: Pauses/unpauses the game. B Button: Sends your player into the air for a spike attempt. A Button: Your player will bump/dig the ball. o-----------------------------o | Advanced Defensive Controls | o-----------------------------o Super Block: While your player is flying through the air to attempt a block, repeated presses of the B Button will charge up the arms that are going to try to block the ball. Each powering up will increase the ability of the blocker to repel the ball, reaching a maximum of power (signified by the flashing hand), at which point the ball will either be blocked back to the opposing side, or your blocking body will be flying backwards off of the "KABOOOM!!" (if they were fully powered-up). Note that the Power Spikes can pass through blockers, provided their Super Block is of a lesser strength than the Power Block charge up. ---------------------------------------------------------------------------- -------------------------Super Spike V'Ball Teams--------------------------- ---------------------------------------------------------------------------- 3) This section will take a look at all four teams, examining their skills and recommending which team suits which type of player. Note that the categorical ratings are out of 10, which are my own opinions of how well they perform in each area. Also note that the team names are what I have been calling them for years, so feel free to ignore my titles for them. Power: Refers to how fast a team can power up their Super Spike/Super Block. Speed: Refers to how quickly a team can move on the court. Digs.: Refers to the ability of diving for a spiked ball, but it also is a strong indicator of how well a player recovers from a "KABOOOM!!". o---------------o | Well-Rounders | o---------------o Players: George & Murphy Power..: 7 Speed..: 7 Digs...: 7 These guys are what you would consider the average team, not excelling in any one area, but they do not lack in any one area either. They are an excellent choice for beginner's at this game, though someone who has played a lot of the game may take them for their favourite as their well-roundedness will complement the already complete skill set that a veteran of the game will possess. o-----------------o | Pain Inflictors | o-----------------o Players: Al & John Power..: 10 Speed..: 3 Digs...: 5 These guys concentrate on one thing and one thing only; delivering punishing Super Spikes. If you are timing each jump correctly with these guys, their unbelievably powerful spikes (which are further augmented by their ability to power them up faster than any other team) can often just dismantle a tough opponent. A hidden bonus rarely mentioned for these power twins is that they also Super Block in the shortest amount of presses, making them great net defenders against even the hardest spikes. Definitely not a team for any beginners, as they move slow and only dig at a passable grade, they can be great fun for the intermediate or expert player. o----------------o | Double Dragons | o----------------o Players: Billy & Jimmy Power..: 6 Speed..: 5 Digs...: 10 The two stars of the famous Double Dragon series have taken to the beach, looking to dish out some punishment with a volleyball instead of their fists and feet! The two bring relatively decent Power and Speed ratings to the court (just a smidge below the skills of the Well-Rounders), but they really excel at Digs. This means that when they dive they really reach far (much farther than the opposition ever could) to get balls no one else can get, and they also recover the most Super Spikes, keeping them in play instead of having the ball fly out of play. They do have the occasional problem of digging a ball that was going to go out of bounds, but otherwise, they make a solid beginner team for their great defensive abilities. if interested in learning more about the Double Dragon series, I highly recommend the following webpage: http://www.classicgaming.com/doubledragon/ o------------o | Speedsters | o------------o Players: Ed & Michael Power..: 4 Speed..: 10 Digs...: 6 These guys are like greased lightning on the sand, flying around with an ease that makes the other teams look like they are standing still. With this impressive speed they can make it to any location on the court, meaning that no matter how poorly a ball is played by them (or a ball is so smartly hit to an open area), they can usually speed on over to get the ball into the air (where another team would fail). They are fairly good at digs as well (slightly below the Well-Rounders), but they have to work really hard to get the Super Spikes fully powered-up. A team that is a perfect duo for an experienced player, as their speed will allow maximum coverage of the court, while their digs will keep the ball in play on Super Spikes so that speed will allow them to get to the loose balls. ---------------------------------------------------------------------------- ----------------------Super Spike V'Ball Tournaments------------------------ ---------------------------------------------------------------------------- 4) This section will discuss the two tournaments that can be entered, taking a look at the opposition, sizing them up for you. The listed Types (Serve and Spike) are the preferred method of attack utilized by the opposition, while the Defense rating simply lists their ability to dig the ball/handle Super Spikes (rated out of 10). o------------------o | American Circuit | o------------------o Team......: Daytona Serve Type: Overhand Spike Type: Un-powered Defense...: 1 Not much to say for these guys, as they are more or less there to lose to you quickly. Just get your power up on your spikes, and they will not be able to handle you. Team......: New York Serve Type: Overhand Spike Type: Partially Powered Defense...: 2 A slight improvement over the Daytona team, New York boasts a slightly more effective defense and power rating. That said, these guys are still weak enough that you require nothing more than a powering up of your spikes to send them packing. Team......: Chicago Serve Type: Overhand Spike Type: Partially Powered Defense...: 3 The first true challenge you will face, these guys still have a glaring weakness to exploit; their serve return. Use Jump Serves and put the ball deep into the corners of the court, Chicago will sometimes not even get a hand on the ball, resulting in an ace for your side. If they return the ball, take them down with Super Spikes and some blocking if you wish. Team......: Las Vegas Serve Type: Overhand Spike Type: Partially Powered Defense...: 5 Now, here is a team worthy of playing. They make great use of blocking defense, they are far more aggressive than anyone to this point, and they are somewhat able to handle your Super Spikes. This means that you should try to aim your spikes to open areas of the court instead of trying to overpower them, as they will make you pay with solid blocks and great spike digs. Team......: Los Angeles Serve Type: Overhand/Jump Serve Spike Type: Highly Powered Defense...: 6 After a tough Las Vegas team, the Los Angeles team further pushes the competitive level upwards. They are easily the most powerful team on the American Circuit, which is coupled with slightly better defense than Las Vegas and more frequent use of the Jump Serve. Try to take advantage of any mistakes they make (like short Overhand Serves that can be spiked back immediately), remembering that a more laid back defense rather than blocking works well (this is true for every team on the upcoming World Cup as well). You have become the American champs! Now, go out there and show the world what you are made out of! o-----------o | World Cup | o-----------o Team......: Japan Serve Type: Overhand Spike Type: Partially Powered Defense...: 5 Starting out on the World Cup is a team that could not even handle the former American Circuit champs (Los Angeles), so you should really make them munch on the sand. Make use of Super Spikes to quickly get them off of the court. Team......: Italy Serve Type: Overhand Spike Type: Highly Powered Defense...: 6 Next up are the southern European darlings, who are really out of shape looking. However, they are deceptively good as they can dive a fair distance in addition to having a fairly significant power level to punish you with on Super Spikes. This is the first time on the World Cup that is basically a requirement you play a more passive defense, laying back to cover the entire court, as opposed to trying to block them (risking getting overpowered and leaving the court wide open). On offense, put the ball where they are not, as spiking through them can prove difficult as well, due to their nice recovery skills. Team......: Australia Serve Type: Overhand/Jump Serves Spike Type: Highly Powered Defense...: 7 With the competition heating up, here comes the mighty Aussies, boasting the best defense yet, which is coupled with a fairly high rate of Jump Serves as well. The same strategies as the Italians should be employed (playing a laid back, defensive style reception and Super Spiking away from the opposition) to get the victory. Team......: Mexico Serve Type: Overhand/Jump Serves Spike Type: Extremely Powered Defense...: 7 These Elvis look-a-likes match their impressive physiques with their power rating, as they are the first team that will consistently throw more Super Spikes and Super Blocks your direction than regular Spikes/Blocks. They also match the Australians for mixing up their service style, but it is nothing that you can not match by now. Make use of the now familiar passive defense combined with Super Spiking away from the opposition to score the win. Team......: Brazil Serve Type: Overhand/Jump Serves Spike Type: Extremely Powered Defense...: 8 The final regular team in the tournament, Brazil has not only the best skill set you have faced to date, but they have a swinging statue of Jesus Christ overlooking the countryside. That said, You will need to be patient against these guys, not expecting to overpower them or out hustle them with a lot of blocks (meaning that the passive defense set and the Super Spike to the open spot strategies are in place). Also expect some of their Super Spikes to obliterate your team and go out of play, since they hold the second highest power skills in the game. Team......: U.S. Navy Serve Type: Jump Serves Spike Type: Insanely Powered Defense...: 8 Welcome to the first special match! I hear you ordered insanely high amounts of volleyball welts to be distributed all over your bumping arms? Oh, you didn't? Well, too bad cause the U.S. Navy players make use of their extremely well muscled bodies to lay down vicious beatings with the volleyball, with the saving of a Super Spike by a dig being a rare event. Seriously, these guys can just murder you with the ball, so no matter which defensive posture you use (aggressive blocking or laid back digging), you are going to lose a fair bit of the rallies to getting Super Spiked. However, the recommended style of play is still the laid back defense, as it allows one guy to be ready to run and get the ball on the off chance the Super Spike remains within reach. To beat these guys, you will need to hit Super Spikes where they are not as well as taking advantage of any saves/regular spikes that they make use of. Team......: U.S.S.R. Serve Type: Jump Serves Spike Type: Extremely Powered Defense...: 10 The second special match is not really surprising for any veteran of the Technos sports game, as they ALWAYS seem to put U.S.S.R. as the final opponent (for you younger kiddies, this was made at the tail end of the Cold War, meaning that any chance for propaganda was taken advantage of, in this case the team from the good ole U.S.A. would have to beat the seemingly indestructible, robotic-like U.S.S.R. team). Anyway, the U.S.S.R. is a significant improvement upon the U.S. Navy with their defensive range (they can dive quite a bit further, boasting the best defense in the game, meaning they also save a lot of Super Spikes), but they have far less power to call upon (that said, they still can Super Spike fairly regularly, it is just much less likely to fly out of play like the U.S. Navy can do). Since they are fast and love to quick spike, they are a team perfect for playing laid back against, which will allow your team to return a Super Spike to the open court, making these guys far easier to beat than the godly U.S. Navy team! You have reached the pinnacle of the Beach volleyball world! You are World Cup Champions, so enjoy it as you wreak havoc in future games with all of your experience guiding you! ---------------------------------------------------------------------------- ----------------------Super Spike V'Ball Strategies------------------------- ---------------------------------------------------------------------------- 5) This section will take a look at some strategies, maneuvers, and plans to maximize your skills. o--------------o | Quick Spikes | o--------------o A quick spike occurs when the player who first touched the ball jumps into the air in preparation for a spike BEFORE the ball has reached the second player (who is setting the ball). If timed correctly, the spiking player will be able to hit the ball almost immediately after the ball leaves the hand of the setter, which is an advantage often because the opposition will not have their defense set yet (as they usually wait to see where the third hit will be coming from). However, the downside to this method is that most players can not press the B Button fast enough to get off the Super Spikes, so try to aim the spike away from the opposition's positions. o----------------o | Proper Setting | o----------------o When in a single player game, the computer partner that you play with will always give a perfect volley set for you to spike (unless you are out of commission from a Super Spike of course). However, in a multi-player game where your teammate is a human, either you or them will have to set, which can prove tough. If a mistake is made while setting a ball, it will be sent into the air as a low bump or a wild dig, neither of which is particularly sought as a setting pass (they are still hittable, but they will not be to the location where their partner is located). To properly get the ball passed with a volley, move your player towards the crosshair, positioning them so they are partially on the crosshair, but partially below it as well. If properly positioned, the set will be a volley 100% of the time, meaning that the pass will be perfect, prime for a Super Spike delivery to the other side of the net. o-----------------o | Service Targets | o-----------------o When making use of the service, proper aim can really increase your chances of getting a service ace, which can be a huge bonus in a close match. If you prefer the Jump Serve, cross court back corner serves are the best method of trying for an ace. If you prefer the Overhand Serve, dropping the serve short, just over the net can sometimes cause the opposition fits in trying to get the ball into the air for a second hit. Just remember that both methods carry a risk of you defaulting a point, so only try in a competitive game if you are well practiced at these methods first. JUMP SERVE OVERHAND SERVE _____ _____ |\ | /| |--|x | | \|/ | | x|--| | | | |--|x | | /|\ | | x|--| |/_|_\| |__|__| o-------------------o | Defensive Stances | o-------------------o Although numerous variations exist on what is to follow, there are two main types of defense to employ: Laid Back and Aggressive. Laid Back is more commonly used of the two, as it allows maximum coverage of the court for the incoming spike, but it is vulnerable because your opponent will have no pressure on him while he hits, meaning he is not likely to mistime or not power the Super Spike up. The Aggressive defense relies on one player blocking at the net, while the second player (this really only works on a two player set-up, not a single player) moves towards the open portion of the court (as the blocker's job is to cut off one portion of the court with the blocking) to dive for any hit coming around the block. This method will often send a ball back over the net, but it can fall out of bounds or it will be dug up, and it can also hit through the Block (comparative power comes into play) or get to an open portion of the court. Both have advantages and disadvantages, so find one that suits your style of play. ---------------------------------------------------------------------------- ------------------------World Cup Soccer Controls--------------------------- ---------------------------------------------------------------------------- 6) This section will look at the basic controls for saving the world from ruin at the hands of evil. o--------------------o | Offensive Controls | o--------------------o D-Pad...: Moves your player in the corresponding direction. Also aims where your shot will go. SELECT..: No apparent use. START...: Pauses/unpauses the game. B Button: Shoots the ball. A Button: Passes the ball. o-----------------------------o | Advanced Offensive Controls | o-----------------------------o Bicycle Kick...: While standing still, call for a pass form your teammate, and when the ball nears, press the A Button and the B Button simultaneously to launch yourself into the air to perform a flip kick that will send the ball rocketing towards the goal at a breakneck speed! Flying Headbutt: While running, call for a pass form your teammate, and when the ball nears, press the A Button and the B Button simultaneously to launch yourself into the air to perform a diving headbutt that will rocket the ball towards the goal. Super Kicks....: These shots are done by pressing the B Button after taking a certain number of steps (which varies from team to team). If launched, the ball will speed to an insanely high degree, plowing players out of the way in it's bid to find the back of the net. our team only gets a limited amount of these Super Kicks per game, so use them wisely. o--------------------o | Defensive Controls | o--------------------o D-Pad...: Moves your player in the corresponding direction. SELECT..: No apparent use. START...: Pauses/unpauses the game. B Button: Slide tackles the opposition. A Button: Tackles the opposition. ---------------------------------------------------------------------------- --------------------------World Cup Soccer Teams---------------------------- ---------------------------------------------------------------------------- 7) This section will take a look at the teams within the game, rating them on Speed (out of 10), Stamina (out of 10), and Super Shot step counts (minimum number of required steps to get the Super Shot queued up). A quick summary of every team will also be added, giving some idea of which team is for you and which ones to avoid. Also keep in mind that the opinions and ratings are my own, so take them with a grain of salt. o-----------o | Argentina | o-----------o Speed.....: 10 Stamina...: 9 Super Shot: 10 steps The ultimate in soccer power, these guys are near impossible to slide tackle, even harder to tackle, and if they get by your defensive player marking them, it is a near guaranteed goal. If you are not using these guys, you face an uphill battle where they will keep coming like unstoppable cyborgs, intent on sticking the black and white ball down your throat. Most definitely one of the best choice for a beginning player, as they are just so good and tough. o--------o | Brazil | o--------o Speed.....: 8 Stamina...: 8 Super Shot: 7 steps Similar to Argentina, they offer a slightly less attractive package, but they are much like Argentina in their ability to ignore both slide tackles and tackles frequently. They do have a slightly lower step count to get the Super Shots powered up, which can be a bonus in a pass heavy game. Another tough team to take on, but they are somewhat vulnerable to slide tackling as a viable defensive move. o----------o | Cameroon | o----------o Speed.....: 1 Stamina...: 1 Super Shot: 6 steps By far the worst team in the entire game, Cameroon is slow, they have no ability to fight off tackles/Slide tackles, and their players will often drop to the pitch, lying there uselessly till the half ends. I would only suggest this team to someone who wants a HUGE challenge when they play, making sure that they use a LOT of passing to get by defenses. The lower Super Shot step count is a bonus, but being so slow they will rarely get to do 6 full steps before an opposing player gets the ball through a slide tackle or tackle. o---------o | England | o---------o Speed.....: 5 Stamina...: 5 Super Shot: 5 steps If you like a middle of the road team to play with, then England is your bread and butter. They are exactly average in both Speed and Stamina, meaning that they will not keep up with the top tier teams, but they will make any weak teams look quite foolish. They also have an incredibly low Super Shot step count, which allows them to get off punishing shots in an incredible hurry, which is a plus against faster teams. Use these guys if you want a team that can surprise you, both positively (avoiding a tackle against a stronger opponent) or negative (getting tackled by someone weaker than them). o--------o | France | o--------o Speed.....: 1 Stamina...: 4 Super Shot: 3 steps France is as slow as Cameroon, which is pretty much a death sentence in this game (particularly versus any country at England's level of speed or higher). However, they do have the one upside of being able to fight off the odd tackle/slide tackle now and then, which is further augmented by the lowest Super Shot step count within the game. They can get off a Super Shot from almost any situation, making it incredibly hard for the opposing team to stop them in mid-stride for the entire game. Still, they are really just a slow team with a few positives that try to make them useful. o---------o | Holland | o---------o Speed.....: 5 Stamina...: 6 Super Shot: 8 steps Similar to England, Holland is a middle of the road team that offers no glaring weakness, but they do not have any outstanding strengths either. Basically, they are a team that will do well against the weak teams, but will get punished by the top tier teams. o-------o | Italy | o-------o Speed.....: 8 Stamina...: 8 Super Shot: 9 steps The Italians are powerhouses, only ranking in behind (statistically anyway) Argentina and W. Germany, while tying with Brazil. They offer a well-rounded stamina and speed, meaning they will do you well no matter who the opponent is, so these guys make a solid choice for beginner or expert alike. The Super Shot does take a bit of time to charge up, but that is a minor quibble for such a quick team. o-------o | Japan | o-------o Speed.....: 1 Stamina...: 2 Super Shot: 3 steps Japan is a horrible team that is only slightly better than Cameroon at absorbing punishment before they too lie on the field in defeat (or possibly in embarrassment of how poorly they play). They do have the smallest Super Shot step counter to fulfill before they can unleash a deadly shot, which means they can get off shots that streak in a hurry, even against the teams that are faster and stronger than they. Not a team for beginners, an expert can make use of this team in a very efficient and deadly manner thanks to the Super Shot being so easy to unleash. o--------o | Mexico | o--------o Speed.....: 7 Stamina...: 5 Super Shot: 8 steps Mexico is a team that is sort of a misfit. They do not belong in the middle tier of the team dynamics due to their good speed, but their lackluster stamina keeps them out of the top tier. They are a solid choice to use however, as they are by no means untalented. They also boast the wildest Super Shot in the game, so they are worth playing with, even if only for entertainment as the ball flies all over the place. o--------o | Russia | o--------o Speed.....: 3 Stamina...: 4 Super Shot: 6 steps The best of the bottom feeders, Russia offers some speed and stamina that outstrips the other crappy teams, but they in no way can match up directly with the strong teams. A smaller Super Shot step requirement does help them versus stronger teams, but they are still a little too long in the set-up to make the Super Shot a continual threat. More or less they are a team to avoid, but they can be fun for an occasional play her and there. o-------o | Spain | o-------o Speed.....: 4 Stamina...: 5 Super Shot: 7 steps Spain is a team similar to Russia in every respect, but their slightly better stats outs them into the middle tier. They have reasonable speed, reasonable stamina, and a reasonable amount of Super Shot steps to go through. However, if you are reasonable in your team selection, you will likely ignore the Spaniards in favour of a stronger squad. o--------o | U.S.A. | o--------o Speed.....: 6 Stamina...: 6 Super Shot: 7 steps A country that yearns for that top tier status, but it will have to be content with being a big fish in the middle tier pond instead. They have good speed, good stamina, and a fairly short amount of steps for their Super Shot to charge up. They are a good choice, but better teams do exist. However, for some people, playing for their home country is more fun than taking a regular soccer power (unless you hail from a soccer power, at which point you are blessed). Me? I am a Canadian, so our Soccer team languishes in the 85-105 range in the world ranking. Yeah... we suck alright. :( o------------o | W. Germany | o------------o Speed.....: 9 Stamina...: 10 Super Shot: 5 steps The other ultimate in soccer power, these guys are near impossible to slide tackle, even harder to tackle, and if they get by your defensive player marking them, it is a near guaranteed goal. If you are not using these guys, you face an uphill battle where they will keep coming like unstoppable cyborgs, intent on sticking the black and white ball down your throat. Most definitely one of the best choice for a beginning player, as they are just so good and tough. They have the added bonus of less steps needed for a Super Shot when compared to the godly Argentineans. ---------------------------------------------------------------------------- --------------------------World Cup Soccer Fields--------------------------- ---------------------------------------------------------------------------- 8) This section will take a look at the possible fields that the games can take place on, including specific hazards and benefits of each type. o-------o | Bumpy | o-------o A crazy field where small rocks in the ground will wipe out any player that runs into them, reacting with the same mannerisms as if they were tackled. The field itself has around the same bounce and foothold as a Grass field. o---------o |Concrete | o---------o The ball will bounce higher into the air than normal on this hard surface, meaning that missed air passes can really get bouncing around. The foothold settings appear to be a little bit tighter than the Grass field. o-------o | Grass | o-------o The default field to play on, it has the normal forces in play, meaning minimal bounce on the ball (though there is a little bit of a bounce) along with no slipping of the player as he changes direction o-----o | Ice | o-----o This frigid location has the same bouncing setting for the ball as Grass, but the traction of the players is really loose, meaning they will slide quite a bit as they change direction. o------o | Sand | o------o This field of really small rocks (no really, sand is nothing more than miniscule rocks... look it up) has a slower speed to it as well as a very poor bounce (due to the low compression of the field surface). A field made for people who prefer a slower style of play. o------o | Soil | o------o Similar to the Sand field, it has slightly higher speeds to it as well as higher bounce than Sand. That said, it is still slower than Grass with less bounce, so keep that in mind if you are looking for a faster field or not. ---------------------------------------------------------------------------- ------------------------World Cup Soccer Strategies------------------------- ---------------------------------------------------------------------------- 9) This section will outline some strategies to score lots of goals while preventing yourself from being victimized in your end of the pitch. o---------------------------o | Specific Field Strategies | o---------------------------o This sub-section will deal with the in-match settings, looking at what each one means. ========================= Your Offensive Strategy ========================= Pass The Ball: This setting will have your computer partners use the pass to each other/you without being told to do so manually in-game. Use Dribble..: This setting will have your computer partners hold the ball until told to pass or shoot (they will run downfield in a straight line). ============================= Should Your Teammates Shoot ============================= Yes, Frequently: This setting will have your computer partners firing the ball on net often without being told to do so. Sometimes......: This setting will have your computer partners firing the ball on net occasionally without being told to do so. No, Not At All.: This setting will have your computer partners not firing the ball at the net without being told to do so. ========================= Should The G.K. Join In ========================= Yes: With this option your goalie will rush forward to help adavnce the ball while it is in your possession. No.: With this option your goalie will remain in goal even when your team has possession of the ball. ========================= Your Defensive Strategy ========================= Try To Tackle....: Your computer controlled partners will try to tackle/slide tackle the opponent with the ball without being told to do so. Mark The Opponent: Your computer controlled partners will follow the opponent with the ball, waiting for a command from you on what to do. o--------------------o | Bicycle Kick Abuse | o--------------------o Even when regular Super Kicks have run dry, the Bicycle kick remains a strong shot to use again and again. The closer to the goal the player is, the better the chance of the ball getting past the goalie to get into the netting behind him. This is a superb way to beat even the toughest goalies out there. o-------------o | Long Passes | o-------------o This is especially potent for a slow team versus a faster team, as it allows ball movement downfield without the danger of getting cranked by the defenders. ---------------------------------------------------------------------------- --------------------------------Final Word---------------------------------- ---------------------------------------------------------------------------- 10)As is the usual, this walkthrough is copyright property of Brian P. Sulpher, 2005. The only website, group, person, etc. to have access to post it is www.gamefaqs.com, www.ign.com, www.retronintendo.com, and www.honestgamers.com. You must ask for permission before posting this, as doing so without consent is a violation of international copyright law. If you liked it, hated it, have anything to add, then please E-mail me at briansulpher@hotmail.com. You can also contact me through MSN messenger through the same E-mail address.