SUPER SPIKE V'BALL FOR THE NES FAQ/WALKTHROUGH ------------------------------------------------------- BY AARON AUZINS (AUZZIEDOGG) 06/09/2001 ------------------------------------------------------- I. TABLE OF CONTENTS ------------------------------------------------------- 1.) Introduction 2.) About the Game 3.) Volleyball Basics 4.) Game Options 5.) Characters 6.) Basic Offensive Technique 7.) Serving 8.) Defensive Technique 9.) Advanced Techniques 10.) A Quick Guide to CPU Behavior 11.) Exercise Mode Walkthrough 12.) American Curcuit Walkthrough 13.) World Cup Walkthrough 14.) Multiplayer Madness 15.) Credits and Special Thanks 16.) The Disclaimer!! -------------------------------------------------------- 1.) INTRODUCTION My FAQ and walkthrough covers: - Facts about the game itself - A view of the four different teams - Coverage of all of the techniques featured in the game - A walkthrough of all three tournament modes - Walkthroughs include stats and information on each individual computer team - A look at multiplayer play This is my first FAQ, so I hope to get this one right! Versions ---------- 1.00 - This should be the only version that I need to produce. All information will be intact in this version. The only reason I see I should need a second version would be to correct any errors in 1.00. ---------------------------------------------------------- 2.) ABOUT THE GAME Back in the late 80's and earlier 90's, some of the finest games to grace the NES console were released by a company called Technos. If you have no idea what I am talking about, I only need to mention three words....River City Ransom. Yes, Technos released one of the greatest games in the world and many others. Technos handled the console ports of Double Dragon to the NES. Not content with dominating just the fighting world of the Nintendo Entertainment System, Technos released two sports games that changed the way people looked at sporting games. They were highly unrealistic, had an arcade feel to them, and were somewhat cartoony in appearance.....and people loved them!!! These games were also among the first to feature four-player gameplay on a console. Super Spike V'Ball and World Cup Soccer were so popular that Technos combined them into one cart in 1989! In 1988, Technos Japan developed Super Spike V'Ball for the NES. To this day, SSVB is the ONLY volleyball game in video game history that has managed to hold my attention for more than five minutes. SSVB has the fast gameplay needed to draw people, even those with no interest in volleyball, into the slow-paced and unexciting spectacle that is volleyball (I'm not dissing volleyball, I sometimes play it myself, but I'd rather play than watch, and there aren't a whole lot of people that actually play volleyball...that I know at least). Technos kept the basics of volleyball within the game, but basically threw the rest of the rulebook in the garbage. The arcade feel of the game is what makes Super Spike so appealing. I bet you're getting tired of hearing me ramble on about the game, so...... ------------------------------------------------------------ 3.) VOLLEYBALL BASICS Kind of like golf and tennis, volleyball has weird scoring systems and fundamentals. Surprisingly, a lot of people do not understand these games, so I will include a breif synopsis of the game of volleyball. If you already understand volleyball and wish to get on to the actual game, continue on to 4. Volleyball was created in 1895 by William G. Morgan and consists of...well...volleying a ball over a net placed over the middle of the playfield. There are two teams which consist of six members for olympic style play, and two members for beach style play. After service, each team has three hits to volley and return the ball to the other team. Sounds simple enough doesn't it? Volleyball Matches are decided usually in the best of three sets. Each set is won when a team scores 15 points. However, a set must be won by at least two points. For example, if the score is 15-14, the leading team does not win the set until they lead by two (16-14 for example). Scoring in official volleyball can be confusing at first as well. A team receives a point only when they control the serve. When the serving team fails to return the volley, the other team does not receive a point, but instead they receive posession of the serve. Any ball that lands directly ON a boundary line is considered in-bounds. That should be enough....on to the game! -------------------------------------------------------------- 4.) GAME OPTIONS The Main Screen will present you with five options: TOURNAMENT SINGLES: The tournament mode for only one player. A computer assisted teammate will be supplied. TOURNAMENT DOUBLES: This tournament mode allows you to have a human teammate for two player action. 1 PLAYER VS. 1 PLAYER: The infamous two player versus mode! 2 PLAYER VS. 1 PLAYER: For three players. Player 1 and 2 will face off against player 3 and a CPU teammate. 2 PLAYER VS. 2 PLAYER: The famous four-player free-for-all! After choosing a selection, a sub-screen will pop-up. Four options are then presented to you: START GAME: Starts the game. CHARACTER SELECT: Allows you to choose your character. In tournament modes, photographs with team information will be shown. However, in vs. modes, the court will be shown with your selected team on your side of the court. On the left side the selection cycle is: Default - George and Murphy, 2nd - Al and John, 3rd - Billy and Jimmy, 4th - Ed and Michael. The characters on the 2nd player's side of the court look different, but share the same abilities. The cycle is the same: Default - Average stats, 2nd - Power type, 3rd - Defense type, 4th - Speed type. Read up on the Characters section for further information on the characters. STATE SELECT: Select what state your team is from. The default state is California. CONFIGURATION: Upon selecting configuration, another sub-screen appears: STAGE: In non-tournament modes, you can select which background you want to play in. You can choose to play at only six of the game's nine locations: Daytona, New York, Chicago, Las Vegas, Los Angeles, and Hawaii. The default stage is Daytona. POINTS: Select the number of points required to win a set. You can choose from 5, 10, 15, or 20 points per set. The default is the official 15. SETS: Choose the number of sets required to win a match. It is possible to play a 1, 3, or 5 set match. The default is 1 set. RULE: Choose either Rally-Point or Normal. Rally-Point is the arcade style of play in which a point is awarded no matter who has control of the serve which dramatically speeds up the gameplay. Normal is the official style of volleyball in which only the team who has control of the serve can be awarded a point. The default is Rally-Point. AUTO SET: When auto set is turned ON, a computer controlled player will automatically set the ball for you in a one-player team. The default is ON. MUSIC: Turn the music on or off. The default is ON. Now that all of the options are set, let's take a look at the players..... ---------------------------------------------------------------------- 5.) CHARACTERS DESCRIPTIONS OF THE ATTRIBUTES: There are three different attributes that each team holds: SPEED: How fast the team moves. Higher speed allows for greater court coverage. POWER: Teams with higher power require less presses of the B button in order to acheive maximum power for their spikes and blocks. DEFENSE: Teams with high defense can withstand the most powerful of spikes. With a high defense, a team is less likely to lose control of ball into the crowd after a super spike. There are four different teams to choose from in Super Spike V'Ball. Each team has different strengths and weaknesses. When in tournament modes photographs of the team leader will be displayed: LEADER: George PARTNER: Murphy George and Murphy are a team that is well-balanced in every aspect of the beach volleyball game. George and Murphy can prove to be quite a team with their solid offensive and defensive skills. SPEED: Average POWER: Average DEFENSE: Average LEADER: Al PARTNER: John Al and John take great pride in their enormous strength. It takes little effort to perform a super spike when controlling Al and John, and with such power their defense doesn't suffer one bit. However, with such gerth to their bodies, Al and John move painfully slow; this can make defense quite difficult. It is best to play defense aggressively at the net as it is easy to build maximum power for a block. SPEED: Weak POWER: High DEFENSE: Average LEADER: Billy PARTNER: Jimmy The Double Dragons muscle their way in from the streets to take on the volleyball world! Billy and Jimmy boast the defense of the four teams. Very rarely will you lose control of a super spike when controlling Billy and Jimmy. To the benefit of the Double Dragons, it doesn't seem that their speed or power are weak either. They move at about the same speed as George and Murphy, but are just a tad bit weaker in power. Passive gameplay works best for this duo. SPEED: Average POWER: Average DEFENSE: High LEADER: Ed PARTNER: Michael Ed and Michael are the speed demons of the game. They can cover the court like no other team with a solid defense to boot. However, Ed and Michael are weak. It takes great skill in order to use them powerfully. SPEED: High POWER: Weak DEFENSE: Average Choose a team that fits your style of gameplay. For those who like a solid, balanced team should pick George and Murphy. If power is your forte, Al and John are the perfect pick. Players who like to play passively and with great defense should pick Billy and Jimmy. Those who like fast-paced play should pick Ed and Michael. -------------------------------------------------------------------- 6.) BASIC OFFENSIVE TECHNIQUE There are two sides to offense. The first place to start is at the basics. BUMP - Generally the first hit of a team's three hit volley. By using the forearms, your player can hit the ball into the air, passing it to your teammate. The bump is used to gain control of the ball after a serve, spike, or any other hit from your opponent that travels over the net. Press A in order to bump the ball. SET - The second, or sometimes first, hit of a volley. Using the fingertips, your player will vault the ball high into the air to your teammate. This usually sets up a spike. Press A while stationary in order to set the ball. SPIKE - A forceful overhand hit to the ball that usually concludes a team's three hit volley. Press B to launch your player into the air, and then press A to spike the ball. ----------------------------------------------------------------------- 7.) SERVING There are two ways to serve the ball in Super Spike V'Ball: First, move your character to the desired position using the up and down arrows. Once your character is in the desired position, press the A button to throw the ball high into the air. Once the ball is in the air: OVERHEAD STROKE: By pressing the A button once again, the ball can be hit to the opponent's side when it returns down below to the player. The overhead stroke is a simple way to serve the ball to the opponent, but it is slow, weak, and easy to return. The best way to garauntee a hit is to wait until the ball drops down to the number on your player's position cursor* and then pressing A. * The player's position cursor is the flashing number and arrow above your player. It looks kinds like this: # 1 ^ for example, player 1's cursor looks like this: # JUMPING SPIKE SERVE: By pressing the B button, your character will leap high into the air. Once your charcter is in the air, pressing the A button will spike the ball over to the opponent's side of the court. The spike serve is harder to perform, but it is faster, stronger, and harder to return than the overhead stroke. The best way to garauntee a hit with the spike serve is to jump and hit the ball at the peak of its throw. It should be noted that a super spike is not possible while serving. Proper serving techniques are important to learn because a missed or out of bounds serve gives the opponent a point on Rally-Point mode and gives the opponent the serve and scoring opportunity on Normal mode. ---------------------------------------------------------------------------- 8.) DEFENSIVE TECHNIQUE Defense is equally as important as offense. In order to successfully return your opponent's volley, you must not only defend against the opponent's hit, but you must target your hit to your teammate in order for him to set up an affective set. PASSIVE DEFENSE - Passive Defense is a safer means of returning the opponent's hit. Both players remain towards the backcourt away from the net in order to take whatever the opponent dishes out to them. By having both players back, court coverage is maximized making it difficult for the opponent to score. The downfall to playing passive defense is that the opponent has no pressure while attempting a spike. The opponents also have all the time they need to set up an attack and execute it to their liking. However, the positive aspects of the passive defense make it more reliable over the aggressive defense. AGGRESSIVE DEFENSE - The Aggressive Defense is the equivalent of football's suicide blitz. It is recommended that only one person per team play aggressively. Playing aggressive is attacking the net in order to block the opponent's spike. When playing aggressively, you force the opponent to change their plan of attack in a split second or they will lose control and the point. However, while your player is up to block, the court is left wide open and vunerable to a missed block. Your teammate will have to pick up the slack and defend against anything that makes it through your aggressive defense attempt. BLOCKING - Press the B button in order to jump up for a block. Repeated presses of the B button will increase your blocking power and prevent your character from being blasted by a super spike. Blocking is used in an aggressive defense. Be careful though. If you jump too early or late, the ball will knick off of your body or hands and you will lose control of the ball. It is also possible for a powerful spike to bounce off of your block and travel out of bounds. Since the ball last touched you, the opponent will be awarded the point or possesion. Blockers are still vunerable to super spikes. A fully powered spike will more than likely rip right through your block. Hurry back up and regain control of the ball quickly!! DIVING - Whenever the ball is just out of reach, pressing the A button will make your character dive towards the ball. This last ditch effort will retreive those balls that are just out of reach! A ball retreived by a dive will not float as high in the air as a bump or set, but this manuver can really save your skin in a pinch. READING THE OFFENSE - When sitting and waiting for the offense to attack, it is wise to observe your opponent in order to anticipate their move. If computer opponents are right next to each other when one of them sets the ball, a rising spike will most likely be the result. Any time a computer opponent sets the ball, even on the first hit, a spike will be the next hit to follow. If both opponents are in the backcourt, and one of them sets the ball towards the net, an advancing spike will most likely occur. Reading the offense allows you to set up an affective defense. ----------------------------------------------------------------- 9.) ADVANCED TECHNIQUES And now the moment you've all been waiting for! So, you've mastered the basic techniques? Good. Now to expand your arsenal and show your opponent true power! SUPER SPIKE: After pressing the B button to jump into the air, repeatedly press the B button to build power. Your character's hand will begin to glow. Press the A button after gaining full power to unleash the super spike! The higher your character's power, the fewer presses it takes to gain full power. A super spike is the key to a big offense. Upon defending a super spike, the defending character will be blown away and knocked to the ground. Defenders with a low defense rating will not be able to control the ball, and it will fly into the crowd giving you a point! A super spike will also blast any defender who is foolish enough to decide to block it. RISING SPIKE: The rising spike requires precise timing, but it is very effective in throwing your opponent off guard. The rising spike is performed by spiking the ball immediately after your teammate has set it. The result is a quick and powerful attack that is performed while the ball is in its upward direction after the set. It takes practice, but the rising spike is a useful attack that can greatly surprise the defense. If you press B to jump just before your teammate sets it, the ball should "stick" to you temporarily when it touches you. This gives you time to charge for a super rising spike! ADVANCING SPIKE: The advancing spike is great for passive players who like to stay along the backcourt. When the ball is set from the backcourt, your teammate should set it forward towards the net. Press the B button while holding forward towards the net. Your character will jump forward to spike the ball. It seems the advancing spike adds power to the spike and causes your opponent to lose control of the ball more often. This spike also requires timing, but practice will enable you to perform this without a problem. SPIKE RETURNS: It is also possible to spike an opponent's serve right back to them! This is easier to do when your opponent performs the overhand stroke on their serve. Returning the serve is easiest to do using an advancing spike so practice that first! Locate the ball cursor ( Where the ball will land on the court ), and while running towards it, press B right when you reach the cursor to leap forward from the cursor and blast the serve right back at your opponents!! This spike takes the most practice, but is also easy to do once you have the hang of it. This is the most surprising attack and is the hardest to return. However, it can be defended, and you will have to pay attention because sometimes the computer will perform a spike return on the harder levels! DIRECTING YOUR SPIKE: Just spiking the ball will become predictable and easy to defend after a few points, so you'll have to make the competition work! Observe the defense. On the harder levels of the tournaments, the opponents are too strong to rely on power alone. Use the directional pad to target an open portion of the court while you are up for your spike. If you target it correctly, your opponent will not be able to return your spike. Also if you perform your spike on the way up or down from your jump, your shot will be directed up or down. However, if you perform it too soon or too late, your spike will hit the net and you will lose the point or service. Now you should be ready to take on anybody!!! On to the game! ------------------------------------------------------------------------ 10.) A QUICK GUIDE TO CPU BEHAVIOR ABOUT THE CPU BEHAVIOR: Each team has different attributes and methods of play. Every team also utilizes certain game plans that vary in order to keep you on your toes throughout the tournament modes. The CPU's actions are discribed as such: RISING SPIKES: How often the computer team uses rising spikes. SPIKE SERVES: How often the computer team uses spike serves. ADVANCING SPIKES: How often the computer team uses advancing spikes. PASSIVE DEFENSE: How often the computer team uses a passive defense. AGGRESSIVE DEFENSE: How often the computer team defends aggressively. LOSE CONTROL: How often the computer team makes mistakes. Each of these behaviors are also measured as such: CPU BEHAVIOR MEASUREMENTS: ALWAYS: The CPU team performs this action about 90 - 100% out of all possible times. VERY OFTEN: The CPU team performs this action about 70 - 89% out of all possible times. OFTEN: The CPU team performs this action about 60 - 69% out of all possible times. SOMETIMES: The CPU team performs this action about 40 - 59% out of all possible times. RARE: The CPU team performs this action about 15 - 39% out of all possible times. NEVER: The CPU team performs this action about 0 - 14% out of all possible times. * Remember that the CPU is a random function and that the computer team may perform these actions either less or more than predicted. Different situations can alter the probability of the CPU performing these actions, and the probabilities given are just a general average. ------------------------------------------------------------------------------ 11.) EXERCISE MODE WALKTHROUGH Exercise Mode is basically a practice mode. You play one set against the extremely weak practice team. The practice is held at one of the game's non- selectable backgrounds....exercise mode is the only way to play on this court. There is no crowd and no pressure.....practice your moves and enjoy the scenery. THE OPPONENTS: The opponents wear blue trunks and have medium length dark hair. They are extremely pathetic and are good targets for a super spike. Practice well because the competition only gets harder after this team. Speed: Average Power: Weak Defense: Weak Rising Spikes: Never Spike Serves: Never Advancing Spikes: Never Passive Defense: Always Aggressive Defense: Never Lose Control: Sometimes After your victory, your team will do their little victory dance and you will be taken back to the main menu. Next up is the American Circuit...are your skills improving? ------------------------------------------------------------------------------ ---- 12.) AMERICAN CIRCUIT American Circuit is the game's Normal Difficulty level. Opponents will now start to fight back as you advance to the west coast. There are five stages in the American Curcuit. You start in Daytona, move to New York, then Chicago, next is Las Vegas, and finally the American Circuit trophy awaits you in Los Angeles. Do you have what it takes to become the national champion? 1ST STAGE: Daytona THE OPPONENTS: Your first opponents are the same weaklings from the exercise mode. You'd think that after being humiliated in the exercise mode they would have improved in order to seek revenge, but they are equally as weak as before! The only difference in attributes is in the category of defense and the addition of the ability to perform weak advancing spikes. Occasionally, the Daytona team will actually be able to handle a super spike. Lucky for you that rarely happens! Punish them with super spikes! Speed: Average Power: Weak Defense: Low Rising Spikes: Never Spike Serves: Never Advancing Spikes: Rare Passive Defense: Always Aggressive Defense: Never Lose Control: Sometimes Earn a victory here and pack your bags for New York! 2ND STAGE: New York THE OPPONENTS: The next opponents wear green trunks and have short blonde hair. They share the same attributes as your first opponents, but your new opponents will occasionally perform both rising and advancing spikes. This should be another easy victory. Speed: Average Power: Weak Defense: Low Rising Spikes: Rare Spike Serves: Never Advancing Spikes: Rare Passive Defense: Always Aggressive Defense: Never Lose Control: Sometimes 3RD STAGE: Chicago The competition is getting a little stronger, but the Chicago team is still weak. Your opponents look a lot like the exercise mode weaklings, but instead wear red trunks. The frequency at which your opponents perform rising and advancing spikes increases greatly in this match. The Chicago team also introduces you to the occasional spike serve. To make things different, the Chicago team also becomes the first to practice aggressive defense. Speed: High Power: Average Defense: Weak Rising Spikes: Sometimes Spike Serves: Rare Advancing Spikes: Sometimes Passive Defense: Very Often Aggressive Defense: Rare Lose Control: Sometimes 4TH STAGE: Las Vegas The Las Vegas team shows heavy favor in using the advancing spike. Improved stats are handed to the Las Vegas team who look somewhat similar to the New York team. The Las Vegas team also tries their hand at playing aggressive defense more than what you have seen thus far. Change your offensive plan quickly if you see your opponent trying to block! Speed: Average Power: Average Defense: Low Rising Spikes: Never Spike Serves: Rare Advancing Spikes: Very Often Passive Defense: Often Agressive Defense: Sometimes Lose Control: Sometimes 5TH STAGE: Los Angeles The final stage of the American Circuit provides a well-rounded team. The hefty opponents in blue trunks will provide you with ample competition if you take them lightly. This is the most powerful team you have faced in the tournament. The L.A. team switches between rising and advancing spikes to keep you guessing and has an increased frequency in using the spike serve. Don't give up and victory will be yours! Speed: Average Power: Average Defense: Average Rising Spikes: Sometimes Spike Serves: Sometimes Advancing Spikes: Often Passive Defense: Often Agressive Defense: Sometimes Lose Control: Rare After winning the tournament, you will be congragulated and will be awarded the American Circuit trophy. The credits will then roll, but don't quit yet! You haven't tackled the World Cup Tournament yet!!! ------------------------------------------------------------------------------ ------ 13.) WORLD CUP WALKTHROUGH The World Cup Tournament is the hardest mode in the game. You will be greatly tested; ESPECIALLY in the last few stages of the tournament. Keep your practice up and you should have no problems though! The World Cup primarily takes place in sunny Hawaii. However, the last two matches are special events. Can you qualify to be invited to the two special matches? 1ST MATCH: Vs. Japan The Japan team is just a tad bit weaker than the Los Angeles team. They wear blue-green trunks and favor using the rising spike for their attack. The Japan team also cuts back on their spike serves compared to the Los Angeles team. Enjoy this break while you can! Speed: Average Power: Low Defense: Average Rising Spikes: Very Often Spike Serves: Rare Advancing Spikes: Rare Passive Defense: Often Aggressive Defense: Rare Lose Control: Sometimes 2ND MATCH: Vs. Italy The Italian team is very calculating. They take their time in order to set up an effective advancing spike. Not only that, the Italian team is quite powerful. If they send over a super spike, prepare to hit the ground! There is also in increase in the frequency your opponent will defend aggressively. Play with a cool head and you'll have no problem. Speed: Average Power: High Defense: High Rising Spikes: Rare Spike Serves: Rare Advancing Spikes: Very Often Passive Defense: Often Aggressive Defense: Rare Lose Control: Rare 3RD MATCH: Vs. Australia Prepare for a battle!! The Australian team is none other than the exercise mode weaklings! But, boy have they improved. This is your greatest challenge so far. The Australian team likes to play from the middle of the court, so an aggressive defense is basically worthless; the opponents will just spike it around your block. This team also has high attributes, an increased frequency of both spike serves and aggressive defense, and rarely makes mistakes. Use all of your skill in order to prevail!! Speed: High Power: High Defense: High Rising Spikes: Rare Spike Serves: Sometimes Advancing Spikes: Often Passive Defense: Often Aggressive Defense : Often Lose Control: Rare 4TH MATCH: Vs. Mexico The Mexicain beefcakes actually do not have as much power as it looks. They use the spike serve often and alternate well between advancing and rising spikes. The Mexico team also plays mostly passive defense and makes a few more mistakes than the Australian team. This is your last break before the heavy competition really hits!! Speed: High Power: Average Defense: High Rising Spikes: Sometimes Spike Serves: Often Advancing Spikes: Sometimes Passive Defense: Often Agressive Defense: Rare Lose Control: Sometimes 5TH MATCH: Vs. Brazil The last match before the invitations to the special events is somewhat tough. Like the Mexico team, the Brazil team alternates well between the advancing and rising spikes, but play a lot more aggressive defense and make far less mistakes than Mexico. The battle is bit tough, but not impossible!! Speed: High Power: High Defense: High Rising Spikes: Sometimes Spike Serves: Sometimes Advancing Spikes: Often Passive Defense: Often Agressive Defense: Often Lose Control: Rare 6TH MATCH: Special Match!: Vs. U.S. Navy Prepare to be smacked around! The Navy's power is almost inhumane! Even those with the highest defense will still sometimes lose control of the ball. The Navy team also likes the spike serve and also aternates between the advancing and rising spikes. You cannot overpower these opponents. Use the technique of directing your spike to the open court in order to score. Speed: High Power: High!!! Defense: High Rising Spikes: Sometimes Spike Serves: Sometimes Advancing Spikes: Often Passive Defense: Sometimes Aggressive Defense: Sometimes Lose Control: Rare FINAL MATCH: Special Match!: Vs. U.S.S.R. The final battle! Deep in the heart of Russia, you face the game's final opponents. Fortunately, the U.S.S.R. team seems a bit easier than the Navy team. Favoring the advancing spike and the spike serve, the Russian team is a bit more predictable and easier to defend against. If you can beat the Navy team, you should have no problem handling the Russian team. Speed: High Power: High Defense: High Rising Spikes: Rare Spike Serves: Always Advancing Spikes: Very Often Passive Defense: Often Aggressive Defense: Sometimes Lose Control: Rare After your victory, you will be congratulated and awarded the huge World Cup Trophy! After the spectacle, the credits will roll once again, and when the screen finally reads the end, you have accomplished all there is to accomplish in the tournament modes!! You are a great V'Ball Champion!!! ------------------------------------------------------------------------------ - 14.) MULTIPLAYER MADNESS The real fun of Super Spike V'Ball is in its multiplayer modes. Being one of the first games to support the four-player mode on a console, SSVB serves up fast-paced fun. Here are a few things to remember when playing multi-player. Communication: Communication is key in order to set up an effective offense or defense. For example, if you and your teammate are close together when the ball is hit, communicate to let your partner know that he/she has to hit it next. Communicate in order to let your partner know that you have the backcourt covered so that he/she can cover the front. Just don't communicate anything too obvious and reveal your offense to the opponents!! Passive/Aggressive Defense: Letting your partner know that you're going for a block allows your partner to stay back to cover the court should the block fail. While one player is going for a block, the other player must cover the open court! Work together to develop an effective defense. ------------------------------------------------------------------------------ ----- 15.) CREDITS AND SPECIAL THANKS - Thanks to Technos for developing such an awesome game! - Thanks to Tory for playing hours of Super Spike V'Ball with me. - Thanks to my Jennie for being my writing inspiration. - Thanks to GameFAQs for showcasing my FAQ/Walkthrough. ------------------------------------------------------------------------------ ------ 16.) THE DISCLAIMER!!! This FAQ/Walkthrough is copyrighted (c) Aaron Auzins and is only permissable for view on www.gamefaqs.com. This FAQ/Walkthrough may ONLY be seen on GameFAQs or my personal web page. It may NOT be used at any other place. If you see or are reading this FAQ on any site besides GameFAQs, immediately notify GameFAQs or me at auzzie_dogg@hotmail.com. Thank You.