Super Spike V'Ball/World Cup Soccer FAQ

Copyright Technos/Nintendo 1990
Written By Brian P. Sulpher
E-mail: [email protected]
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
  [email protected].  You can also contact me through MSN messenger
  through the same E-mail address.