SUPER SPIKE V'BALL FOR THE NES FAQ/WALKTHROUGH
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BY AARON AUZINS (AUZZIEDOGG) 06/09/2001
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I. TABLE OF CONTENTS
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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!!
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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
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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.
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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......
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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!
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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.....
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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.
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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.
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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.
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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.
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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!
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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.
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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?
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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!!!
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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!!!
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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.
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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.
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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 [email protected].  Thank You.