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- SPEEDBALL II
-
- Typed by SIDEWINDER of LSD.
-
-
- KICK OFF
- Providing that you have built up your centre-forward to maximum power on all
- stats, gaining possession of the ball when it comes into play is actually a
- doddle. When the ball is thrown into the arena, wait for you opponent to
- rush for it, and then barge in with a well timed push. With their centre-
- forward out of the way, this leaves a clear path to your opponents goal with
- only the deflection dome to avoid. Alternatively, if your centre-forward is
- sufficiently powered-up, you can risk gaining possession as soon as the ball
- appears, and then barge past.
-
- TACKLING
- As a rule, it is best to barge the player in possession from either the rear
- or from the side. Aiming for a head-on confrontation normally results in
- your player taking a tumble, whereas sliding from behind allows you to turn
- on the spot and throw the ball to one of your attacking team mates.
- Similarly, to avoid losing possession never keep hold of the ball too long.
- And if you do risk a long run, ensure that you keep weaving from side to side
- so that any pursuing player's can't get too close. However, to avoid any
- risk, it is better to keep the ball moving by passing from player to player.
-
- PASSING AND INTERCEPTION
- Passing has been made as easy as possible and as your players get more
- intelligent, tight moves can be performed. Always use the wingers for runs
- up the side of the pitch as they might be able to try for a sneaky shot at
- the accumalator during the run. Also when performing long passes, if you
- have a player between the thrower and the would-be catcher, make him
- intercept the floating ball as it lessens the possibility of the oppositions
- defence collecting it before it reaches the player it was intended for.
- Intercepting the ball during an opponent's throw should be attempted in the
- same manner, and is particularly effective if the player crosses the ball's
- path from the side, as he can then turn and throw it down to the waiting
- attackers.
-
- ATTACKING
- Thanks to the number of pitch-side features, attacking offers a number of
- useful tricks. Whenever possible, use the score multiplier to add extra
- pointage to any goal scored. A neat little cheat here is to throw the ball
- into it mid-run and, if your timing is spot-on, you collect it before it
- emerges from the tube and before the opposition get to it. Another advantage
- of using the multiplier is that it doubles the number of players that are
- stunned when the ball is electrified using the charger. This is an added
- bonus when the ball is thrown towards the goal. If the opposing team
- position a defender between the goalie and the goal, even the weakest of
- shots will get through. It'll be sure to stun both the players on contact.
- Another neat feature is the ability to bend shots. As in KICK OFF 2, after
- touch can be added by keeping the joystick pushed into the direction you want
- to curl the ball after shooting. This enables shots to curl around the
- goalie with ease and foxes most of the defenders, too. In addition, if all
- else fails, simply run in and nobble the goalie. As he tries to throw the
- ball, intercept it, and throw it back. Then run in and barge him and slam
- the ball in. Finally, never take a shot from directly ahead of the 'keeper,
- because even if it curls, he will get to it every time - aim from a diagonal
- whenever possible.
-
- THE STARS
- Throwing the ball at the pinball-esque stars adds two points to your score -
- however, the opposition can remove them by hitting the lit star again. As
- you become more proficient, experimenting with certain angles as good
- positioning often allows you to light two stars at once. In addition,
- whenever you make a run, aim for a star (providing the opposition aren't
- breathing down your neck) as hitting all five grants the player an extra ten
- points which can't be taken away. When you're ahead you can allow yourself
- the luxury of cancelling out your opponent's stars.
-
- GOALKEEPING
- Intelligence is of paramount importance for goalies, as is strength. As a
- goalie's intelligence is raised, he gets progressively more daring and takes
- less risks. Likewise, the goalie doesn't come into play until really
- necessary, and this avoids confusion between the 'keeper and the defenders.
- Also, other basic rules are: NEVER throw the ball across the goal, and NEVER
- keep hold of the ball for longer than is genuinely needed. Breaking these
- cardinal rules means disaster, as the 'keeper will get nobbled and a goal is
- almost certainly going to be conceded. Finally, although the goalie can
- wander roughly quarter of the way up-field, try to make the defenders do the
- running, leaving the goalie free to cover his area if need be.
-
- GOALKEEPER
- It is essential to have a strong 'keeper, he must be able to win any head-to-
- head tackles, losing almost certainly guarantees the opposition a goal.
- Intelligence is also important. A goalie with a high IQ is more likely to go
- after rogue balls or intercept passes. He also needs to be able to clear the
- ball effectively, so increasing his passing skills.
-
- DEFENCE
- A powerful defence stems from its ability to block. Concentrate on boosting
- your defender's strength, power and passing. Don't hesitate once a defender
- has the ball; pass it up field straight away.
-
- MIDFIELD
- The midfield's there simply to pass the ball to the attackers so build up
- their speed and passing ability. Midfielders are also useful for operating
- the score multiplier to increase points.
-
- WINGERS
- Next to the centre-forward the winger are the most important players.
- Possessing high strength, aggression and intelligence, your wingers will
- concentrate on occupying the opposition goalkeeper and defence, allowing the
- forward to get a good scoring position.
-
- CENTRE FORWARD
- The centre-forward is the anchor man of the team. His role is to win
- possession at kick off, do the bulk of the team's running and, most
- importantly, score goals. Strength, speed and a good passing ability are a
- must. This must be the first player you build up.
-
- SUBS
- Substitutes are usually overlooked when a team is being built up, which is a
- mistake. The centre-forward is generally the first player to be injured in a
- match, so he needs to be replaced by someone with almost equal skill.
-
- TOKENS
- Going out of the way to collect tokens can be risky, opening holes in the
- defence or attack, so you need to be selective. Go for tokens that have a
- lasting effect, these include Freeze, Shut, Reverse and Transport. Any other
- tokens should be considered as luxuries and aren't worth going after.
-
- End.
-