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Date Posted: 13:42:16 08/21/01 Tue
Author: SHELLY(GOING TO WHIP UR ASS RIMMER)WRIGHT
Subject: check this out it is worth it ! u sick faggots!


Speedball 2

In the Knockout, draw with the first (easy) team. You must replay them until
there is a winner, so keep drawing and collecting more money. As you build up
your teams power, this becomes easier. When your team reaches maximum strength
you can begin thrashing your way to the final.

TIPS

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. 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.

Never throw the ball across the goal.

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 upfield,
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.

Here is how to score 80 points in one throw if you're playing down the field!
First make sure that every attacking player has 180 points throwing ability.
Second throw the ball around the multiplier twice and then follow these
instructions:
Approach the bottom left warp from along the wall from below and throw a low
left aftertouch curler into the warp. The ball shoots out of the opposite
warp hugging the wall as it goes. As it follows its path it touches and
lights all five of the wall stars on the right-hand wall. It then rebounds
off of the score multiplier and travelling in the opposite direction lights
all five stars again. If the opposing team's midfield attempts to intercept

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