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WARNING: PLEASE CAREFULLY READ THE PRECAUTIONS
BOOKLET INCLUDED WITH THIS PRODUCT BEFORE USING
YOUR NINTENDO ® HARDWARE SYSTEM, GAME DISC OR
ACCESSORY. THIS BOOKLET CONTAINS IMPORTANT
SAFETY INFORMATION.
IMPORTANT SAFETY INFORMATION: READ THE FOLLOWING
WARNINGS BEFORE YOU OR YOUR CHILD PLAY VIDEO GAMES
WARNING - Seizures
Some people (about 1 in 4000) may have seizures or blackouts triggered by light
flashes, such as while watching TV or playing video games, even if they have
never had a seizure before.
Anyone who has had a seizure, loss of awareness, or other symptom linked to an
epileptic condition should consult a doctor before playing a video game.
Parents should watch when their children play video games. Stop playing and
consult a doctor if you or your child have any of the following symptoms:
Convulsions Eye or muscle twitching Loss of awareness
Altered vision Involuntary movements Disorientation
To reduce the likelihood of a seizure when playing video games:
1.
Sit or stand as far from the screen as possible.
2.
Play video games on the smallest available television screen.
3.
Do not play if you are tired or need sleep.
4.
Play in a well-lit room.
5.
Take a 10 to 15 minute break every hour.
WARNING - Repetitive Motion Injuries
Playing video games can make your muscles, joints or skin hurt after a few hours.
Follow these instructions to avoid problems such as Tendinitis, Carpal Tunnel
Syndrome or skin irritation:
Take a 10 to 15 minute break every hour, even if you don't think you need it.
If your hands, wrists or arms become tired or sore while playing, stop and rest
them for several hours before playing again.
If you continue to have sore hands, wrists or arms during or after play, stop
playing and see a doctor.
WARNING - Electric Shock
To avoid electric shock when you use this system:
Use only the AC adapter that comes with your system.
Do not use the AC adapter if it has damaged, split or broken cords or wires.
Make sure that the AC adapter cord is fully inserted into the wall outlet or
extension cord.
Always carefully disconnect all plugs by pulling on the plug and not on the cord.
Make sure the Nintendo GameCube power switch is turned OFF before removing
the AC adapter cord from an outlet.
CAUTION - Motion Sickness
Playing video games can cause motion sickness. If you or your child feel dizzy or
nauseous when playing video games with this system, stop playing and rest. Do
not drive or engage in other demanding activity until you feel better.
CAUTION - Laser Device
The Nintendo GameCube is a Class I laser product. Do not attempt to
disassemble the Nintendo GameCube. Refer servicing to qualified personnel only.
Caution - Use of controls or adjustments or procedures other than those specified
herein may result in hazardous radiation exposure.
CONTROLLER NEUTRAL POSITION RESET
If the L or R Buttons are pressed or the Control Stick or C Stick are moved out of
neutral position when the power is turned ON, those positions will be set as the
neutral position, causing incorrect game control during game play.
To reset the controller, release all buttons
and sticks to allow them to return to the
correct neutral position, then hold down the
X, Y and START/PAUSE Buttons
simultaneously for 3 seconds.
L Button R Button
Control
Stick
C Stick
3
SETTING UP . . . . . . . . 4
HOW TO PLAY . . . . . . 5
MODE SELECT . . . . . . 10
ARCADE . . . . . . . . . . 11
WORLD TOUR . . . . . . 14
VS MODE . . . . . . . . . . 20
TUTORIAL . . . . . . . . . 24
OPTIONS . . . . . . . . . . 25
ATHLETES . . . . . . . . . . . . .27
CREDITS . . . . . . . . . . . . . . .31
Thank you for purchasing Beach Spikers™. Please note that this software
is designed only for use with the Nintendo GameCube™. Be sure to read
this instruction booklet thoroughly before you start playing.
TABLE OF CONTENTS
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T
his official seal is your assurance that Nintendo has
reviewed this product and that it has met our standards for
excellence in workmanship, reliability and entertainment
value. Always look for this seal when
buying games and accessories to ensure
complete compatibility with your
Nintendo product.
All Nintendo products are licensed by sale for use only with other authorized
products bearing the Official Nintendo Seal of Quality.
THIS GAME SUPPORTS
SIMULTANEOUS GAME PLAY
1-4 Player
Simultaneous
Memory
WITH ONE, TWO, THREE OR
FOUR PLAYERS AND
CONTROLLERS.
THIS GAME REQUIRES A
MEMORY CARD FOR SAVING
GAME PROGRESS, SETTINGS
OR STATISTICS.
Card
®
BEACH SPIKERS
THIS PRODUCT HAS BEEN RATED BY THE
ENTERTAINMENT SOFTWARE RATING BOARD. FOR
INFORMATION ABOUT THE ESRB RATING, OR TO
COMMENT ABOUT THE APPROPRIATENESS OF THE
RATING, PLEASE CONTACT THE ESRB AT
1-800-771-3772, OR VISIT WWW.ESRB.ORG.
LICENSED BY
NINTENDO, NINTENDO GAMECUBE AND THE OFFICIAL SEAL ARE TRADEMARKS OF NINTENDO.
© 2001 NINTENDO. ALL RIGHTS RESERVED.
4
SETTING UP
5
HOW TO PLAY
Beach Spikers is a one to four player game (with
some modes, only up to two players). Connect the
Nintendo GameCube™ Controllers to the Nintendo
GameCube™ Controller Socket 1, 2, 3 and 4
(depending on the number of players participating).
This software is compatible with progressive scan video output, using
the Component Cable (sold separately). Please refer to the instruction
manual of Nintendo GameCube™ for the direction on how to connect.
1 Connect your TV set and Nintendo GameCube™ with the
Component Cable.
2 Place the Beach Spikers Nintendo GameCube™ Game Disc inside
the GameCube, close the Disc Cover, and press the POWER Button.
3 After the Nintendo GameCube™ logo is displayed, press and hold
the B Button.
4 You will be asked whether to display in Progressive Mode. Select
“Yes” and the game will be displayed with Progressive Scan output.
Once the Progressive Mode is selected, unless the video cable is
changed, the Display Mode Select screen will be displayed each time
the power is turned on, without pressing the B Button. Also, depending
on the type of television set you are using, the horizontal/vertical ratio
of the screen may be changed.
Beach Spikers is a Nintendo GameCube™ Memory Card compatible
game [Nintendo GameCube™ Memory Card sold separately].
Although the game recognizes the Memory Card in either of the two
Memory Card Slots, it is recommended that you insert the Memory
Card into Memory Card Slot A. 3 blocks are needed to save a game
file.
When you start the game, the game will automatically look for the
game file. If the Memory Card does not contain a game file, the game
will ask you to create a game file. If there are no Memory Cards inserted,
the game will warn you and ask if you would like to Retry (insert the
Memory Card first) or Continue without saving. Follow the on-screen
instruction to start the game.
The game will automatically save game data during the game, and a
message will be displayed to notify that such action is taking place.
Never turn OFF the Nintendo GameCube™ power or remove the
Memory Card while the game data is being saved or loaded.
1 Player Marker
Indicates which player on the
field is being controlled.
1P: RED 2P: BLUE
3P: ORANGE 4P: GREEN
2 Indicates the players controlling
in the team.
3 Match Score
4 Country Representing the Team
5 Court Map
Indicates the position of
each player.
HARDWARE SETUP
USING PROGRESSIVE SCAN TV
In volleyball, each team must send the ball over the net to the opponent’s
side of the court and drop it on the ground. The team must also prevent
the ball from being grounded on its side of the court.
The game begins by serving the ball to the opponent’s side of the court.
Except for the first serve of the match, the team who scored the point
last has the right to serve.
The team is allowed three hits (or contacts) before returning the ball to
the opponent’s side of the court, but the same player may not hit the
ball twice in succession (please also see BLOCKING on p. 9 for the only
exception to this rule).
You score a point when you successfully ground the ball to the opponent’s
side of the court. Your opponent scores when you allow the ball to ground
on your side of the court, when you fail to send the ball back to the
opponent’s side in three hits, or when you ground the ball out of bounds
untouched by your opponent. In Beach Spikers, the first team to score
15 points, with at least a two-point advantage, wins the game. If the
score becomes 14-14 (deuce), the game will continue to a score of 20
or until one team takes the two-point advantage.
In this game, the Rally Point Scoring system is used, i.e. both the serving
and receiving teams can score a point. (In Sideout Scoring system, only
the serving team can score a point.)
BRIEF RULES ON VOLLEYBALL
GAME SCREEN
SAVE FILES
1
32 4
5
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HOW TO PLAY
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HOW TO PLAY
Control Stick
A Button
B Button
Select serving position; Select the course
to serve
Overhand serve
Underhand serve
SERVING
The first thing you need to do is serve the ball to the opponent’s side of
the court.
A Button + B Button
Jump serve
When you serve the ball, first you have an option
to change serving position. Use the Control Stick
46 to move the player.
The power gauge displayed to the left of the
screen indicates the power put into the service.
Press any serve button at the desired power level
to serve. Be careful though as you are required
to have at least the minimal amount of power to
make a successful Overhand and Jump serve.
Control Stick
+ Control Pad
Select menu item
(46to toggle menu settings, if any.)
A Button
Enter selection
B Button Return to previous screen
C Stick
Change camera angle*
L Button Zoom the Camera in*
R Button Zoom the Camera out*
* These are available only during the character edit of the World Tour
mode (p. 14).
Control Stick
Move the player around
While the ball is in play, use the Control Stick/+
Control Pad to move your player around
the court.
Except when an edited team is being selected
(Arcade Mode), the control will automatically
switch to the player on the field closest to the
ball receiving a serve/return, and switches to the
other player on the team after each action.
Naturally this will not be the case if two players
are teaming up.
+ Control Pad
START/PAUSE
Pause the game and prompt Pause Menu
For controls specific to particular mini-games of the VS MODE, please
see p. 22~23.
The Control Stick and the + Control Pad function in the same manner in this game, in the menu controls or during the game. Where it
is written Control Stick, it applies to the + Control Pad also.
Also, during the game, pressing either the X Button or the Y Button
has the same effect as pressing the A and B Buttons simultaneously.
Where it is written A Button + B Button, you may press either the X or
Y Button alone.
NOTES ON BUTTONS WITH SAME FUNCTIONS
NOTE: In Arcade mode, you serve in a different manner according to
the game style selected. See p. 13.
TYPES OF SERVE
Overhand Serve
The size of the area to aim is rather narrow, but you can hit a fast
ball if the power gauge is high.
Underhand Serve
It is rather low in power, but has wide area to aim. You will not make
a service error.
Jump Serve
The area to aim is very narrow, but your serve can hit with force. You
will also need to hit the power gauge at a higher level.
L Button R Button
START/PAUSE
Z Button
Y Button
X Button
A Button
B Button
C Stick
+ Control Pad
Control Stick
NINTENDO GAMECUBE™ CONTROLLER
MENU CONTROLS
CONTROLS IN THE GAME (GENERAL)
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HOW TO PLAY
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HOW TO PLAY
Control Stick
A Button
B Button
A Button + B Button
Select the course to attack
Spike
Feint shot
Spike at blocker’s hands
ATTACKING
A Button
B Button
A Button + B Button
Normal toss
Quick toss
Two-Return
TOSSING
As with receiving, go under the marker and press
any receiving button.
You can also toss the ball to the opponent’s side
of the court (Two-Return — pressing both A and B
Buttons) to catch them off guard.
This is usually the second of three contacts, setting up for an attack.
This is usually the last of the three contacts, sending the ball to the
opponent’s side of the court.
When attacking, watch the power gauge to the
left side of the screen. Press the A Button, with the
gauge as high as possible, to spike the ball with
maximum force. Press the B Button to perform a
feint shot (send the ball over the blocker’s hands
or drop it near the net). Press both the A and B
Buttons to attempt to spike the ball at the blocker’s
hands for a one-touch out of bounds.
POWER GAUGE: SETTING UP FOR ATTACK
On the power gauge, there will also be an
indicator for potential maximum power for an
upcoming attack. The power gauge will appear
when you set up for an attack on your second
contact (or when you call for Two Attack). The
key to the attack is a good set-up, so go under
the ball quickly and press the toss button as
early as possible for a higher potential toss.
If the power gauge does not appear, this indicates that you were not in the position well
enough to set-up an attack. In this case, you
will not be able to attack on your third contact.
Press any tossing button to send the ball to the
opponent’s side.
A Button
Block
BLOCKING
Block and deflect your opponent’s attack.
When your opponent is about to attack, move in
front of the attacking player, and press the A
Button to attempt a block.
The block counts as a contact. If you attempt a
block and the ball stays on your team’s side of
the court (rather than bouncing back to the
opponent’s side), your team has only two contacts
left to send the ball back. However, the player
who attempted the block can immediately chase
and receive the ball and it will still count as the
first contact. This is the only time a “double-hit”
is allowed.
ATTACKING & BLOCKING: KNOW YOUR POSITION
When a player on the court (you or your opponent) attacks, there will be markers on the
ground, in front of the feet of both attacker
and potential blocker, indicating the left-right
position of the two.
When you’re blocking, try to exactly match
your position with that of the attacker.
If you’re attacking, watch the blocker’s position
and make the quick decision on whether to hit
the ball towards the open course, hit it over the
blocker’s hands or to spike it off of the blocker’s hands out-of-bounds.
A Button
B Button
A Button + B Button
Normal receive
Low receive
Call for Two Attack
RECEIVING
When the ball is in the air, there will be a marker
on the ground indicating the location where the
ball will drop. You can press any receiving button
around the marker, but try to receive in the center.
When you receive the ball by pressing both A
and B Buttons, the next player will perform an
attack (Two-Attack).
Receiving is usually the first of three contacts allowed in the game.
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