Developer: SEGA-AM2
Developer: SEGA-AM2
Developer: SEGA-AM2
Publisher: SEGA
Publisher: SEGA
Genre: Sports
Release Date: August 13, 2002 (US)
Release Date: August 13, 2002 (US)
Release Date: August 13, 2002 (US)
E for Everyone: Suitable for Persons Ages Six and Older
Beach Spikers

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Developer: SEGA-AM2
Developer: SEGA-AM2
Developer: SEGA-AM2
Publisher: SEGA
Publisher: SEGA
Genre: Sports
Release Date: August 13, 2002 (US)
Release Date: August 13, 2002 (US)
Release Date: August 13, 2002 (US)
E for Everyone: Suitable for Persons Ages Six and Older

Beach Spikers Walkthrough & Strategy Guide

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Published: Jan 29, 2002

World Tour Mode

This is the deepest mode in Beach Spikers, combining progressive tournaments with a little Tamagotchi action. The catch is that you control only one player on a team -- the other is driven by the AI, and only improves with experience and proper coaching. Create a custom team and rise to the top of the Tour.

Raising Your Partner
We're not going to sugarcoat it here. At the beginning of World Tour Mode, the AI partners can't play to save their lives. They will regularly miss returning serves, they won't rush for a bad toss, they won't place themselves properly to set up for a spike, and forget about their attacking ability. For all the good they do, they may as well not be there. To build them up, you have to build your Teamwork rating and increase their abilities. After each match, you earn points to upgrade your partner. A win is worth three points, a loss is worth one, and then you receive between one and five points depending on how your Teamwork rating is doing.

The Teamwork rating starts at 50% and fluctuates according to how you respond to a partner's performance -- the game supplies an opportunity to do so after every other court change (or every 10 points, if you like). There are four options: Praise, Encourage, Reprimand, and Nothing. There's a certain amount of randomness to how a partner will respond, but in general, the best choice is the obvious one, whichever suits how well she's been doing in the game. Selecting Praise when she's been doing poorly doesn't work -- she may suck at volleyball, but she's got a pretty refined BS detector. In the early going, Encourage is the safest bet, usually good for a moderate increase in the Teamwork rating. Later on, when she's getting better, select Praise for big increases.

Spend points in between matches according to which areas a partner needs to improve on:

  • Serve: The power and accuracy of a partner's serves. In the beginning, she'll serve only weak underhand shots. As this rating increases, she delivers serves with more power, and uses the jump serve more often. At 20, she'll deliver only accurate, powerful jump serves.
  • Receive: The ability to receive -- to get to where the ball is in time and get it back in the air with a quick recovery. Low receive ratings means the ball will frequently bounce off her head. As this score improves, she'll get better at running and diving for the ball.
  • Attack: The ability to score with accurate spikes and other shots. Partners can attack to begin with, but they won't charge the net effectively, and they definitely won't attack with much power. Building this score up means that a partner will aim her shots well and spike with greater power.
  • Block: The ability to line up with an opponent and block. This doesn't make itself obviously known until the block score is pretty high, but once it's maxed out, she'll be a very effective shot-blocker -- not perfect, but equal to the best AI opponents.
  • Toss: The ability to set up shots for you. The better a toss, the better the power of the subsequent spike, so this is important in the early going when you, the player, are doing most of the attacking.
  • Power: This increases the power level of serves and spikes, so level this up in conjunction with the Serve and Attack abilities for greater power.
  • Response: Similar to Power, this is an omnibus rating for quickness and responsiveness, which helps with tossing and receiving abilities.

In the beginning, the most important ratings are Receive and Toss, because those are the abilities you'll want a junior partner to use most effectively. As she becomes a more effective player in her own right, build up her Attack and Serve abilities. It also helps to kick up her Block skill relatively early, because the AI tends to be better at blocking than a human player.

Team Strategies
This is a brief guide to the relative abilities and tendencies of the AI teams in World Tour mode. It's worth noting, however, that this applies to each team's default abilities. Beach Spikers employs what developers like to call "adaptive AI," and what we gamers like to call "that [expletive] [expletive] catch-up AI [expletive] [expletive] [expletive]." This is particularly noticeable when you're playing one of the mid-tier teams -- if you beat them very badly in the early stages of a match, the game will ratchet up their returning and blocking abilities to present more of a challenge. Keep that in mind when you're playing someone like the Netherlands.

Also note that the pairs do not consist of clones. Each player has differing strengths and weaknesses, some of which can be exploited. If you can pick out an opponent who's weaker on the return than her partner, for example, aim for her with serves and spikes.

Lower-Tier Teams

  • Spain: Sunny, warm, plenty of ocean frontage on the south side of the Iberian peninsula, but apparently they don't play a whole lot of volleyball there. Team Spain has no shot-blocking ability to speak of, fields serves with middling skill, and doesn't spike effectively at all. They do like to occasionally try a drop-shot on the attack, though, so play relatively close to the net.
  • England: Come on, are you joking? England is a lovely place in many respects, but it doesn't appear to have produced effective volleyball talent. This team is weak in all areas, and you should be able to steamroll them with ease.
  • Jamaica: Team Jamaica doesn't seem to quite have the discipline of its Cuban neighbors. They serve well enough, but they're lousy on the return and possess a generic, low-power attack. Don't ever worry about being blocked.
  • Germany: It stands to reason that a near-landlocked nation wouldn't be that great at this sport. There are beaches on the Baltic Sea, but not ones you'd really want to play volleyball on. Germany is alright at shot-blocking, but terrible at receiving, so serve and spike hard.
  • Thailand: Cute outfits yes, remarkable volleyball skills no. If you lose to Thailand, a team with no offense or returning ability whatsoever, you should be very embarassed. Or, alternatively, you can blame your brain-dead AI partner, if it's early in the Tour.
  • Mexico: See Thailand, but omit the part about the cute outfits.

Middle-Tier Teams

  • France: We figure they play a lot of volleyball down on the Riviera. France can be a difficult opponent, because both of its members possess a strong serve and spike. However, they're very weak at returning serves and attacks, and don't be afraid to spike at will, since France can't block well.
  • Netherlands: Hey, the one with the pigtails is pretty cute. The Dutch are a very average team, with no obvious strength or weakness. They serve well, but not overwhelmingly so; their attack is straightforward; their blocking abilities are hit-or-miss. Don't underestimate them, but don't be too afraid, either.
  • China: China is a somewhat unbalanced team. One of their members, the one with her hair up, is very powerful all-around, but her teammate isn't nearly as effective. Thus, you should focus on the weaker member and take advantage of her poor return abilities.
  • Japan: Team Japan is invincible! They will never be defeated! [Editor's note: The author made his way through World Tour mode as Team Japan. In reality, Japan is curiously average -- you would think the developers would have made them more powerful as a point of national pride.]
  • USA: The Americans are a fairly straightforward power team, with good spikes and serves, but their big weakness is blocking. If you see one of them rush the net, don't be afraid to target the empty corner of the court with a hard spike -- likely as not, they'll mistime their block for an easy point.

Top-Tier Teams

  • Cuba: The duo from the sunny Caribbean are among the best shot-blockers in the game, which is a difficult skill to overcome when you're used to mopping up the weaker teams with a power offense. Try to use the A+B one-touch attack when you see them rush the net, and try and deliver most of the spikes yourself -- the AI partner, even with high attack ability, doesn't use that skill so often.
  • Australia: The Aussies are an interesting team to play against, because they're effective without being unusually powerful. Their attack and defense are based mainly on speed and finesse. Expect a lot of drop-shots and well-placed low-power spikes. They'll beat many of your spikes with their quickness, so aim well to land the ball out of their reach.
  • Brazil: Get ready to get wrecked. Brazil is the toughest AI team in the game, with no clearly visible weaknesses. The only reliable way to beat them is to play the net aggressively and block their offense -- it's tough, but it's the only way to go.

On to Multiplayer...


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