I have no interest in creating ordinary gameplay, and I don’t even know if I would be capable of it. I am of course always looking for the best possible gameplay: realistic, stable , balanced, versatile, challenging and obviously fun; but the paths I choose to follow in order to get it are extremely experimental.
Experimentation requires hundreds of tests and hundreds of failures; steps forward and many backwards. This is an inevitable path. My commitment to always come up with a quality product that is usable by the majority of users is profound, but it will never be at the expense of experimentation.
Those who decide to support this project must be aware of this. The adjective “HYPER” is an homage to Konami’s first soccer game released in 1992.
This mod has unique features, and the changes made are, again, difficult to trace and enlist, because they are so many and scattered in all aspects of gameplay.
Here a brief description:
– the gameplay is fast and the cpu attacks more realistically than in previous versions; so more crosses, more through passes and long balls.
– the gameplay is always very physical and aggressive;
– fouls will always be a feature in all my versions, but in this one the referee system is better balanced. Fewer dubious contacts are whistled and there are fewer cards.
– the physics aims to make the game always unpredictable and has once again been modified. ( I.E. You will see that by pressing the pass button you will have ground passes but sometimes also long passes)
– field positioning has been modified to get more realistic attacking, defensive and pressing dynamics.
– Players results more stable and solid;
– overall speed had been slightly decreased ( just from my last work, so it’s always very fast) resulting in a more realistic pace;
– some animations have been speed up in order to get more fluid and coherent movements;
– cpu attacks even more aggressively and it’s able to create several score opportunities in different ways;
– the focal system of the mod is still the SGC/SF which aims to make every ball touch more unpredictable.
- RECOMMANDED SETTING:
- DIFFICULTY: LEGENDARY (TESTS WERE DONE MAINLY AT THE LEGENDARY)
- GAME SPEED: NORMAL
- REFEREE STRICTNESS: STRICT ( TESTED MAINLY ON STRICT)
- PLAYER BASED DIFFICULTY: ON
- SET OFF ALL UNREALISTIC SETTING, LIKE AUTO SHOTS, ASSISTED HEADERS, TIMED FINISHING, AUTO FLAIR PASS.
- PASSING: MANUAL LONG BALL- CROSSES – PASSING THROUGH
- SEMI ASSISTED SHORT PASSES-HIGH PASS SENSITIVE
- SHOT: SEMI ASSISTED ( SEMI ASSISTED ON THIS MOD IS CLOSER THAN BEFORE TO MANUAL)
- JOCKEY:MANUAL
- DEFENDING: ADVANCED ( IMPORTANT BECAUSE I TESTED ONLY WITH THIS SET!!!)
- SLIDERS CPU ( JUST CPU )
- SHOT ERROR: UP TO YOU—TRY HOW YOU FEEL ON DEFAULT—OTHERWISE DECREASE 40-45
- LINE WIDTH: 51-52
- POSITION MARKING: 100
POWERBAR: UP TO YOU—TRY HOW YOU FEEL ON DEFAULT—OTHERWISE SLIGHTLY INCREASE IT