SUPER PRO VOLLEYBALL
(For 1 or 2 Players)
OBJECT OF THE GAME
To hit the ball over the net in such a manner that the opposing team
is unable to return it within 3 hits of the ball. You control offensive
moves (sets and spikes) and defensive moves (digs and blocks). Only
the team that serves (puts the ball into play) can score points. If the
serving team fails to score, a side out is awarded and the service
changes to the opposing team.
First team to score at least 15 points with a 2 point advantage wins
the game. Three games out of five wins the match.
Turn power switch OFF and insert cartridge. turn power switch ON
and press RESET. SPIKER -- SUPER PRO VOLLEYBALL title screen
appears. Press any hand controller KEY or the DISC to continue.
SELECT TWO ON TWO (OUTDOOR) OR SIX ON SIX (INDOOR)
Using either hand controller, press 1 to play TWO ON TWO (outdoor)
or press 2 to play SIX ON SIX (indoor). Outdoor Volleyball is
generally harder, but it is also more fun as you get better. Both
games follow the same rules. Press ENTER after making your
SELECT GAME OPTIONS: ONE OR TWO PLAYERS
You can play SPIKER -- SUPER PRO VOLLEYBALL against the
computer, against a friend, or you and a friend can team up against
the computer (outdoor volleyball only). You can use the left hand
controller (the red team) or the right (the blue team). Or you can let
the computer control both teams, giving you a demonstration of
game play (very instructional for beginners).
A menu of your options appears on screen, showing various
combinations of HUMAN and COMPUTER teams. What side of the
screen a team appears on indicates which hand controller will control
the team. For example, selecting HUMAN VS. COMPUTER means you
will play a computer controlled team, and you will use the LEFT hand
controller. Select COMPUTER VS. HUMAN and you will use the RIGHT
hand controller. The other hand controller is the computer's
controller, used only in selecting its skill level.
For TWO ON TWO, extra options appear on screen: 2 HUMANS VS.
COMPUTER and COMPUTER VS. 2 HUMANS. These options allow two
players to team up against the computer team. All the rules below
apply, except that you always control the same onscreen player.
After making your selection by pressing the appropriate NUMERIC
KEY, press ENTER.
SELECT SKILL LEVELS: LOW TO HIGH
Select a skill level for each team by pressing 1 (low) to 6 (high) on
that team's hand controller. To play against an easy computer-
controlled team, select a low number for the computer (using its
hand controller) and a higher number for yourself. When two friends
compete, assign the better player the lower number, handicapping
him or her with the worse team. Press ENTER after each controller
after selecting the levels.
THE GAME BEGINS: SIDES AND FIRST SERVE
Once skill levels have been entered, the game begins. For the first
game, the red team is on the left of the screen, the blue team is on
the right. Teams switch sides after each game. The team on the left
serves first each game.
THE SCREEN: SCORE DISPLAY
The team scores appear in the upper left and right corners of the
screen in the teams' colors. The points scored in the current game
appear over the number of games won in the match so far.
ZONES: HOW TO AIM THE BALL
You control serving, offensive moves, and defensive moves. You can
aim your shots to various zones on each side of the net using the 1
through 9 keys, mapped as they are on the hand controller. That is,
press 1 to aim to upper left; 9 to aim to lower right; 5 to aim to the
center and so forth.
On the left side of the court, the zones 3, 6, and 9 are along the net;
on the right side, zones 1, 4 and 7 are along the net.
The ball automatically goes to the server on the side with possession
of the ball. Use the DISC to move back and forth along the back line.
Serving requires two presses of numeric keys, and both timing and
strategy are required.
When you press the keys determines the accuracy of the serve: the
first press tosses the ball up, the second press hits it. Time the
second press carefully -- too early or too late could cause you to hit
the ball into the net, out of bounds, or miss it entirely.
Which keys you press determine the speed and direction of the
serve: the first number you press selects the speed, the second
number selects a zone on your opponent's side. Use logic -- a fast
serve to a zone close to the net won't go over! And remember that
the serve will only be accurate if your timing is correct!
SELECTING A PLAYER
You only have control of one of your team's players at a time,
indicated by the orange player for the Reds, the light blue player for
the Blues. Whenever the ball is in the air, your player closest to
where the ball will land is automatically selected as the one you
You can manually select a different player to control by pressing
CLEAR and ENTER to cycle through your other team members.
Whichever team members you do not control will play to the best of
their abilities, based on the skill level you selected for them.
When playing in cooperative mode, you always control the same
MOVING A PLAYER
Press the edge of the DISC to make your controlled player run in the
PASSING THE BALL
When the ball comes onto your side of the net, you may pass (hit) it
to a teammate. You may only pass the ball twice before hitting it
back over the net.
If you control the player closest to the ball (the usual case), move to
meet the ball as it comes down. If you get there in time, you will
automatically hit the ball. If you don't control the player, then he'll
automatically attempt to hit it (the higher the team's skill level, the
more likely he is to succeed).
If you control the player, you can pass to a particular teammate by
pressing the NUMERIC KEY matching the teammate's zone BEFORE
THE BALL IS HIT. You may select the zone, then run to hit the ball, or
vice versa. For example, to pass the ball to your teammate standing
in the center of your court, press 5, then use the DISC to run and
meet the ball.
Important: Do not press a NUMERIC KEY while pressing the DISC or
the key press will be ignored and you'll stop!
You can change your mind and press a different NUMERIC KEY as
long as you do it BEFORE THE BALL IS HIT.
Note: It is not necessary to select a zone. If you do not press a
NUMERIC KEY before a hit, a zone will be selected for you at random.
You may wish to take advantage of this and let all your shots be
selected for you until you learn the feel of the controls. As you get
better, you will want to aim all your shots, except when there isn't
time, as with a dig (wild, unaimed hit just intended to keep the ball
in play, usually in response to other team's unblocked spike).
HITTING OVER THE NET
Since the third hit must go over the net, the player making that hit
will automatically aim for a zone on the other side. If you control the
player, you can determine which zone you'll aim for by pressing the
matching NUMERIC KEY before the ball is hit. If you do not press a
numeric key, a random zone will be selected.
Instead of passing, you can hit the ball over the net on the first or
second hit by pressing 0 (zero), then the NUMERIC KEY of the target
zone BEFORE THE BALL IS HIT. For example, the ball is coming over
the net. To immediately return it toward the center of the opposing
court, press 0, then 5, then use the DISC to run and meet the ball.
Again, it is not necessary to select a target zone. If you do not press a
NUMERIC KEY, key, a zone will be selected for you at random.
When you're too far from the ball to reach it in time by running
(pressing the DISC), you can dive for it: WHILE PRESSING THE DISC,
press either LOWER SIDE KEY. You'll dive in the direction you're
running. Diving will cause you to move twice as fast, but you'll have
no control over the zone you hit the ball to -- if you hit it!
Your primary offensive move is the spike. On the second hit, the ball
is passed (set) to you near the net. Press either TOP SIDE KEY to jump
and hit the ball full force down over the net. It will take practice to
learn the timing needed to jump high enough to make the spike
effective. As with normal hitting over the net, you can press a
NUMERIC KEY to aim the ball before spiking.
Warning: Since the spike travels in a straight line, spikes aimed
toward the three closest opposing zones are most likely to ram right
into the net. Aim for the middle or back of the opposing court until
you have mastered the spike. But a successful spike to the near zones
is almost unstoppable!
You can spike on the first or second hit by pressing 0, then a zone to
aim to. You can also use this move to fake out your opponent: on the
first or second hit you can jump without spiking -- just aim to a zone
on your side of the net (don't press 0 first). With proper timing, you
can jump and at the last instant decide if you'll spike it over or pass
to a teammate.
To double the speed of your spikes, run toward the ball (press the
DISC) and then press either TOP SIDE KEY while still pressing the
DISC. You'll take a running jump at the bail, smashing it down over
the net at high speed -- IF you hit it.
Warning: If you're running toward the net, you'll likely run into it,
causing a violation and awarding the other team the serve or point.
Instead, run alongside the net before jumping.
Your primary defensive move is the block, used against the spike. It
requires anticipating which opposing team member is about to spike.
Position yourself next to the net in front of the spiker. Press either
TOP SIDE KEY to jump. Time it right and you'll deflect the spike right
back over the net.
If your timing is slightly off, you may just tip the ball as it comes
over onto your side of the net. In this event, THE BLOCK DOES NOT
COUNT AS ONE OF THE THREE CONTACTS YOU ARE ALLOWED.
You'll hear the referee's whistle for the following violations:
* Player touches the net
* Player goes under the net while diving
* Bail hits the ground
* Serve touches the net as it goes over
The serve or the point goes to the other team.
HAND CONTROLLER SUMMARY
KEYS 1 TROUGH 9: Select zone to aim for
CLEAR & ENTER: Select different team member
0: Hit ball over net early (first or second hit)
UPPER SIDE KEYS: Jump (for spikes or blocks)
LOWER SIDE KEYS: Dive in direction running
DISC: Run in direction pressed
�1989, 1998 Intellivision Productions, Inc.