World ice hockey
| This page stands alone. Please link a relevant page to this page. (October, 2014) |
| References and the source which I can inspect are not shown at all, or this article is insufficient. You add the source, and please cooperate with the reliability improvement of the article. (August, 2014) |
The world ice hockey (WORLD ICE HOCKEY) is software of Game Boy. The sales agency is Athena. A sale date is April 12, 1991.
Summary
I feature the theme of a world meeting of the ice hockey according to title. A participation country is USR (Soviet Union federal state), CAN (Canada), FIN (Finland), CZR (Czechoslovakia), GER (Germany), SWE (スウウェーデン), USA (the United States), eight countries of JPN (Japan). USR and CAN are particularly strong at the time of the initial setting and are followed by FIN. JPN is the weakest.
It is intended to win and advance to the next around of the meeting when I play alone, and I win the championship if I beat all seven countries which oneself chose, and it is ending. It is game over, but a team password and a game password are displayed without relations after a game by victory or defeat, and continue that I use this allows it if I lose (a password is offered only when I lose only for the final). But while I use it several times, a player is strengthened, and championship in JPN is possible as initial setting even if I use the team password while it is a beginning if I strengthen it to the limit. In the CPU team, the ability of the player and the assignment of the position come up by initial setting without relations in having this use of password and meeting or not.
When I play two people, each faces it with a choice of a different country (as for the team play, impossible).
All the players are right-handed. 17 players are registered in all teams and are assigned by three people (only as for the goal keeper two) every each position. There is not the name to a player, but I am distinguished with a uniform number, and there is an ability level to one one. As for the ability level, there are three kinds of S (speed) influencing P (power) influencing the flying distance of T (technique), stamina and the pack which are taken, and influence the advantage disadvantage by the scramble for hate and pack of the foul, the speed of the foot, and it is five phases from 1 to S each.
I can have a meeting before a game and can change the row of the player by position choice, but cannot place plural same players. In addition, the movement at the time of battle formation and the defense at the time of the attack is setable by four kinds, too. It is started with the thing which I set, but, as for the kind of an attack and the defense, 1 can select from four kinds with a pose screen during the game.
The foul attack exists, too, but I am found by an umpire with constant probability when I use this and become the disqualification. The probability to be found according to said article depends on T. The kind of the foul becomes all the minor penalty without being set. But it becomes the penalty shot when a goal is close, and a defense violates the rules. In addition, a rule peculiar to this game includes one to one scuffle, and a loser is to have foul stolen. It is not got goal crease the goal keeper. When the player except the goalkeeper invades the crease, I am removed in no more discussion without relations by an ally and enemy.
Because both player and pack invade it, the offside applies it. The icing becomes the one-touch. The line pass is unconfirmed. In addition, I cannot use the face-off spot by the offside line for some reason and, in the case of offside, icing, the face-off at the time of the disqualification outbreak, use the face-off spot close to the goal by all means.
It is 1 period three-20ths period system, but it is not really long time to there that countdown is considerably early and consumes the time of the fixed quantity by a face-off. It may be fulltime during a face-off depending on the remaining time.
In the case of a tie score, I hit five penalty shots and bring it to an end. I continue hitting it by turns until I break off five of them, and there is an end in the case of a tie score. The penalty shot chooses a place to aim at and strength to defeat and if it is the offense, I take off the reading of the goalkeeper and aim at a score and if it is a defense, I read the aim of the partner and aim at the check of the loss. But the hit or miss of the aim may be corrected depending on numerical value of T of the goalkeeper. When a defense puts both course and power, the probability of the score becomes 0 and stops it approximately surely when I expose the reading of the course. In addition, I can stop only power with constant probability when it proves right. This probability depends on T of the goalkeeper.
This article is taken from the Japanese Wikipedia World ice hockey
This article is distributed by cc-by-sa or GFDL license in accordance with the provisions of Wikipedia.
In addition, Tranpedia is simply not responsible for any show is only by translating the writings of foreign licenses that are compatible with CC-BY-SA license information.
0 개의 댓글:
댓글 쓰기