"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~""" MMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMM M MMMMMMMMMMMMMMMM MMMMMMMMMMMMMMM MMMMMMMMMMMMMM MMMMMMMMMMMMMM MMMMMMMMMMMMM MMMMMMMMMMMMM MMMMMMMMMMMMM MMMMMMMMMMMMMM MMMMMMMMMMMMMM MMMMMMMMMMMMMM MM MMMMMM MMMMMMMMMMMMMMMM MMMM aa MMMMM MMMMMMMMMMMMMMMMMMMMMMMMaaaaaa MMMM MMMMMMMMMMMMMMMMMMMM aaaaaaaa MMM MMMMMMMMMMMMMMMMMMM aaaa MM MMMMMMMMMMMMMMMMMMM MMM MMMMMMMMMMMMMMMMMMMM MMM MMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMM MMMMMMM MMMMM MMMMM MMMMMMMMMM MMMMMMM MMMM MMMM MMMM MMMMMMMMM MMMMM MMMMM MMMMMMMMMM MMMMMMM MMMMMMMMMM MMMM MMMM MMMMMMMMM MM MM M M MM MM MMM MM MM M M MM MM MMMMM MM MM MM MMMMMMM MM MM MMMMM MM MM MM M M MM MM MM MM MM MM M M M MMM MMM MMMMMMMM MMMMMMMMMM MMMMM MMMMM MMM MMM MMM MMM MMMMMMMMM MMMMM MMM MMMMMMMMM MMMMMMMMMM MMMMM MMMMM MMMM MMMMM MMMMMMMMM dMP dMP dMP dMP dMMMMb dMMMMb dMP dMMMMb .aMMMMP dMP dMP dMP amr dMP dMP dMP dMP amr dMP dMP dMP" dMP dMP dMP dMP dMP dMP dMP dMP dMP dMP dMP dMP MMP" dMP.dMP.dMP dMP dMP dMP dMP dMP dMP dMP dMP dMP.dMP VMMMPVMMP" dMP dMP dMP dMP dMP dMP dMP dMP VMMMP" .aMMMMP .aMMMb .aMMMb dMP dMP" dMP"dMP dMP"dMP dMP dMP MMP"dMP dMP dMMMMMP dMP dMP.dMP dMP.aMP dMP dMP dMP VMMMP" VMMMP" dMP dMP dMMMMMP FAQ NES 1994 Version: 1.0 released on the 24th of August 2008 Author: odino http://www.gamefaqs.com/features/recognition/47976.html This guide is EXCLUSIVELY available at GameFAQs. .============================================================================. | .========================================================================. | | | TABLE OF CONTENTS | | | '========================================================================' | |============================================================================| | 01.) Introduction | G0100 | | 02.) Basics | G0200 | |----------------------------------------------------------------+-----------| | 03.) Modes | G0300 | | 04.) Rosters | G0400 | |----------------------------------------------------------------+-----------| | XX.) References | GXX00 | | YY.) Version History | GYY00 | | ZZ.) Credits & Thanks | GZZ00 | '=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-' =============================================================================== 01.) INTRODUCTION G0100 =============================================================================== Welcome to 'J.League Winning Goal' for the NES, released by Electronic Arts Victor in 1994. It was only released in Japan. Electronic Arts you say? Does this have anything in common with the FIFA series? Not really, it only appears to have the same arcade style action the first couple of console FIFA games had. However, it certainly lacks any kind of depth those games had even in the early days. The game was developed by GRC (Graphic Research) who have not done any other sport game since then. They did, however, develop a very similar game for the Game Boy a couple of months earlier also by the name of J.League Winning Goal. That game is all in English if you are interested. The guide uses Shift-JIS to display Japanese characters in .txt form. If you cannot see them automatically and just see some garbled font, set your browser encoding or file viewer manually. It is recommended that you view the file in a fixed font such as Courier New as some of the tables with Shift-JIS will look odd without it. Suggestions, comments or errors - tell me about it. Enjoy! =============================================================================== 02.) BASICS G0200 =============================================================================== Before we begin, lets make it clear: Soccer (North America) = Football (Rest of the world) Football (North America) = American Football (Rest of the world) For this guide I will be referring the game to as Football, which is the game Americans will refer to as Soccer. Controls: ````````` ______| |____________________________ | ............. | | ............. Nintendo | | _ ............. | | _| |_ SELECT..START | | |_ O _| ..__.....__.. _ _ | | |_| (__) (__) (_) (_) | | ............. B A | |_____________________________________| Inactive (Off the ball): A Switch player B Sliding tackle Active (On the ball): A Shoot, Short/Low Pass B Long/High Pass Use START to pause the game at any time. START will also resume the game later. Controlling Players: To get a better positioned player into your control, press the A button when you are not in control of the ball. That player will have a small triangle above his head and is also mentioned in the display at the bottom. The CPU usually controls these players itself but will give you control of the nearest player to the ball, whether it is a good position for you or not is a different matter. For example, the player might be still behind the opponent, or on the wrong side. Quickly press A again until you get the player you want to control, but make sure not to overdo it as with each press the players will have a short pause. If you prefer to have the CPU tackling the opponent you may also switch out your control on purpose. Running/Dribbling: Whether or not you are in possession of the ball, the D-Pad will always make the player run. You do not have to press any buttons to run with the ball, as the player automatically does so. One note on the running, if you have the ball then do not simply run into an opponent, although the game's lowsy AI might often let you get away with it. Most times this will result in losing possession immediately. Passing: When in control of the ball, press A or B and a direction on the D-pad simultaneously to pass the ball in that direction. A will do a short and low pass whereas B wil do a long and high pass across the field. Note that a short pass becomes shooting when you get close to the opponent's goal. Tackling: The only way to get the ball from a player without him doing a mistake is to slide into him with a tackle. Unlike other games, this game does not have fouls. Tackle to your hearts content, but do try to actually get the ball. Sliding into thin air will result in wasting time and giving the other team the chance to strike. Players also get "injured" from tackling (the tackling player, not the one on the receiving end). They will lie around on the field a short while and get up later than usual. Goalkeeper: If the attacking team kicks the ball out behing the other team's goal line (the line behind the goal) there will be a goal kick. In this game it is always performed by the goalkeeper. Either A or B will do a medium-long kick. You can not control its length nor its direction, not even who you aim at. When the goalkeeper catches the ball in the game, the timer is stopped and all players will fall back to their position. The kick is then nearly identical to the goal kick Throw-In: When the ball leaves the field on either side of the field, the team that did not force out the ball will gain a throw-in. Either A or B will do a rather long throw-in, but you can aim with the directions. You will usually always aim at another player so the directions are not as fined tuned as you might want them to. Corner Kick: If the defending team kicks out the ball behind their own goal (including the goalkeeper), the attacking team gets a corner kick. This rarely seems to happen with the CPU teams. Either A or B will do a goalkick that goes all the way at the front of the penalty box. Because the ball always go there, both the attacking and defending players should know how to react and where to position as soon as the controls are available. Penalty Shoot-out: If a game is still even at the end of extra time, a penalty shoot-out will decide the winner. In the shoot-out you have to aim in one of the six available spots and shoot. You can shoot with A or B, but B will result in a weak shot and you do not miss by shooting strong with the A button. Hold down the direction and press the button to perform the kick. To get the direction you want, consult the following chart (L=Left, R=Right, U=Up, D=Down): ______________________________ | | | 1 2 3 | | | | | | 4 5 6 | ................................ 1:LU 2:U 3:RU 4:L 5:- 6:R Without pressing any direction the kick will go straight down the middle, which is not a good place to shoot as the goalkeeper is usually there. See why in the following paragraph. Performing as the goalkeeper is a lot harder. You must press the direction and A button quickly as soon as the shot is taken. Holding it down earlier or later does nothing. It also appears that left/right is both for the low and high shot but standing in the middle does not block the high center shot. Even if you get the direction correct, blocking the ball is not guaranteed, although the high center shot seems to be easily taken care of. Overall it seems failure to dive as the goalkeeper happens very often, thus no-one is advised to aim their penalty shot dead center. Display: ```````` _____________________________________ | ................................... | | . . | | . . | | . . | | . . | | . A . | | . . | | . . | | . . | | . . | | ................................... | | | | ................................... | | . . | | . B . | | ................................... | |_____________________________________| The upper portion of the display (A) contains the action of the football match. This will never change throughout the game and zooms around as you play. The long blue display (B) contains the player info on both sides, whoever controls the ball or is nearest to it from either team. The number next to the player is that player's name. In the center are two more numbers, the smaller top on is the time in this half (both halfs are 45 minutes each) and the large number is the current score. Tips and other info: ```````````````````` * The best shots are taken from just the edge of the penalty box, across goal. If you get too close the goalkeeper will run out, too far out usually misses or gets caught with ease. As for the direction, if you run straight into goal the shot is too straight as well, but a diagonal approach from the corner of the penalty box, whipped into the far corner of the goal often results in scoring. * The AI in this game is very poor. For example, if you are leading 1-0 you could simply find a spot next to the corner flag. The other player(s) will try and slide the ball away from you, but can only slide at certain parts of the field. In other words, will slide around like mad from one side to the other, missing the ball. You can continue like this for the rest of the half. Even if the player eventually gets the ball, this wasted plenty of time by then. * There are no penalties given for fouls, so do not be afraid to slide around in your own penalty box. * Offside is unknown in this game, not that you can really control much of the player's movements apart from your own guy. * The timer stops when the ball is out of bounds or in control of the goalkeeper. No time wasting can be done like this, but the previous tip still works great. * Passing is not too great in the game, I would advise in trying to dribble around opponents instead. This is not easy, but still better than aimlessly passing to another part of the field you have no clue about. Also I have found long passes to be more reliable in finding your man and short passes are too loose. * All players have the same unknown stats, substituting them will not do any good nor increase/decrease your chances in the game. The game always uses the same formation, and there is also no way to substitute players during the match, not that it matters due to the lack of stats and formation. Cheats: ``````` P1 score: Set value 031C at anything from 0 to 9. P2 score: Set value 0320 at anything from 0 to 9. To win with ease, set your score at 9 and the opponent at 0. You do not actually have to follow the setting above, you can for example, play with a handicap and give the opponent a four goal lead to start out with. If you change the cheat while playing it will still display the old score until either half-time, full-time or someone scores a goal. Once this happens the cheated score will take over visually as well, although it will always be the one set in the code once you enter it. Also the game still counts the goals scored, for example, will say that you scored 0 and the other team 3 goals in the statistics, but still reward you with a 9-0 win if you set it like that. This score is final and counts towards your league position as well. =============================================================================== 03.) MODES G0300 =============================================================================== At the main menu you have the choice of three modes: *League: This is the league mode, in which you play each team twice in a complete season. Under 1994 J.League rules a game can only be won or lost, there are no draws. If a game is still even after ninety minutes then the game goes to extra time of fifteen minutes per half, with a Golden Goal rule in effect. This means the first team to score a goal will win. If the game is still a draw at the end of extra time as well, penalty kicks will be used to determine a winner. The winner of the league is the one with most wins, and if there more than one team has the same amount the goal difference is used (these rules were abolished/altered over time in case you were wondering). The League table has the info on how many games you have won (WG), lost (LG), goals scored (WSC) and goals conceived (LSC) as well as the different in your goal (goals scored - goals conceived). If you press Down you will also find a screen which displays all the games that have been played. As each team needs to play another one twice there is a home game and an away game for each match- up. To exchange players you have to make use if the Position Change option. This chosen line-up will be used in the next game. Remember that players do not have stats and the formation is always the same, so changing anything here is merely superficial. You can start a new league or continue from earlier. If you choose 'Continue' but there is previously started slot then the game will simply start a new season anyway. *Exhibition: Play either a 1 Player or 2 Player game (against another human player) in a one-game event. Pick your team(s) and play the game until it is finished, then replay if you desire. Unlike in League mode you choose your players before the game without having to go there yourself. The exhibition match also goes to extra time and penalties should there be no winner at the end of normal time. *Option: Change the play time from 6 real-time minutes per default to 9, 16 or 30 minutes. The level is the difficulty of the AI, either Normal or Hard can be played against. The other two options merely test the background music (BGM) and sound effects (SE). =============================================================================== 04.) ROSTERS G0400 =============================================================================== .----------------------------------. | Key: | |----------------------------------| | PO Position | | NO Number | | NAME Katakana/Kanji/English Name | '----------------------------------' .----------------------------------. | Ž­“‡ƒAƒ“ƒgƒ‰[ƒY Kashima Antlers | |-----------------------------------------------------------------------------. | PO NO NAME | |-----------------------------------------------------------------------------| | GK 1 ƒtƒ‹ƒJƒ ƒ}ƒTƒAƒL (ŒĆģ ¹–¾) FURUKAWA Masaaki | | DF 4 ƒIƒNƒm ƒŠƒ‡ƒEƒXƒP (‰œ–ģ —»‰E) OKUNO Ryosuke | | DF 3 ƒKƒ„ ƒGƒCƒV (‰ź’J ‰pŽi) GAYA Eiji | | DF 5 ƒIƒIƒm ƒVƒ…ƒ“ƒ]ƒE (‘å–ģ rŽO) ONO Shunzo | | DF 2 ƒAƒLƒ^ ƒ†ƒ^ƒJ (H“c –L) AKITA Yutaka | | MF 6 ƒzƒ“ƒ_ ƒ„ƒXƒg (–{“c ‘אl) HONDA Yasuto | | MF 10 ƒW[ƒR ZICO (Arthur Antunes Coimbra) | | MF 8 ƒTƒ“ƒgƒX SANTOS (Carlos Alberto Souza Dos Santos) | | FW 9 ƒNƒƒTƒL ƒqƒTƒV (•č ”䍷Žx) KUROSAKI Hisashi | | FW 11 ƒnƒZƒKƒn ƒˆƒVƒ†ƒL (’·’Jģ Ė”V) HASEGAWA Yoshiyuki | | FW 7 ƒAƒ‹ƒVƒ“ƒh ALCINDO Sartori | | | | 16 ƒ`ƒo ƒIƒTƒ€ (ē—t C) CHIBA Osamu | | 12 ƒCƒVƒC ƒ}ƒTƒ^ƒ_ (Īˆä ³’‰) ISHII Masatada | | 13 ƒIƒIƒo ƒPƒ“ƒW (‘åź Œ’Žj) OOBA Kenji | | 14 ƒˆƒVƒ_ ƒ„ƒXƒqƒ (‹g“c NO) YOSHIDA Yasuhiro | | 15 ƒ}ƒiƒJ ƒ„ƒXƒI (^’† –õ•v) MANAKA Yasuo | '-----------------------------------------------------------------------------' .-----------------------. | ƒWƒFƒtŽsŒ“ JEF United | |-----------------------------------------------------------------------------. | PO NO NAME | |-----------------------------------------------------------------------------| | GK 1 ƒVƒ‚ƒJƒ ƒPƒ“ƒCƒ` (‰ŗģ Œ’ˆź) SHIMOKAWA Kenichi | | DF 4 ƒ~ƒbƒVƒFƒ‹ (‹{ąV ƒ~ƒVƒFƒ‹) MIYAZAWA Michel | | DF 3 ƒiƒJƒjƒV ƒGƒCƒXƒP (’†¼‰i•ć) NAKANISHI Eisuke | | DF 5 ƒCƒKƒ‰ƒV ƒJƒYƒ„ (ŒÜ\—’ ˜a–ē) IGARASHI Kazuya | | DF 2 ƒLƒUƒ ƒ}ƒTƒmƒŠ (–ŲąV ³“æ) KIZAWA Masanori | | MF 7 ƒGƒWƒŠ ƒAƒcƒqƒR (]K “Ä•F) EJIRI Atsuhiko | | MF 6 ƒ}ƒiƒJ ƒ~ƒLƒI (įĮ’† в•v) MANAKA Mikio | | MF 10 ƒŠƒgƒoƒ‹ƒXƒL[ Pierre LITTBARSKI | | FW 8 ƒpƒxƒ‹ Rehak PAVEL | | FW 11 ƒIƒbƒcƒF Otze (Frank ORDENEWITZ) | | FW 9 ƒjƒCƒ€ƒ‰ ƒ„ƒXƒqƒR (V‘ŗ ‘וF) NIIMURA Yasuhiko | | | | 16 ƒIƒIƒ^@ƒ}ƒTƒqƒ (‘¾“c ¹G) OOTA Masahiro | | 12 ƒTƒJƒNƒ‰ ƒ†ƒEƒW (ć‘q —T“ń) SAKAKURA Yuji | | 13 ƒ~ƒ„ƒUƒ ƒqƒƒV (‹{ąV _) MIYAZAWA Hiroshi | | 14 ƒGƒ`ƒS ƒJƒYƒI (‰zŒć ˜a’j) ECHIGO Kazuo | | 15 ƒVƒ“ ƒ`ƒFƒ{ƒ“ (\ Ż”Ķ) SHIN Che Bon | '-----------------------------------------------------------------------------' .-----------------------. | ‰Y˜aƒŒƒbƒY Urawa Reds | |-----------------------------------------------------------------------------. | PO NO NAME | |-----------------------------------------------------------------------------| | GK 1 ƒ~ƒ MILO | | DF 4 ƒ`ƒ‡ƒE ƒLƒWƒF (‘‚ ‹MŁ) CHO Kwi-Jea | | DF 5 ƒXƒMƒ„ƒ} ƒRƒEƒCƒ` (™ŽR Kˆź) SUGIYAMA Kouichi | | DF 3 ƒ^ƒOƒ` ƒˆƒVƒmƒŠ (“cŒū ’õ‘„) TAGUCHI Yoshinori | | DF 2 ƒzƒŠ ƒ^ƒJƒtƒ~ (–x FŽj) HORI Takafumi | | MF 6 ƒIƒJƒWƒ} ƒLƒˆƒmƒu (‰Ŗ“‡ “‰„) OKAJIMA Kiyonobu | | MF 7 ƒnƒVƒ‰ƒ^ƒj (’Œ’J) HASHIRATANI | | MF 8 ƒLƒNƒnƒ‰ ƒVƒƒE (‹eŒ“ Žu˜Y) KIKUHARA Shiro | | FW 11 ƒ~ƒYƒEƒ` ƒ^ƒPƒV (…“ą –Ņ) MIZUUCHI Takeshi | | FW 10 ƒ‹ƒ“ƒƒjƒQ Michael RUMMENIGGE | | FW 9 ƒtƒNƒ_ ƒ}ƒTƒqƒ (•Ÿ“c ³”Ž) FUKUDA Masahiro | | | | 16 ƒcƒ`ƒ_ ƒqƒTƒV (“y“c ®Žj) TSUCHIDA Hisashi | | 12 ƒ‚ƒgƒˆƒV ƒ^ƒPƒV (–{‹g „) MOTOYOSHI Takeshi | | 13 ƒCƒPƒ_ ƒmƒuƒ„ƒX (’r“c LN) Ikeda Nobuyasu | | 14 ƒ‰[ƒ“ Uwe RAHN | | 15 ƒIƒJƒm ƒ}ƒTƒ†ƒL (‰Ŗ–ģ ‰ės) OKANO Masayuki | '-----------------------------------------------------------------------------' .-------------------------------------------. | ƒ”ƒFƒ‹ƒfƒBģč Yomiuri F.C. (Tokyo Verdy) | |-----------------------------------------------------------------------------. | PO NO NAME | |-----------------------------------------------------------------------------| | GK 1 ƒLƒNƒ` ƒVƒ“ƒLƒ` (‹e’r V‹g) KIKUCHI Shinkichi | | DF 5 ƒnƒVƒ‰ƒ^ƒj ƒeƒcƒW (’Œ’J “N“ń) HASHIRATANI Tetsuji | | DF 6 ƒJƒƒ‚ƒg ƒ~ƒcƒqƒ KAWAMOTO Mitsuhiro | | DF 3 ƒyƒŒƒCƒ‰ PEREIRA (Luiz Carlos Pereira) | | DF 2 ƒCƒVƒJƒ ƒRƒE (Īģ N) ISHIKAWA Ko | | MF 10 ƒ‰ƒ‚ƒX ƒ‹ƒC RAMOS RUY (Ruy Goncalves Ramos Sobrinho) | | MF 4 ƒpƒEƒ PAULO | | MF 8 ƒLƒ^ƒTƒ ƒcƒˆƒV (–kąV ‹) KITAZAWA Tsuyoshi | | FW 11 ƒ~ƒEƒ‰ ƒJƒXƒˆƒV (ŽO‰Y ’m—Ē) MIURA Kazuyoshi | | FW 7 ƒqƒXƒ}ƒ‹ƒN HISUMARUKU | | FW 9 ƒ^ƒPƒ^ ƒmƒtƒqƒ TAKETA Nofuhiro | | | | 16 ƒtƒVƒJƒ ƒ^ƒJƒ†ƒL FUSHIKAWA Takayuki | | 12 ƒtƒVƒˆƒV ƒVƒ“ƒV FUSHIYOSHI Shinshi | | 13 ƒiƒJƒ€ƒ‰ ƒ^ƒ^ƒV NAKAMURA Tatashi | | 14 ƒgƒcƒJ ƒeƒcƒ„ TOTSUKA Tetsuya | | 15 ƒcƒiƒ~ ƒTƒgƒV TSUNAMI Satoshi | '-----------------------------------------------------------------------------' .-------------------------------. | ‰”•lƒ}ƒŠƒmƒX Yokohama Marinos | |-----------------------------------------------------------------------------. | PO NO NAME | |-----------------------------------------------------------------------------| | GK 1 ƒ}ƒcƒiƒKƒVƒQƒ^ƒc (¼‰i ¬—§) MATSUNAGA Shigetatsu | | DF 4 ƒCƒnƒ‰ ƒ}ƒTƒ~ (ˆäŒ“ ³–¤) IHARA Masami | | DF 2 ƒqƒ‰ƒJƒ ƒqƒƒV (•½ģ O) HIRAKAWA Hiroshi | | DF 5 ƒRƒCƒYƒ~ƒWƒ…ƒ“ƒW (¬ņ “ń) KOIZUMI Junji | | DF 3 ƒiƒKƒ„ƒ} ƒNƒjƒI (‰iŽR –M•v) NAGAYAMA Kunio | | MF 7 ƒGƒo[ƒgƒ“ EVERTON Nogueira | | MF 6 ƒTƒpƒ^ ZAPATA (Gustavo Miguel Zapata) | | MF 10 ƒLƒ€ƒ‰ ƒJƒYƒV (–Ų‘ŗ ˜aŽi) KIMURA Kazushi | | FW 8 ƒ~ƒYƒkƒ} ƒ^ƒJƒV (…Ą ‹MŽj) MIZUNUMA Takashi | | FW 9 ƒ‰ƒ‚ƒ“ ƒfƒBƒAƒX RAMON DIAZ (Ramon Angel Diaz) | | FW 11 ƒ„ƒ}ƒ_ ƒ^ƒJƒqƒ (ŽR“c —²—T) YAMADA Takahiro | | | | 16 ƒEƒ‰ƒJƒ~ ƒ^ƒPƒV (‰Yć ‘sŽj) URAKAMI Takeshi | | 12 ƒIƒ€ƒ‰ ƒmƒŠƒI (¬‘ŗ “æ’j) OMURA Norio | | 13 ƒ}ƒcƒn ƒVƒŠƒLƒ]ƒE MATSUHA Shirikizou | | 14 ƒWƒ“ƒm ƒ^ƒNƒ„ (_–ģ ‘ģĘ) JINNO Takuya | | 15 ƒ~ƒEƒ‰ ƒtƒ~ƒ^ƒP (ŽO‰Y •¶ä) MIURA Fumitake | '-----------------------------------------------------------------------------' .-------------------------------------. | ‰”•lƒtƒŠƒ…[ƒQƒ‹ƒX Yokohama Flugels | |-----------------------------------------------------------------------------. | PO NO NAME | |-----------------------------------------------------------------------------| | GK 1 ƒ‚ƒŠ ƒAƒcƒqƒR (X “Ö•F) MORI Atsuhiko | | DF 4 ƒCƒƒC ƒAƒcƒqƒ (Šāˆä Œś—T) IWAI Atsuhiro | | DF 2 ƒIƒIƒ^ƒP ƒiƒIƒg (‘å›Ō ’¼l) OTAKE Naoto | | DF 3 ƒƒ^ƒiƒxƒCƒbƒyƒC (“n•Ó ˆź•½) WATANABE Ippei | | DF 6 ƒ‚ƒl[ƒ‹ Fernando Daniel MONER | | MF 5 ƒ^ƒJƒ_ ƒ}ƒTƒAƒL (‚“c ¹–¾) TAKADA Masaaki | | MF 7 ƒ}ƒGƒ]ƒmƒ}ƒTƒLƒˆ (‘O‰€ ^¹) MAEZONO Masakiyo | | MF 8 ƒoƒEƒxƒ‹ VALBER da Silva Costa | | FW 11 ƒnƒbƒhƒŠ ƒqƒƒL (•ž•” _‹I) HATTORI Hiroki | | FW 10 ƒGƒgƒD[ EDU (Carlos Eduardo Marangon) | | FW 9 ƒ}ƒGƒ_ ƒIƒTƒ€ (‘O“c Ž”) MAEDA Osamu | | | | 16 ƒCƒVƒYƒGƒŠƒ…ƒEƒW (Ī–– —“Ž”) ISHIZUE Ryuji | | 12 ƒTƒdƒJƒƒmƒŠƒqƒ (ŽFģ —¹—m) SATSUKAWA Norihiro | | 13 ƒJƒcƒ‰ ƒqƒfƒL (Œj GŽ÷) KATSURA Hideki | | 14 ƒnƒ‰ƒ_ ƒ^ƒPƒI (Œ““c •’j) HARADA Takeo | | 15 ƒ„ƒ}ƒOƒ`ƒ‚ƒgƒqƒ (ŽRŒū ‘fO) YAMAGUCHI Motohiro | '-----------------------------------------------------------------------------' .--------------------------------. | ƒxƒ‹ƒ}[ƒŒ•½’Ė Shonan Bellmare | |-----------------------------------------------------------------------------. | PO NO NAME | |-----------------------------------------------------------------------------| | GK 1 ƒtƒ‹ƒVƒ} ƒLƒˆƒg FURUSHIMA Kiyoto | | DF 3 ƒƒ^ƒiƒx ƒ^ƒN (“n•Ó ‘ģ) WATANABE Taku | | DF 4 ƒCƒƒ‚ƒg ƒeƒ‹ƒI (Šā–{ ‹P—Y) IWAMOTO Teruo | | DF 6 ƒiƒcƒJ ƒˆƒVƒqƒ (–¼’Ė ‘Pа) NATSUKA Yoshihiro | | DF 2 ƒiƒ‰ƒnƒV ƒAƒLƒ‰ (–¼—Ē ‹“W) NARAHASHI Akira | | MF 8 ƒ\ƒŠƒ}ƒ` ƒ„ƒXƒnƒ‹ (”½’¬ NŽ”) SORIMACHI Yasuharu | | MF 5 ƒ^ƒTƒJ ƒJƒYƒAƒL (“cā ˜aŗ) TASAKA Kazuaki | | MF 7 ƒAƒEƒ~[ƒ‹ ALMIR De Souza Fraga | | FW 10 ƒxƒbƒ`[ƒjƒ‡ Nascimento BETINHO | | FW 11 ƒmƒOƒ` ƒRƒEƒW (–ģŒū KŽi) NOGUCHI Koji | | FW 9 ƒ~ƒ‰ƒ\ƒWƒƒ[ƒjƒƒ MIRANDINHA (Francisco Ernandi Lima da Silva) | | | | 16 ƒRƒWƒ} ƒmƒuƒ†ƒL (¬“‡ LK) KOJIMA Nobuyuki | | 12 ƒNƒ‚ƒ“ ƒqƒƒAƒL (Œö•¶ —T–¾) KUNON Hiroaki | | 13 ƒ}ƒcƒ„ƒ}ƒqƒƒAƒL (¼ŽR ”Ž–¾) MATSUYAMA Hiroaki | | 14 ƒ}ƒcƒ„ƒ} ƒ_ƒCƒ` (¼ŽR ‘å’n) MATSUYAMA Daichi | | 15 ƒCƒƒ‚ƒg ƒqƒƒiƒŠ (ŠāŒ³ —m¬) IWAMOTO Hironari | '-----------------------------------------------------------------------------' .--------------------------------. | “…ƒGƒXƒpƒ‹ƒX Shimizu S-Pulse | |-----------------------------------------------------------------------------. | PO NO NAME | |-----------------------------------------------------------------------------| | GK 1 ƒVƒWƒ}[ƒ‹ SIDMAR Antonio Martins | | DF 2 ƒJƒgƒE ƒqƒTƒV (‰Į“” ‹v) KATO Hisashi | | DF 6 ƒqƒ‰ƒIƒJƒqƒƒAƒL (•½‰Ŗ GĶ) HIRAOKA Hiroaki | | DF 3 ƒƒiƒEƒh RONALDO Rodrigues de Jesus | | DF 4 ƒzƒŠƒCƒP ƒ^ƒNƒ~ (–x’r I) HORIIKE Takumi | | MF 10 ƒTƒƒmƒ{ƒŠ (ąV“o ³˜N) SAWANOBORI Masaaki | | MF 8 ƒgƒj[ƒjƒ‡ TONINHO (Antonio Benedito Da Silva) | | MF 5 ƒ~ƒEƒ‰ ƒ„ƒXƒgƒV (ŽO‰Y ‘×”N) MIURA Yasutoshi | | FW 11 ƒ€ƒRƒEƒWƒ}ƒ^ƒcƒ‹ (Œü“‡ Œš) MUKOJIMA Tatsuru | | FW 9 ƒiƒKƒVƒ}ƒAƒLƒqƒ (‰i“‡ ŗ_) NAGASHIMA Akihiro | | FW 7 ƒnƒZƒKƒ ƒPƒ“ƒ^ (’·’Jģ Œ’‘¾) HASEGAWA Kenta | | | | 16 ƒTƒiƒ_ ƒ}ƒTƒmƒŠ (^“c ‰ė‘„) SANADA Masanori | | 12 ƒTƒCƒgƒE ƒqƒƒV (Ä“” _Žj) SAITO Hiroshi | | 13 ƒIƒIƒGƒmƒL ƒJƒcƒ~ (‘å‰| ŽŒČ) OENOKI Katsumi | | 14 ƒXƒMƒ‚ƒg ƒ}ƒTƒI (™–{ ‰ė‰›) SUGIMOTO Masao | | 15 ƒ^ƒWƒ} ƒqƒƒAƒL (“c“‡ GW) TAJIMA Hiroaki | '-----------------------------------------------------------------------------' .---------------------------. | ƒWƒ…ƒrƒ”Ö“c Jubilo Iwata | |-----------------------------------------------------------------------------. | PO NO NAME | |-----------------------------------------------------------------------------| | GK 1 ƒ‚ƒŠƒVƒ^ ƒVƒ“ƒCƒ` (X‰ŗ \ˆź) MORISHITA Shinichi | | DF 4 ƒGƒ“ƒhƒE ƒ}ƒTƒqƒ (‰““” ‰ė‘å) ENDO Masahiro | | DF 6 ƒRƒK ƒ^ƒNƒ} (ŒĆ‰ź ‘ō–) KOGA Takuma | | DF 3 ƒJƒcƒ„ ƒgƒVƒmƒu (Ÿ–ī Žõ‰„) KATSUYA Toshinobu | | DF 2 ƒqƒKƒVƒJƒ (“Œģ ¹“T) HIGASHIKAWA Yoshinori | | MF 5 ƒˆƒVƒ_ ƒ~ƒcƒmƒŠ (‹g“c Œõ”Ķ) YOSHIDA Mitsunori | | MF 8 ƒoƒEƒeƒ‹ WALTER Henrique de Oliveira | | MF 10 ƒˆƒVƒ_ ƒqƒƒ†ƒL (‹g“c —TK) YOSHIDA Hiroyuki | | FW 11 ƒXƒYƒL ƒ}ƒTƒmƒŠ (—é–Ų ­‹I) SUZUKI Masanori | | FW 7 ƒtƒ@ƒlƒ“ƒuƒ‹ƒO Gerald Mervin VANENBURG | | FW 9 ƒiƒJƒ„ƒ} ƒ}ƒTƒV (’†ŽR ‰ėŽj) NAKAYAMA Masashi | | | | 16 ƒIƒIƒKƒ~ ƒgƒ‚ƒAƒL (‘å_ —F–¾) OGAMI Tomoaki | | 12 ƒˆƒVƒ€ƒ‰ ƒgƒVƒqƒ (‹g‘ŗ Žõ—m) YOSHIMURA Toshihiro | | 13 ƒtƒWƒ^ ƒgƒVƒ„ (“”“c rĘ) FUJITA Toshiya | | 14 ƒIƒIƒCƒV ƒ^ƒJƒI (‘åĪ F•v) OISHI Takao | | 15 ƒRƒ}ƒ^ ƒPƒ“ƒW (ŒĆ–“ Œ’ŽŸ) KOMATA Kenji | '-----------------------------------------------------------------------------' .---------------------------------. | –¼ŒĆ‰®ƒOƒ‰ƒ“ƒpƒX Nagoya Grampus | |-----------------------------------------------------------------------------. | PO NO NAME | |-----------------------------------------------------------------------------| | GK 1 ƒn[ƒtƒi[ƒfƒBƒh HAVENAAR Deido | | DF 3 ƒRƒXƒM ƒgƒVƒ†ƒL (¬™@•q”V) KOSUGI Toshiyuki | | DF 2 ƒIƒKƒ ƒZƒCƒCƒ` (¬ģ ½ˆź) OGAWA Seiichi | | DF 5 ƒKƒ‹ƒT GARCA (Edson Rodrigues) | | DF 4 ƒCƒCƒWƒ} ƒJƒYƒqƒT (”Ń“‡ Žõ‹v) IIJIMA Kazuhisa | | MF 6 ƒAƒTƒm ƒeƒcƒ„ (ó–ģ “N–ē) ASANO Tetsuya | | MF 7 ƒWƒ‡ƒ‹ƒW[ƒjƒ‡ JORGINHO (Jorge Antonio Putinatti) | | MF 8 ƒˆƒlƒNƒ‰ ƒ}ƒRƒg (•Ä‘q ½) YONEKURA Makoto | | FW 9 ƒGƒŠƒxƒEƒgƒ“ Alves Rufino ELIVELTON | | FW 10 ƒQ[ƒŠ[ƒŠƒlƒJ[ Gary LINEKER | | FW 11 ƒ‚ƒŠƒ„ƒ}ƒ„ƒXƒ†ƒL (XŽR ‘׍s) MORIYAMA Yasuyuki | | | | 16 ƒCƒgƒE ƒ†ƒEƒW (ˆÉ“” —T“ń) ITO Yuji | | 12 ƒ‚ƒŠ ƒiƒIƒL (X ’¼Ž÷) MORI Naoki | | 13 ƒGƒKƒ ƒVƒQƒ~ƒc (]ģ dŒõ) EGAWA Shigemitsu | | 14 ƒSƒgƒE ƒ^ƒƒE (Œć“” ‘¾˜Y) GOTO Taro | | 15 ƒIƒOƒ‰ ƒ^ƒJƒtƒ~ (¬‘q —²Žj) OGURA Takafumi | '-----------------------------------------------------------------------------' .------------------------. | ƒKƒ“ƒo‘åć Gamba Osaka | |-----------------------------------------------------------------------------. | PO NO NAME | |-----------------------------------------------------------------------------| | GK 1 ƒzƒ“ƒiƒ~ ƒPƒ“ƒW (–{•Ą Œ’Ž”) HONNAMI Kenji | | DF 4 ƒcƒxƒCƒo Akhrik TSVEIBA | | DF 6 ƒƒ_ ƒ}ƒTƒqƒ (˜a“c ¹—T) WADA Masahiro | | DF 2 ƒVƒ}ƒ_ ƒ^ƒJƒqƒ (“‡“c ‹M—T) SHIMADA Takahiro | | DF 3 ƒRƒ“ƒhƒE ƒRƒEƒW (”“” KŽ”) KONDO Koji | | MF 7 ƒAƒŒƒCƒjƒRƒt Sergei ALEINIKOV | | MF 10 ƒCƒ\ƒKƒCƒqƒƒ~ƒc (āEŠL —mŒõ) ISOGAI Hiromitsu | | MF 5 ƒLƒ^ƒ€ƒ‰ ƒNƒjƒI KITAMURA Kunio | | FW 11 ƒ}ƒcƒiƒ~ƒ}ƒTƒmƒu (¼”g ³M) MATSUNAMI Masanobu | | FW 8 ƒ„ƒ}ƒOƒ`ƒgƒVƒqƒ (ŽRŒū •qO) YAMAGUCHI Toshihiro | | FW 9 ƒvƒƒ^ƒ\ƒt Oleg PROTASSOV | | | | 16 ƒIƒJƒiƒJ ƒnƒ„ƒg (‰Ŗ’† —El) OKANAKA Hayato | | 12 ƒiƒJƒ€ƒ‰ƒqƒƒqƒg (’†‘ŗ —mm) NAKAMURA Hirohito | | 13 ƒCƒVƒC ƒ\ƒEƒWƒƒE (¼ŽR ‹g”V) ISHII Soujirou | | 14 ƒ}ƒcƒ„ƒ}ƒˆƒVƒ†ƒL (¼ŽR ‹g”V) MATSUYAMA Yoshiyuki | | 15 ƒ‚ƒŠƒIƒJ ƒVƒQƒ‹ (X‰Ŗ –Ī) MORIOKA Shigeru | '-----------------------------------------------------------------------------' .----------------------------------------. | ƒTƒ“ƒtƒŒƒbƒ`ƒFL“‡ Sanfrecce Hiroshima | |-----------------------------------------------------------------------------. | PO NO NAME | |-----------------------------------------------------------------------------| | GK 1 ƒ}ƒGƒJƒ ƒJƒYƒ„ (‘Oģ ˜a–ē) MAEKAWA Kazuya | | DF 2 ƒ}ƒcƒ_ ƒqƒƒV (¼“c _) MATSUDA Hiroshi | | DF 5 ƒJƒ^ƒmƒTƒJ (•Š–ģā ’mG) KATANOSAKA Tomohiro | | DF 3 ƒEƒGƒm ƒmƒuƒqƒ (ć–ģ “W—T) UENO Nobuhiro | | DF 4 ƒ‚ƒŠƒ„ƒ}ƒˆƒVƒƒE (XŽR ‰Ą˜Y) MORIYAMA Yoshiro | | MF 6 ƒnƒVƒFƒbƒN Ivan HACEK | | MF 8 ƒJƒUƒ} ƒ„ƒqƒ (•—ŠŌ ”ŖG) KAZAMA Yahiro | | MF 7 ƒ‚ƒŠƒ„ƒX ƒnƒWƒ (X•Ū ˆź) MORIYASU Hajime | | FW 9 ƒm ƒWƒ…ƒ“ƒ†ƒ“ NOH Jung-Yoon | | FW 10 ƒ^ƒJƒM ƒ^ƒNƒ„ (‚–Ų ‘ō–ē) TAKAGI Takuya | | FW 11 ƒ`ƒFƒ‹ƒj[ Pavel CERNY | | | | 16 ƒJƒƒm ƒJƒYƒ}ƒT (‰Ķ–ģ ˜a³) KAWANO Kazumasa | | 12 ƒRƒWƒ} ƒ~ƒcƒAƒL (¬“‡ ŒõŒ°) KOJIMA Mituaki | | 13 ƒ^ƒiƒJ ƒeƒcƒ„ (“c’† “N–ē) TANAKA Tetsuya | | 14 ƒVƒ} ƒ^ƒNƒ~ (“‡ ‘ģŽ‹) SHIMA Takumi | | 15 ƒtƒG ƒ}ƒTƒg (“J ^l) FUE Masato | '-----------------------------------------------------------------------------' =============================================================================== XX.) REFERENCES GXX00 =============================================================================== These sites helped me find information on the 1994 rosters J.League, without them it would be even harder to locate the correct players from this ancient line-up, at least one of the teams has been renamed by now. Antler's World http://awx.jp/ (viewed July 2008) Reds Ujin http://reds.uijin.com/ (viewed July 2008) S-Pulse History http://www.s-pulse.co.jp/club/history/1993.html (viewed July 2008) Jubilo Itawa Database http://www.jubilo-iwata.co.jp/lib/images/tas/allplayer.pdf (viewed July 2008) WikiPedia Japan (various pages) http://ja.wikipedia.org (viewed July/August 2008) =============================================================================== YY.) VERSION HISTORY GYY00 =============================================================================== v1.0 First release, complete (August 24th 2008) =============================================================================== ZZ.) CREDITS & THANKS GZZ00 =============================================================================== GameFAQs for hosting this file. Electronic Arts Victor for the game. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This guide may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. ,,, (o o) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=oOOo-(_)-oOOo-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=