Swos Money Maker

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Go to the transfers screen and offer to buy a team's first striker and substitute striker. Set the money to 0, and offer your main striker, in that order. This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for Sensible World of Soccer for Amiga. If you've discovered a cheat you'd like to add to the page, or have a correction, please click EDIT and add it. EditGet Good Players for Nothing. Go to the player buy screen.

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'SWOS' redirects here. For the former Australian police department, see Special Weapons and Operations Squad.
Sensible World of Soccer
Developer(s)Sensible Software
Publisher(s)Renegade
GT Interactive (1994–1996)
Codemasters
Microsoft (2007)
Platform(s)Amiga, MS-DOS, Xbox 360
Release1994
1995 (Edition '95/'96)
1996 (ECE and '96/'97)
2007 (Xbox 360)
Genre(s)Sports, sports management
Mode(s)Single-player, multiplayer

Sensible World of Soccer was designed and developed by Sensible Software as the 1994 sequel to their 1992 game Sensible Soccer which combined a 2D football game with a comprehensive manager mode. The game includes contemporary season data of professional football from around the world, with a total amount of approximately 1,500 teams and 27,000 players.[1]

Although the gameplay is simple (eight directions and one fire button) a large variety of context sensitive actions can be performed without any predefined keys.

The game was ranked best game of all time by Amiga Power.[2] In 2007 Henry Lowood, Curator for History of Science and Technology Collections in the Stanford University together with game designers Warren Spector and Steve Meretzky, researcher Matteo Bittanti and journalist Christopher Grant compiled a definitive list of 'the ten most important video games of all time'. This list included Sensible World of Soccer. Sensible World of Soccer's inclusion in this list is notable on three accounts: it is the only game in the list developed in Europe, it is the only sports game in the list, and it is the most recent game in the list.[3]

  • 3History
  • 4Competitions and events

Career mode[edit]

The career game mode in Sensible World of Soccer enables players to manage a club through 20 seasons. Basic manager options include a transfer market (buy/sell players).

Every team has a squad of 16 players, by default. Every player has individual skills (speed, tackling, heading, finishing, shooting, passing, ball control). Player prices are calculated relatively skills. Players can be transferred from other clubs by offering an amount of money and/or own players in a part exchange deal. To be able to buy stronger players and to keep them it is necessary to earn money with success in the various competitions. Job offers from other clubs and also from a national team may roll in, depending on the success.

Title song[edit]

'Goalscoringsuperstarhero' by Jon Hare (born 1966) and Richard Joseph (1953–2007), sung by Jackie Reed, was composed for SWOS. The original song published in 1994 only had one verse, for the version of the games published in 2006 Hare wrote two more verses and he and Joseph re-recorded the song with original vocalist Jackie Reed, who also appears with the Sensible team in the introduction video to the game on some formats. The CD versions of the 2006 version of the game also include the 2006 studio recording as an audio track.

Lyrics:[4]

You're a goalscoring superstar hero
You let your hair down and play to the fans
You're a goalscoring superstar hero
And every goal says you're the best in the land

Commentary from a seemingly fictitious match is also interspersed within the song:

Passes to Walker, passes to Gibson -- OH, IT'S IN THE BACK OF THE NET, I DON'T BELIEVE IT THEY'VE SCORED!

Two more verses have been added for Sensible Soccer 2006:

You're a goalscoring superstar hero
We sing your song and you turn up the heat
You're a goalscoring superstar hero
And with your ball control you have the world at your feet
You're a goalscoring superstar hero
I got your name on the back of my shirt
You're a goalscoring superstar hero
You drive me wild I wanna be your superstargirl

History[edit]

Sensible World of Soccer[edit]

The first release from 1994 for Amiga had some bugs which were fixed with a free update disk a few months later (SWOS v1.1). A PC version came later, in 1995, as floppy disk version and as CD-ROM (including voice commentary).

Teams present included all European nations as well as (in this version only) 64 fantasy squads whose line-ups were references to and parodies of other concepts. Gameplay was noticeably easier than in subsequent versions, with computer opponents rarely able to tackle the player or create chances. Unique to the release was the choice of an 'astro turf', whose conditions mimicked artificial pitches installed in the 1980s by some clubs.

Sensible World of Soccer '95/'96[edit]

The '95/'96 Edition was an improved version for Amiga, with updated data, new menus and an enhanced gameplay (now with the possibility to do headers from standing positions and low passes with curling effect), which was also found in subsequent releases.

SWOS '95/'96 European Championship Edition[edit]

In time of the UEFA Euro 1996, the European Championship Edition (aka ECE or SWOSECE) was released. This version is equal to '95/'96 Edition, but included the actual European Championship as a preset competition with updated teams. This version was released for PC as well as for Amiga computers.

Sensible World of Soccer '96/'97[edit]

The release of 1996 was the final version of the SWOS sequel, for Amiga (two disks) and PC (CD-ROM). It contained the updated data of the season and a new cover. It is also the base for the remake on Xbox Live Arcade in 2007.

Other releases[edit]

Also in 1996 an upgrade was released in a double CD case of SWOS '96/'97, for PC (CD) and Amiga (disks), upgrading an older version of SWOS to '96/'97. Nowadays they are considered as rare collectors' items. Later there was also a White Label version containing the European Championship Edition, published by Virgin Interactive.

After SWOS development ended in 1996, some fan projects tried to keep SWOS up-to-date, like the Cresswell brothers from England who collected data from several internet forums and created an unofficial update to '97/'98 for Amiga. During the 1998 World Cup in France they made a special update, which was based on '97/'98 and contained also some new graphics. This 'World Cup 98 update' was officially supported by Sensible Software and released on the Cover CD number 24 of the magazine 'CU Amiga'. But to use this update a hard disk installation was required which officially does not exist.

There were some demo versions (Amiga) on several cover disks. One of the best known is 'Sensible World of Moon Soccer' which allowed users to try in-game options. On pitch action was placed on the moon, with craters on the pitch and moon-like ball physics.

Swos money maker

Comeback[edit]

Any attempts since 1998 to bring back Sensible Soccer as a 3D game were not successful. It became quiet about Sensible Soccer after Codemasters' takeover of Sensible Software in 1999. In 2005 Sensible Soccer was released as a mobile phone game. Although the controls on mobile phones are usually a bit complicated, the game sold well enough to make new releases of the series possible. After a 2 Player Plug 'n' Play version, a small mini console with two controllers and TV-out (containing Mega Lo Mania and Cannon Fodder besides Sensible Soccer), Codemasters decided to release Sensible Soccer 2006 right in time for the World Cup in Germany. The game seemed to be unfinished and had major bugs. About the same time they released Sensible Soccer Skillz, another game for mobile phones which contained just a few mini games such as penalties or corner kicks.

Due to recent popularity of retro games, Codemasters decided to release SWOS on Xbox LIVE Arcade. It was originally planned for August 2007, but was delayed until late December.[5] After its release, the online mode became the reason to pull the game from the Xbox LIVE Marketplace.[6] SWOS saw its final release two days later on 2 December 2007, without any official announcements.

The game is a straight port of the Amiga version of SWOS '96/'97 and uses some elements of the PC release. The graphics are enhanced (HD mode). During the game graphics can be switched to the classic mode. SWOS is the first XBLA game which uses the technology of Massive Inc. to show commercials within the game, updated over the network. The game's price is 800 MS Points. Meanwhile, there are packs of SWOS-related gamer pictures and themes, the price for both in each case is 150 MS Points and they can be downloaded on the Marketplace.

Bugs in the online mode were reported by consumers in the official forum and were also mentioned in critically acclaimed game reviews,[7] but Codemasters announced that there are no plans for patches, bugfixes or other SWOS-related releases in the near future. In regard to this the previously announced Windows Vista version will not be released.

Competitions and events[edit]

Peter (DEN) vs. Coolio_Jack (CRO) @ Sensible Days 2007

Tournaments are mainly organized by the fans themselves. Events in the past are the World SWOS Tournaments (WST) of the 'SWOS Witnesses' in Serbia and the tournaments of the ISSA (International Sensible Soccer Association) in Copenhagen/Denmark, both played on the PC version of the game. But the game is also very popular in Poland and Germany where tournaments take place there on a regular basis (on Amiga as well).

SensibleSoccer.de is host to the 'Sensible Days', an annual meeting of SWOS fans with international championships on PC and Amiga in the manner of a LAN party. Since 2008, the 'Sensible Days' are acknowledged by Codemasters as the official SWOS World Cups. From that point on, the place of event changed yearly throughout Europe. In 2017, the Sensible Days took place in Budapest on 29–30 July. Game developer Jon Hare[8] visited the tournament in 2013.

Money

Tournament history of the Sensible Days (since 2008 official World Cup)[edit]

DateLocationPC SWOSAmiga SWOS
ParticipantsWinnerParticipantsWinner
2004, Aug 28/29Pirmasens15 greg7 Obi-Wan
2005, Aug 13/14Pirmasens11 Playaveli5 Redhair
2006, Aug 19/20Pirmasens13 Redhair10 Playaveli
2007, Aug 18/19Pirmasens42 Playaveli32 Playaveli
2008, Aug 09/10Pirmasens54 Lucaa8347 lobo
2009, Aug 15/16Fulda62 Manuel54 Playaveli
2010, Aug 21/22Wroclaw39 Foka32 Marin Parushev
2011, Jul 30/31Varna24 Blazej_Bdg18 Hawkz
2012, Jul 14/15Almelo38 Playaveli36 ALI
2013, Aug 17/18Berlin46 Playaveli35 ALI
2014, Jul 26/27Billund27 Marin Parushev33 djowGer
2015, Aug 01/02Lubin54 Playaveli59 Blazej_Bdg
2016, Aug 20/21Almelo42 Blazej_Bdg39 Blazej_Bdg
2017, Jul 29/30Budapest47 Blazej_Bdg37 Blazej_Bdg
2018, Jul 21/22Billund36 Blazej_Bdg34 Blazej_Bdg

Online competitions take place since 2003 which are mainly managed via the SensibleSoccer.de website. A special version of WinUAE with Kaillera client (Peer-to-Peer & server netplay function) makes it possible to play the Amiga version over the internet. Besides national leagues there are also European cups and other tournaments.

References[edit]

  1. ^[1]Sensible Software 1986-1999, page 144
  2. ^[2]Amiga Power magazine issue 64, Future Publishing, August 1996
  3. ^Is That Just Some Game? No, It’s a Cultural Artifact. In: The New York Times, 12 March 2006
  4. ^Sensible Software 1986-1999, page 146
  5. ^http://www.eurogamer.net/articles/codemasters-talks-sensible-soccer-xbla-interview
  6. ^http://www.eurogamer.net/articles/swos-pulled-from-live-arcade
  7. ^http://www.eurogamer.net/articles/sensible-world-of-soccer-review
  8. ^[3]. In: Sensible Days group stage (group D), 18 August 2013

Swos Money Maker Download

External links[edit]

  • www.sensiblesoccer.de – SWOS United community, host of online leagues & offline tournaments
  • www.swosit.com – Italian community, online career mode
  • SWOS - Xbox.com – Xbox Live Marketplace
  • database.swoes.info – Complete database of SWOS '96/'97
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Sensible_World_of_Soccer&oldid=876778406'
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Sensible Soccer completely redefined football games when it first burst onto the Commodore Amiga scene back in 1992. Jon Hare, Chris Yates and co. took the top-down viewpoint of Kick-Off, zoomed the viewpoint out a touch and came up with a fast, flowing and intuitive take on footy that was instantly playable, yet full of hidden depths. Its eventual evolution into Sensible World of Soccer took that depth even further via a succession of tweaks to the gameplay and a hugely absorbing management element. It was a heady combination, and by the 96/97 version, Sensible had refined it to a point where it was pretty much as good as it could get.

By then, the Amiga market was as good as dead as a commercial platform, and the PlayStation revolution ushered gaming (and the genre itself) into the third dimension. With Sensible hopelessly unprepared to make the transition to the new consoles - or 3D techniques in general - two poorly received versions of Sensible Soccer appeared before the company was eventually disbanded and its IP sold off to Codemasters.

Meanwhile, EA's FIFA completely captured the market, closely following by Konami with its ISS series, which then itself evolved into Pro Evolution - a situation which remains today, despite the fact that neither series appears capable of delivering on its potential, leaving many footy fans hankering after a game which could deliver on the fast-paced purity of the mid-90s SWOS titles. Sadly, despite having rich promise and some great ideas, Sensible Soccer 2006 arrived on the PS2, Xbox and PC pretty much an unfinished product. Another comeback thereafter seemed unlikely.

So when it was announced that the 96/97 version of SWOS was coming to Xbox Live Arcade in its undiluted, untampered Amiga form, gamers across the world tentatively rejoiced whilst keeping their breath unceremoniously bated. The anticipation reached fever pitch as release dates came and went. July. September. Silence. And then, when the game finally did get a release for a few hours on 19th December, it was of course pulled when it became immediately apparent that users were logged off Xbox Live as soon as they loaded the game, making online multiplayer games impossible. Fortunately, the correct version of the game was uploaded a couple of days later, and fans could finally enjoy what had become one of the most long-awaited games ever to grace Xbox Live Arcade.

The initial reaction is generally one of relief as it becomes apparent that Codemasters has conquered the urge to mess with SWOS' game mechanics and, as promised, delivered a spot-on port of the 96/97 update - albeit with online play and the choice of new, sharpened up visuals.

So, how does SWOS stand up in 2008?

Very well, as it happens. The presentation has been given a fresh lick of paint with a tasteful, faithful graphical update that now adheres more accurately to the rose-tinted memories we've held in our minds about all things Sensible Soccer. It sports some impressive new details as well as some sinister, but not too intrusive, Future Publishing-related advertising (fortunately it's limited to the hoardings in the enhanced version - the original version features no such product placement). The Richard Joseph-penned music and sound effects have also been tidied up a touch, without meddling with them.

As great as SWOS was as a multiplayer game, the career mode also helped set it apart from the competition (here's looking at you Kick Off 2), and I'm pleased to report that this element of the game has survived the journey to XBLA fully intact with hundreds of teams and thousands of players to choose from. I instinctively picked Mansfield, a team of minnow proportions that I have supported since I was knee-high. Mansfield's journey from the murky depths of the pond to the vibrant glow of the higher divisions was underway. Well, sort of.

Losing the first dozen or so games played sends home a striking reminder of how much you need to practice to get good at the Sensible World play mechanics you knew so well back in the '90s. After years of having those skills dulled in the intervening years by playing FIFA and Pro Evolution Soccer, getting back into the mindset required to play Sensi isn't as straightforward as you might expect - and getting used to playing it with a 360 pad certainly isn't easy to begin with.

The gamepad of choice for the hours of relentless matches played on my Amiga over a decade ago was the Megadrive's, with a d-pad allowing swift, accurate movement of team players around the pitch. The 360's d-pad unfortunately does not match the precision of SEGA's, offering a far greater span of movement over the Megadrive controller and thus introducing exaggerated movement of the player. Alternatively, the 360's analogue stick can be used, although after using the stick once I reverted quickly back to the d-pad - at least then I felt I was in control of the direction I wanted to send my player. A quick friendly game using a Mad Catz joystick, delivered by the big guy in red with the sack, also proves to be a frustrating experience and ultimately pointless.

The complex suite of moves and control pad combinations found in the likes of FIFA and Pro Evolution Soccer are intentionally (and thankfully) absent from Sensible Soccer. One-button control was the 'sensible' approach to the football introduced by Jon Hare and the Sensible Software team. Aftertouch added to the ball on leaving the player still makes for some sensational if somewhat impossible goals.

I can't help feeling though that the XBLA version of SWOS is somewhat harder than I remember when playing on the Amiga. The XBLA goalie displays athletic super-human skills, acrobatically saving goals from all angles; the ball is snatched from you relentlessly by the opposition on your approach into their area; quick directional changes see you losing possession of the ball as it trickles to the possession of the opposition whilst you run in the opposite direction thinking, for a brief moment, that the ball is firmly glued to your foot.

With your manager's hat firmly atop of head, tactics can be defined that improve not just a player's contribution, but the way the whole team works together. See your players' values rocket with careful management, or see them collapse in a heap with disappointing frequency. Changes to your formation will display a tick or a cross depending on how beneficial it is to your players, and, while it isn't always clear why these reactions are given, it's nice to see an instant improvement in your team's chemistry.

The much-touted graphical enhancements to SWOS will not disappoint the hardcore Sensi fans either, and will probably become the mode of choice for the majority. Playing the game in standard mode is a stark reminder of how dated the graphical look of the original game has become - especially apparent on the high-def monster screens of today. Gamers new to the series who have been brought up on the 3D delights of the modern console football games may very well blurt out in disgust at the 2D imagery seen on their screens. Remember, though, you were probably playing Sensible on a crappy old 14' portable. Were you really expecting anything else?

The online mode, which was tweaked to kingdom come to ensure multiplayer perfection (hence the ridiculous release delays), is refreshingly lag-free. Actually getting into a game though is a feat in itself. The disconnection rate is excessively high, and judging by the other player's ranks this is a problem across the online board. I could give SWOS the benefit of the doubt here, what with the problems experienced by players with Xbox Live over the Christmas period, but realistically only time will tell if this aspect of the multiplayer experience improves.

Online play has proved frustrating also due to a bug that seemingly affects off-the-ball moves such as heading the ball and tackling the opposition's player. More often than not, these moves cannot be successfully actioned during online play, though the single-player mode does not suffer such issues.

Once an online match is finally allocated, both players have control of the pre-match menus, which makes the setup screen a confusing battle for selective dominance. A Pro Evolution Soccer split screen, or just being able to see your own selections on-screen, would be far more user-friendly and less confusing, but I guess that's a legacy of staying true to the original code-base.

The rosters being used are those of the 1996/97 data, obviously to avoid licensing issues. The sheer volume of misspelled names and old data is crying out to be brought bang up to date. Unfortunately an edit feature has been omitted, so fans of Liverpool and Chelsea will have to make to do selecting Merseyside Reds and London Blues respectively. Somewhat grating I know, but there you go.

The Achievements are also something of a missed opportunity. It would have been nice to see more linked to the career mode. I'd much rather work towards winning a World Cup or getting a Div 3 team up to the top flight than shoring up a gamerscore for winning a penalty shootout or knocking in a header.

All minor gripes aside though, SWOS remains a triumph of playability over tedium and proves the franchise is still a strong contender for the greatest football game of all time. Ten years have passed since I first played this game and still I continue to soak up hours playing it. After the sorry series of franchise hiccups that have been bestowed upon the fan base over the last ten years, Sensible Soccer is back.

8 /10

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