Tehkan World Cup Goal Repository

This page brings you video clips of various types of goal and other passages of play, both as examples of the depth and variation of Tehkan World Cup and also as learning tools for TWC players to improve the versatility of their game. Every effort has been made to provide the widest range of goal types possible, and no two goals here are exactly alike. Most are only achievable through the use of a mouse or other analogue control of similar resolution, illustrating the extent of playability that is lost by persisting to use the keyboard for input. The goals are formatted as AVI sequences compressed with the WinAce utility, which produces files almost half the size of Winzip. To view the goals, first download them to your hard drive and then unAce them. You can download a free Ace decompressor right here (0.56MB). The sequences use the original game resolution of 256 x 224, and are viewed best at 200% zoom in your media player. If you have an interesting goal not listed here, please submit details to twc@fihs.net

Long Shots

Download here.

Number of clips: 5. File size: 0.87MB

Bursting the net with a long shot is the simplest but most spectacular form of goal getting in TWC. However, as the tournament progresses, goalkeepers become more difficult to beat from distance. The volleyed or headed cross then becomes an invaluable tool to increase your shot speed and find the net before the keeper can react. Note that all goalkeepers can be beaten with a diagonal far post shot from the edge of the 6-yard box.


Download here.

Number of clips: 6. File size: 1.28MB

Crosses are the simplest and most effective way of scoring goals against the more difficult computer opponents. A pass or a run down the wing followed by a drilled cross into the 6-yard box can beat any goalkeeper from Team 1 up to Team 7. One eye must be kept on the goalkeeper to determine if the volley or header should be aimed for the far post, the near post or the middle of the goal. In a 2-player game, crosses must be aimed further out of the goalkeeper's reach than the 6-yard box, as an intelligent opponent will direct his goalkeeper to catch anything close in. The rules of one-touch physics described in the "combination goals" section apply to crosses that are met first time with the head or foot. To avoid the angle of receipt being added to the angle of release, crosses are most effectively met with full power. Conversely, crosses converted into goals with a soft touch are more difficult to achieve but will earn extra applause for style.


Download here.

Number of clips: 13. File size: 2.29MB

Breakaways are swift moves that penetrate behind the opponent's defence, and rely on an accurate pass from defence or midfield to a forward player. Forwards will always try to run on to a ball played ahead of their current position, and this can be exploited to stretch the opponent's defence to the limit. If the ball is flighted, the player can often volley or knock the ball down to a striker for an easy shot on goal, as in Goal055. Because breakaways typically take around 5 seconds to execute, they are an important ploy in the quest for the winning goal when time is running out.

Combination Moves

Download here.

Number of clips: 12. File size: 2.48MB

A combination goal is rewarding when it comes off and involves a series of two or more one-touch passes between players. One-touch passes are executed with the kick button depressed continuously, causing the players to release the ball without first taking the time to control it. This creates a move with a higher speed but also with a greater level of difficulty, because the momentum and angle of the ball being received is taken into account when it is released. This means that the ball will not simply travel with the direction and speed set by the controller, but will also contain some of the power and angle of the previous pass, and the controller input must be adjusted accordingly. For example, in Goal040, the final shot came from a cross moving to the right. If the controller was aiming for the middle of the goal, the ball would have retained some of its right-moving direction and gone past the right hand post. Instead, the controller was aimed more towards the goalkeeper on the left of the goal in order to compensate for the existing right-ways momentum of the ball. As a result, the ball did land near the middle of the goal, when otherwise it would have been a miss. Lastly, in keeping with the laws of physics, the more power that the ball was struck with, the less compensation for the angle of receipt that would have been required. Conversely, one-touch shots or passes that are hit with very little power may change direction only slightly. This can be useful in certain circumstances such as a glancing header.

Patient Possession

Download here.

Number of clips: 7. File size: 2.58MB

With Tehkan World Cup it is possible to emulate the patient passing and prolonged possession of the top European teams (and of course Brazil). Before this is possible, time must be invested to understand the movements of players off the ball until you instintively know where they will be in a given move and area of the field. Against the early teams it is enough to send a pass to a player that has just enough weight so that it stops in front of his path. Against the later teams, the opposing players will win every race to the ball and so you must aim your passes directly to the chest of your players. In all cases when passing a short distance, care must be taken not to overhit a pass such that it knocks the intended target to the ground. With a passing style of play, it is fun to probe the opponent's defense like a game of chess and try to prize open enough of a gap to allow a good quality cross or shot. As a training exercise, you should practice passing against Teams 1 and 2 on all areas of the field until you can keep the ball for the entire length of the game. Possession plays can be finished with goals of any style or aggression, from a crashing volley to a deftly glancing header, as demonstrated by the examples here.

Flighted Balls

Download here.

Number of clips: 7. File size: 1.24MB

Flighted balls are passes delivered with plenty of height so that they appear to hang in the air for a seemingly prolonged period of time. A pass is given height by tapping the kick button rather than pressing or holding it. The onrunning forwards are often able to meet the pass in the air with a powerful header or volley. As a variation, the flighted pass can be knocked down to the path of another player who may have a clearer view of the goal, as in Goals 043 and 072. In Goal039, a flighted ball was able to bypass the entire midfield and defense and create an opportunity for the forward to run straight in on goal. Goal064 is the ultimate Hail Mary pass in Tehkan World Cup. It dips just in front of the goalkeeper where a waiting forward is able to burst the net with a header. Use this when you must score with 4 seconds left on the clock and you are still in your own half. (If there is less than 4 seconds, flighting the ball sends it too slowly and the clock will run out. To score with 3 seconds to go, you must drill a low pass into the box and try to get your forwards to win the ball and shoot. To score with 2 seconds to go, wherever you are, shoot :-) ) In Goals 079 and 096, a ball is carefully flighted from the midfield to a forward who is able to volley the ball in the opposite direction and wrong-foot the goalkeeper. Goal094 is an angled flighted ball to a forward running on to the far post, and is very easy to overhit.


Download here.

Number of clips: 3. File size: 0.72MB

Chips are a spectacularl and cheeky type of goal that require the highest level of control. They have a 50-75% success rate with the original game trackball and about 5% with the mouse. The key is to add just enough power to make the ball airborne initially but begin to dip once it passes over the goalkeeper, aiming just inside the far post. In Goal034, the goalkeeper just manages to prevent the ball from dipping under the crossbar, but only succeeds in parrying it to an attacker at the far post who arrogantly walks it into the empty net. It is also possible when a goalkeeper has come off his line to chip the ball over his head and into the net from midway inside the opponent's half. This is only practical in a 2-player game, however, as the computer team goalkeepers do not advance to narrow the angle for a shot.


Download here.

Number of clips: 1. File size: 0.14MB

A headflick is a one-touch glancing pass, usually from a near post cross, to a player in the middle of the goal or the far post. They are very difficult because they must be met with only a small amount of power or they will knock the receiving player off his feet. If too little power is input, either there will not be enough to apply a change of direction to the initial cross, or the game will detect no input at all and the player will gather the ball under his own control. Headflicks are rare because of their difficulty and the fact that they require the flicking player and the receiving player to be in precisely the right positions. A headflicked goal from a corner kick is available for viewing in the "Corners" section.

Corner Kicks

Download here.

Number of clips: 5. File size: 0.34MB

Corners come in two types: short and long. A short corner may be crossed by a second outfield player to good effect, as in Goal070. It is nearly impossible to control precisely where a long corner will land, and so quick reactions are needed to determine the direction of the volley or header once the ball reaches its target in the box. Goal046 illustrates a glancing nearpost headflick which bypasses the waiting arms of the goalkeeper. In Goal061, the player notices the goalkeeper advancing to gather the ball from his feet, and runs in a large loop that ends in an empty net.


Download here.

Number of clips: 5. File size: 0.50MB

Throw-ins are a powerful set-piece tool in Tehkan World Cup. They have as much range as corner kicks with just as deadly a sting in their tale. They can be used as flighted balls that can be volleyed as in Goal012, or as the start of a pre-planned combination passing move like Goal056. Often the goalkeeper will misjudge their flight and leave a totally empty net that beckons a tap-in from a striker. It is not untypical for a flighted throw-in to hit the crossbar and leave the goalkeeper stranded, as in Goal060.

Narrow Angles

Download here.

Number of clips: 4. File size: 0.87MB

Shots from narrow angles are only possible with the directional precision provided by an analogue controller. Keyboard and joypad players are out of luck here. Narrow angled shots and volleys are best hit with as much power as possible, as often the goalkeeper will be able to get a hand on them, but with enough power he just might spill them into his own net. For the same reason, you should aim between the near post and the goalkeeper, as a far post-aimed shot will be parried away from the goal and not towards the net.

Long Distance Goals. File size: 0.23MB

Download here.

Number of clips: 2

Certain volleys or headers can be scored from a great distance as in these examples that take advantage of certain limitations in the game, where the power of flighted balls is be added to that of a leaping header to create an unstoppable missile.


Download here.

Number of clips: 3. File size: 0.19MB

The computer is able to make elementary mistakes as evidenced by these examples. In Goals 004 and 011, the goalkeeper does not seem aware that he has an attacking player in the way when he kicks the ball out. The results speak for themselves. In "Team1Miss001", we see that the computer is not always accurate with its shooting.

Game Bugs

Download here.

Number of clips: 4. File size: 0.32MB

The following bugs are present in the game and illustrated in this section:

1. Disappearance. Players sometimes disappear for no reason, giving an easy shot on goal.

2. Teleportation. The ball sometimes teleports itself to another area of the field. This can result in an instant corner kick or goal kick for one side, and very possibly, a goal.

3. Goal area undefined. If the goalkeeper is the nearest player to the ball, he will pick it up even if he is outside tbe box. The goal area is therefore any area of the field.

4. Passing not required. Players may start play by themselves without the need to pass, including corner kicks, goal kicks (?) and throw-ins.

5. Not a bug, but TWC is a pre-passback rule game. You can therefore waste time passing between the goalkeeper and central defender all day ;-)

Bonus Goals

Download here.

Number of clips: 28. File size: 5.10MB

These bonus sequences are supplementary examples of all of the above, that did not merit initial inclusion as a result of either lower difficulty of execution or being close to a duplicate of a sequence that was itself included.

Home / Intro / Watch / Listen / Play / Stats / FAQ / Guestbook / Contact