Super Sidekicks cover art

Super Sidekicks

Fast arcade soccer testing reaction timing and exploiting predictable formations.

Here's the argument for where this game sits - disagree freely.
Match your experience?
EXECUTION7 /10READS3 /10VARIANCE2 /10OPTIMIZATION4 /10

the cheat-test profile

The four axes - the argument

Each axis is rated on its own - how far one cheat would trivialize the game here. They don't trade off; low on all four means the game is an experience, not a contest.

  1. Execution

    cheat: Aimbot - perfect inputs

    7/10

    Arcade pass-shoot timing and positioning decide every goal

  2. Reads

    cheat: Out-predict an adaptive opponent

    3/10

    Versus humans there is feint-and-anticipate play; CPU is patterned

  3. Variance

    cheat: See what's hidden / map the RNG

    2/10

    Slight physics bounce randomness, quickly internalised

  4. Optimization

    cheat: A perfect solver / coach

    4/10

    Exploiting formations and CPU quirks is mappable

How to read this

Each axis is named by the cheat that would break the game along it. Execution is the hands. Reads is out-thinking an adaptive opponent. Variance is hidden information & RNG. Optimization is the solvable systems layer. A game's region is the top one or two axes.

These four aren't one rating split four ways - they're independent 0-10 questions. A 9 on one axis takes nothing from the others, and a game low on all four isn't missing data: it's telling you there's no skill here to cheat.

The basis is how the majority actually plays this game - not a niche mode or a personal run. For a game with very different modes (a story campaign versus ranked multiplayer), that's the version most people mean.

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Game details

Released
1992
Developer
SNK
Platforms
Arcade, neogeoaes, PS3, PC, PSP, Neo Geo CD
Modes
Single player, Multiplayer, Split screen
IGDB users
73/100
SportArcadeAction