
Top Spin 3 FAQ & Strategy Guide: Part 3 in the series of the most popular and helpful Top Spin FAQ in Cyberspace for Top Spin 1, 2 & 3 on the Xbox 360! The Original Top Spin FAQ & Strategy Guides have been responsible for helping thousands of Top Spin fanatics around the world in dealing with cheesy gamers by providing detailed insights and innovative gameplay strategies. These Guides are widely acknowledged by gaming and sports forums (and even a developer or two) as the one-stop location on the 'Net for Top Spin information for both offline and online gameplay. This Top Spin 3 Guide features walk-through for offline career mode and extensive strategies for gaming on Xbox Live!
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Below you will find yet another addition to my highly successful series of Original Top Spin Superguides If you were a regular visitor during the evolution of my
two previous
Top Spin Superguides, you can expect much of the same
with this one in terms of updates and organization. For those of you who are relatively new to the format
of my Guides, what you see now for Top Spin 1 and Top Spin 2
was written from experience after
creating 18+ custom
characters (18+ times through the offline career modes) and over 1,000 online matches
– which equates to several month's worth of research and experience for each
game. While this guide
was completed on August 4, 2008, it will be maintained and updated
when necessary for up to one year from Top Spin 3's original release
date. The Original Top Spin
Superguides are the most complete source for Top Spin
information
anywhere. |
|
Message
Board: The Top Spin 3 FAQ
& Strategy Guide was completed on 8/4/08, but will still be maintained
and updated as necessary until June 23, 2009. |
All content found in the "Original
Top Spin FAQ & Strategy Guides" (aka The Original Top Spin Superguides)
is completely original work by the
noted author(s).
Content is owned by TheXBFL.com and protected by copyright
law. It is not to be reproduced or redistributed without the expressed
written consent of the XBFL.
Intro:
Top Spin 3 is the
third installment to one of the most popular tennis
videogames to date (the other being Virtua Tennis). The original Top Spin was a unique game in that it appealed to both the tennis enthusiast
and the casual fan with its easy-to-learn controls, and excellent replay value
when experienced over Xbox Live. TS2 was released in March 2006 after
four significant delays, and surprising to some, by a new publisher (2K Sports). Aside from the better
models being available to create more realistic custom players and the obviously
improved roster of new pros to choose from, TS2 had other revisions which made
it quite a bit different from its predecessor: the risk shot
had been modified considerably, and more tactical shot making was available to
gamers who chose to use it. Despite the
changes (and noted improvements) however, TS2 failed to capture and maintain
its fan-base the way the original Top Spin did. Critics widely acknowledged
that TS2 lacked the "X factor" that made the original so fun, as well
panning the reality flaws that could be exploited unfairly in ranked online match
play. Top Spin 3 has clearly been billed as a "tennis sim" -
and with the breadth of new options available to gamers in terms of shot selection
and advanced tactics, the developers of TS3 may have taken a 'split-step' in
the right direction. Is the third time really a charm for the Top Spin series? That is up for you
to decide, but I will offer my opinion at the conclusion of this FAQ & Strategy
Guide. Below, you find my in-depth instruction to playing through Top
Spin 3 both offline and online, as well as many extra bits of information that
should enhance your overall experience with this game.
Table of
Contents: click
topic below to advance to relevant section on this Webpage.
1
- Court basics
and Face Buttons
2
- Terminology
A - Creating a Player
-
Skills
-
Player Types
-
Custom Creations
-
Creating
Andre Agassi
B
- What
the Pros Use (equipment and clothing found in TS3)
-
Clothing
and Sneakers
-
Racquets
-
Notes
and definitions
-
Adidas
hats
C - Career
Mode Walkthrough (Max Out Your XP As Quickly As Possible & Finish Pro Circuit
at #1)
-
Career
Mode Overview
-
Career
Schedule
-
Career
Chart
-
Career
Tips Summary
-
Shortcuts
D - Offline Strategies
-
Assigning
XP
-
Hitting Approach Shots
-
Returning
Serves
-
Baseline
Exchanges
-
Chasing
Down Lobs
-
LB vs
RB
-
Amateur
Circuit Tips & How To Beat Opponents
-
Challenger
Circuit Tips & How To Beat Opponents
-
Junior
Circuit Tips & How To Beat Opponents
-
Pro
Circuit Tips & How To Beat Opponents
-
Legend Circuit Tips & How to Beat Opponents
-
Final Note: Beware of CPU Interference (Cheesy A.I.)
E - Career
Mode Summary
F - Xbox
Live Gamer Achievements
-
Offline
Achievements
-
Online
Achievements
G -
Xbox Live! Play
-
General Online Gaming
-
Exhibition
(Player) Matches
-
World Tour
-
General
Advice
H -
Online Strategies
- Be
Patient, Play Only When You Are Ready!
-
Identifying
Strengths & Weaknesses
-
Service
Positioning
-
Returning
Serve
-
Battling
the Power Game (1)
-
Battling
the Power Game (2)
I -
Cheesy Online Gameplay: Beware!
-
Induced
Lag
-
Wide-Angled
Serving
-
Risk Shot Abuse
-
Risk
Shot Return of Serves
-
Player
Stacking (Multiple 100s & 90s)
-
Exploitation
of the "Handcuff" Return of Serve
-
Trigger
Returns from Inside the Baseline
-
Lob
Returns
-
Risk
Slice Abuse - updated 9/12/08
J
-
Sim-Tennis For Dummies
K -
Xbox Live/Top Spin Server
Updates, Patches, and DLC
L
- FAQs
M
- Top
Spin 3 Game
Review
N - Improvements
Made Over Top Spin 2?
O -
Suggestions for PAM
Development & 2K Sports
P
-
Reality Flaws In TS3
Q
-
Wrap Up (conclusion)
R
-
Miscellaneous Links
S
-
The Author (and acknowledgements)
T
- Custom
Roster
U
- Gamer Log
- updated 9/12/08
* Special Notice Key:
- Pro Tactic: a
technique I developed to improve a scenario found in the game, or, an alternative
(and original) way of winning points.
-
Pro Strategy: strategy I developed
to increase the chances of winning a point.
-
Pro Insight: an issue or thought
that I felt was important enough to make mention of; could pertain to offline
career planning, or online gaming
-
Glitch! an in-game glitch
or anomaly that I discovered during my experience with Top Spin 3
-
Fun Fact: an identified
part of the game that really holds no perceived value, but is entertaining/amusing
nonetheless
- FAQ:
questions posed to me that share a similar
theme
- Note: an
observation worth noting. It could be further explanation of an aspect
of the game, or simply something in the game that I thought was worth sharing.
1 - Court Basics and Face Buttons:
Throughout this FAQ, I will use terms like deuce court, ad-court, baseline, etc. These terms may or may not be familiar to everyone. Below are simple illustrations depicting these areas of the court.
Court Basics: Details various parts of a tennis court: baseline,
singles and doubles lines, service boxes, and doubles alley.
Court Basics 2: Illustrates the ad and deuce courts as
well as "no man's land." The term "deuce court" refers to the left service box
(and right baseline area when serving). The term "ad court" refers to the right
service box (and left baseline area when serving).
Pro Insight:
Using the Face
Buttons
One thing I've noticed
in the past when playing people online is that they get too comfortable with
one type of shot/button and use it throughout most of the match. The A.I.
opponents do pretty much the same thing. Using different shot types can
help you win some easy points, and on occasion, get you out of a jam. Here
are some examples of when to use the different face buttons:
|
A (Safe Shot): It's a flat ground stroke that is "supposed to" have a less likelihood of being mis-hit. This is a good shot to use if: |
- You
are trying to establish a rally without seeking too much of an angle. |
|
B (Top Spin): The ball will have a lot of forward spin causing it to bounce shorter than the "A" shot. The drawback to heavy top spin is that it's a bit slower than the safe shot, thus allowing your opponent a better opportunity of reaching it in time. The advantage however is that you can produce greater angles with this type of spin. The top spin shot is best used when: |
-
You are trying to open the court up by forcing your opponent to one side. |
|
X (Slice): Slice is an extremely underrated shot, and one that I favored heavily in Top Spin 1 (especially when playing cheesy gamers who hit the risk shot all the time). Slice creates underspin which causes the ball to plane, as opposed to arcing over the net. Due to the back spin, the ball bounces very low. It is best used when: |
- You are facing a big server
like Andy Roddick. When timed correctly, slice takes all the speed off
your opponent's ball and returns it back to them low and slow. |
Y
(Lob): Lobs are shots that are hit high into the air, and above your
opponent's head (and hopefully outstretched racquet too!). In real life, there
are two types of lobs: |
- If your opponent is attacking the net, a lob not
only can turn into an outright winner by traveling over their head and bouncing
near the baseline, but it also sends a message to your opponent: Think
again before attacking the net against me! Always remember though,
lobs can be chased down in Top Spin 3, so be sure to rush the net as soon as
you hit one just in case your opponent reaches it. If they do reach it,
any shot they hit will be a weak one, allowing you to put it away with an easy
volley! |
Pro Insights: Volley Types
A (Safe Volley) - the safe volley is nothing more than blocking the ball back before it bounces. The speed of the volley will likely depend on the speed of the incoming ball. Because you would be doing nothing more than re-directing the ball over the net, it is not really considered an offensive shot. It is best to use this volley when: |
- You are not in ideal position to hit
an effective volley for a winner, but want to at least get it over the net safely. |
B (Power Volley) - If you are in good position to hit a volley, this is arguably your best shot when at the net. The power volley enables you to drive the ball over the net with force and angle (if desired). If you have a relatively small zone on the court to hit a winner, this is a good choice too. Be careful if you use the left analog stick to angle your shot though, it doesn't take much movement to hit a ball out of bounds. |
|
X (Slice Volley) - A slice volley is a good choice when you are trying to take some pace off your opponent's shot. It's also a good option when you want the ball to bounce low and to a specific area of the court. Like the power volley, it doesn't take much movement of the left analog stick to knock one of these volleys wide of the singles lines. Exercise caution when hitting this shot. |
|
Y (Drop Volley) - Drop volleys are very effective if you are up at the net and your opponent is behind the baseline. Depending how well skilled you are with the left analog stick, you can hit a drop volley so that it just clears the net, lands well short of the service line, and to where it hardly bounces. You can also hit angles with drop volleys, though it takes a lot of practice. Cross-court droppers are my favorite. I can't help but hear Patrick MacEnroe yelling "Eye Dropper!" every time I hit one for a winner. As with the power volley and slice volley, be careful when trying to hit too much angle. You could either send it far wide, or, it may not clear your side of the net. Drop volleys are easier to execute the closer you are to the net. |
|
2 - Terminology
Throughout
this FAQ & Strategy Guide, I use some gaming terms that some people may
be unfamiliar with. Below, I've provided some definitions to explain their
meanings:
2K Sports: The publisher of Top Spin 2 and Top Spin 3.
Cheesy Gamers: Gamers who resort to exploitations
of reality flaws, cheats and unsportsmanlike gameplay in order to gain
an unfair competitive edge over their opponents. The play-styles
of these gamers usually do not mimic the behaviors seen in the activities their
respective games are based upon. For American football games (e.g. Madden),
cheesy gamers will make frequent 4th down conversion attempts, they will move
specialized players out of their natural positions, they will frequently run "money
plays" (i.e. plays that erroneously have high success rates), they will
exploit glitches, etc. In the Top Spin 3, cheesy gamers will resort to
exploiting reality flaws such as the super wide-angled serve, excessive risk shots
(including risk shot returns of serve), stacking
players with three or more red zone skills (e.g. 90+ power, 90+ serve, 90+ forehand & backhand), and inducing lag.
PAM Dev: Power & Magic Development.
The developers of the Top Spin series.
Sim-Community: A
collective group of gamers who abide by the codes of sim-gaming. These
individuals play honest and fair games, without resorting to exploitations of
cheats, glitches, reality flaws, or loopholes.
Sim-Gaming: Simulation
gaming. This refers to the act of playing a game similar to that of the
real life activity that it is based upon. Sim-gaming does not make use
of exploitations of cheats, glitches, reality flaws, or loopholes to gain an
unfair advantage over other competitors.
Sim-Tennis: Simulation
tennis. The act of playing a tennis videogame where the style of gameplay
mimics the real life sport, and "reality flaws" and glitches aren't
used, abused or exploited.
Stacking Players: A term I came up with
for gamers who apply 90+ points to multiple skill areas of their custom
players. Many gamers opt for 100 power and 90+ level forehand and backhands.
They typically do this at the expense of two to three other key areas
(typically 30 stamina and 30 volley, but sometimes serve or service return). While there is nothing wrong with
forgoing stamina or volley, utilizing red level skills (90+) in more than
two areas is frowned upon by the sim-community because the player gains the
ability to overwhelm anyone with a diversified character regardless of their
skill level. Most cheesy gamers make frequent use of the wide-angled serve
in addition to having a stacked player; they will serve out wide, expect a semi-weak
return, and then pummel the ball down the near sideline for a winner.
Reality Flaws: Parts of
a game that are embellished (or inaccurate) when compared to the real life activity
to which it is based upon. These are elements of a game that are typically
exploited by cheesy gamers. A few examples would be the Top Spin
1 risk shot which was measured to be in excess of 120 mph, and the Top Spin
1 kicker serve that would literally bounce over the return man's head. Risk
shots in TS3 are still considered reality flaws due to the fact that they can
still reach or exceed 120mph, and can be used frequently.
A - First Things First, Creating a
Player:
Section
1: Skills
Section
2: Player Types
Section
3: Custom Character
Creation
1) I won’t spend too much time here other than highlighting a few key points with regard to creating your character:
Unlike Top Spin 1
where you had pre-defined character types (defensive, power, tactician), and
Top Spin 2 where you had 11 areas to distribute "stars" to improve
your player, Top Spin 3 has eight character attributes that you will need to
focus on in order to reach the status of world-class competitor. By
assigning XP points earned through wins at various tournaments (560 in
all), you can
improve your player's abilities in the following categories:
- Service: increases
the accuracy, power and consistency of serves
- Return: increases
the accuracy, power and consistency of returns
- Forehand: increases
the accuracy, power and consistency of forehand shots
- Backhand:
increases the accuracy, power and consistency of backhand shots
- Stamina:
according to the developer, stamina
helps you regain energy after long runs, abrupt direction changes (drained more quickly if you use the LB or RB buttons)
- Volley: increases the accuracy, power and consistency of volleys
-
Power: improves power of shots
-
Speed: allows you to react quicker, run faster and change direction more
quickly.
Note: Gone are
precision, focus and spin from TS2
2)
The first thing I
recommend you do is put together an idea of what you want your character to be:
A baseliner? Serve and volley player? A
defensive player? Power hitter? You should have a tentative plan of what
you want your character to be because you will be accumulating XP points very
quickly during your career. For your first character, I'd recommend
setting a goal of having 55 points at each skill, and from there begin to shape your custom character to
the style of play that suits you best.
For reference, here are my thoughts on player
types and general ranges for each:
Power Hitters (baseliners): Andre Agassi, Jim Courier. Groundstrokes (backhand/forehand) should have plenty of XP as should their power rating. They should also have moderate stamina (which is actually contrary to Andre and Jim - both of whom were in excellent physical condition for their style of gameplay). Depending on your power hitter, sometimes precision is a tradeoff. Some guys have very heavy swings but allow for some margin for error with the placement of their shots, while a very rare few (e.g. Agassi) possess the ability to paste lines with tremendous pace behind their shots. Serves are adequate, but typically not exceptional. Volleys are below average to average at best. In today's game, Rafael Nadal is arguably the best pure baseline player. His combination of speed, power, and top spin shots make him very difficult to play.
- Service range: 60-70
- Return
range: 70-80
- Forehand
range: 75-85
- Backhand range: 75-85
- Stamina range:
55-65
- Volley
range: 25-35
-
Power range: 85-95
-
Speed range: 65-75
** Andre Agassi: Sv: 65, Ret: 81, FH: 83, BH: 81,
Stm: 55, Vol: 30, Pwr: 95, Spd: 70 (this setup is an estimate based on the restrictive
560 points allowed)
** Jim Courier: Sv: 70, Ret: 73, FH: 80,
BH: 80, Stm: 64, Vol: 30, Pwr: 90, Spd: 73
All-Court Players: Pete Sampras, Roger Federer:
reasonable balance in their weapons of forehand, backhand, serve and volley,
with one standing out slightly more than the others (e.g. Sampras' serve). They
have decent quickness around the court, good use of spins and angles, and
are above average with their consistency and stamina.
- Service
range: 65-75
- Return
range: 65-75
- Forehand
range: 65-75
- Backhand range: 65-75
- Stamina range: 65-75
- Volley
range: 65-75
-
Power range: 65-75
-
Speed range: 65-75
**
Defensive Players: Brad Gilbert is the best example in this category. Strong stamina and consistency with groundstrokes is key to being a good defensive player. A defensive player has no real weaknesses other than lack of firepower on offense. He'd be one of strong mental focus and excellent consistency with shot making. Speed around the court is also essential. A good defensive player gets into the head of his opponent and causes them to make unforced errors as they try to produce winners. Novak Djokovic is the new breed of defensive player where he can play defensive tennis and as if hitting a switch, can go on the offensive with powerful, precise shots. Below are ranges for the "classic" defensive player model.
- Service range: 60-70
- Return
range: 65-75
- Forehand
range: 80-85
- Backhand range: 80-85
- Stamina range: 80-90
- Volley
range: 40-50
-
Power range: 55-70
-
Speed range: 65-80
**
Serve and Volley Players (net aggressors):
Patrick Rafter, Stefan Edberg, Taylor Dent, Tim Henman. Serve and volleyers
are a dying breed in tennis as it takes an exceptional amount of skill and talent
these days to succeed with this style of play. Part of this has to do
with the high-fitness levels of today's players (i.e. much more power). The other part has to
do with how racquet technology has turned tennis into a power game that can
be dominated from the baseline. In Top Spin 1, in nearly 800
online matches, I experienced less than a half dozen net aggressors -
and none of them were ranked very high. I will go on record here and say
that I was the highest ranking serve and volleyer with Top Spin 1, and had modest
success in doing so. If you choose this route, make
sure you have an effective serve (120mph+), a strong ability to volley, and
very good court speed. The trade-off is that you won't have firepower from
the forehand or backhand side, but your shot making should at least be precise. The
best volleys are made after setting up a solid approach shot where your opponent's
return won't be very effective.
- Service
range: 65-80
- Return
range: 65-75
- Forehand
range: 65-75
- Backhand range: 65-75
- Stamina range: 50-65
- Volley
range: 85-95
-
Power range: 65-75
-
Speed range: 80-90
** Stefan Edberg: Sv:
65, Ret: 65, FH: 69, BH: 69, Stm: 55, Vol: 97, Pwr: 70, Spd: 80
3) If you are creating a character in your likeness, make note of three things:
1) If you have a pronounced feature like a chin or nose, what you see in the create-a-player mode will look even MORE pronounced in the game during replays and the thumbnail image of your player during the pre and post-match screens. You may want to scale back a bit with what you have during your creation process, even if it doesn't necessarily look right at that moment. This same sort of issue was present in TS2 as well.
2) The default eye options are horrendous, most of what look to be unnatural; almost alien-like. Pay careful attention to detail when selecting the eyes of your character if you have a special look in mind. The eye shape has the potential to adversely affect the entire look of your character. Granted, you can later tweak your facial settings with "morphology," but refinement around the eyes is limited, and from my experience, still didn't remedy the problem I was having while trying to get my look nailed down correctly.
3) When you name your player, you may not want to use your real name. Whatever first and last name you give your custom-player, they will appear to those you play when on Xbox Live.
Height and weight: While height is something that can be precisely modified, your character's weight will not be revealed until you are about finished and ready to save your character. Weight is affected by the general "build" of your character, and the level of fat and muscle you've added. I wanted a player around 175lbs., and therefore had to toggle back and forth between screens, adjusting my build/fat/muscle percentages until I got the weight I wanted.
If you have questions with regard to a good height/weight for a custom player, please refer to the Original Top Spin FAQ & Strategy Guide under the same category heading. I would assume much would still apply here.
Service Motions:
Service Motion A: Classic service
motion, a very popular form used by many pros and established players.
Service Motion
B: Deep knee bend with knees together, a less common motion, and practically
exclusive to Boris Becker (this motion was seen in TS2 as well).
Service Motion C: Feet
together, typical service motion.
Service Motion D: This is the service style
of Andy Roddick (note: TS2's fourth service motion option was that of Pete Sampras,
which is not available in TS3).
Service Motion E: Classic trophy pose. Features
a twist at the mid-section. The logo of the ATP Tour was taken from this
style of serve.
Service Motion F: Somewhat similar service motion to that of former
tennis pro Goran Ivanisevic.
Service Motion G: Feet together, racquet drops
just over shoulder prior to the upswing. This style is modeled after tennis legend Bjorn
Borg.
Right hand or left handed:
Whichever suits you best. Right handers are more common in pro tennis, but lefties have their own advantage with contrasting spins.
Forehand Motions:
Forehand Motion A: Compact
stroke, flat delivery
Forehand Motion B: Similar to Motion A, but has a greater
follow through
Forehand Motion C: This is a driving forehand motion with
a good backswing and follow through
Forehand Motion D: Loopy over the
shoulder swing. This motion is typically favored by Spanish clay-court players.
Forehand
Motion E: This is the motion of Rafael Nadal (who is an exclusive pro player
to PS3 Top Spin 3 owners).
Forehand Motion F: This form utilizes a huge backswing.
Forehand
Motion G: This is a "push" motion. In real life, this sort of
swing would not generate a lot of pace. "Pushers" typically
use this type of swing.
Single or two-handed backhand:
Unlike Top Spin 1, TS3 does
not have any obvious drawbacks due to glitches when using a two-handed
backhand. It's simply a matter of preference. In real life, there
are advantages and disadvantages to both.
Two-Handed Backhand Motions:
Backhand
Motion A: Standard backhand swing, but with a very wide stance where the player's
body opens up completely to their opponent.
Backhand Motion B: This motion
features a high follow through over the shoulder. This style resembles
that of many Spanish clay-court specialists.
Backhand Motion C: A "basic"
backhand form. Player steps forward and swings out towards his target with a good
follow through
over the shoulder.
Backhand Motion D:
A more compact stroke than the other three listed above.
One-Handed Backhand Motions:
Backhand
Motion A: A backhand swing with a high follow through. Player's body opens up at
the completion of the stroke. Similar style to that of Roger Federer.
Backhand Motion B: This motion
is very similar to Motion A, however it features a slightly higher follow
through motion.
Backhand Motion C: This one-handed backhand features a more
compact swing (i.e. less follow through).
Backhand Motion D:
Contact with the ball is made with two hands on the racquet, but the top hand
releases at the start of the follow through.
Voice Frequency:
Quite simply (in my opinion):
Always
On = very annoying
Power shots and efforts = okay
Effort Only
= good
Never = silence is golden
Remember, you may be investing
between 20 and 30 hours in offline career mode (depending on your objectives). You will undoubtedly grow
tired of your character's grunts after a short period of time if you
choose "always on."
4)
Creating Andre Agassi
In
the Original Top Spin FAQ & Strategy Guide, my section on Andre Agassi
was hugely popular far beyond my expectations. Despite the relatively
limited options found in the create-a-player mode, the Agassi look-alike that
I created was pretty impressive, and far better than anything else online at
the time. Due to the two-handed backhand glitch in TS1, I didn't use him
very much for online competition (choosing to instead use a virtual likeness
of myself).
In Top Spin 2, I had spent countless hours trying to re-create
Andre, and finally succeeded. However, I could not share my results online
because of the weird functionality of TS2's "DNA" feature. If
you chose a certain DNA base, and two minutes later chose the same one again,
you would get drastically different results. Because of this, I couldn't post
my process despite numerous requests.
In Top Spin 3, I have infact
documented the steps I took to the best of my ability. The Agassi character
I created is based on his 2001-2003 appearances. While he doesn't look
exact (primarily because of the eyebrows which can't be further modified, and
the eyes), he looks every bit as good as any of the in-game representations
of existing pros. From my experiences, I've found that the picture you see
in the portrait view does not necessarily reflect the final "product"
you will see in a game. For example, if you were to create a very realistic
version of yourself in create-a-player mode, you will likely look quite a bit different
in the thumbnail image and cut scenes during an actual match. Certain features become more prominent
during actual gameplay, so be aware of this during all of your custom creations.
I
ran into this problem with the first version of myself, and my very first version
of Andre Agassi. So, after some trial and error, I have two versions of
Andre that I am reasonably pleased with. One looks better (more accurate)
in the portrait
mode (#1) but not so much during actual game play, and the other is not as accurate
in the zoom/portrait view but looks better in the actual gaming mode (#2). Below
are the settings I used, but you will need to tweak certain facial features using the
"Morphology" option in the game for the nose, mouth, eyebrows, chin,
etc. That part will be up to you.
I am merely providing a base to make the initial set-up easier.
Note:
The settings for body/build/muscle/fat were to get his videogame weight close
to his real-life competitive weight. Despite being fairly accurate, the
videogame version of Andre looks a bit bulkier than he should be. If you
want to give him a leaner appearance, reduce the level of fat and muscle by a
few points.
Note:
Rumor is that Andre Agassi will appear as a downloadable pro in the reasonably
near future, along with some other pros including Pete Sampras. As exciting
as this is for fans of his, he will not be useable in World Tour mode. As
you may know, Andre's previous tennis games (for Sega Genesis and Playstation
2) were absolutely horrendous, and not even worth keeping for nostalgic value.
His appearance in Top Spin would definitely be his best game to
date despite his name not being in the title.
|
|
||
|
Style/Setting Name |
Andre Agassi 1 |
Andre Agassi 2 |
|
Face: Color |
2/8 |
2/8 |
|
Face: Eyes |
4/10 |
4/10 |
|
Face: Nose |
1/10 |
3/10 |
|
Face: Mouth |
2/10 |
2/10 |
|
Face: Jaw |
1/5 |
1/5 |
|
Face: Chin |
10/10 |
9/10 |
|
Face: Forehead |
10/10 |
10/10 |
|
Face: Shape |
2/6 |
2/6 |
|
Details: Color |
2/8 |
2/8 |
|
Details: Eye Color |
13/37 |
13/37 |
|
Details: Age |
5/7 |
5/7 |
|
Details: Circles |
1/7 |
1/7 |
|
Details: Lips |
1/5 |
1/5 |
|
Details: Freckles |
1/10 |
1/10 |
|
Details: Complexion |
18/30 |
18/30 |
|
Details: Granular |
3/4 |
2/4 |
|
Details: Eyebrows |
9/16 |
9/16 |
|
Body: Build |
6/11 |
6/11 |
|
Body: Fat |
4/11 |
4/11 |
|
Body: Muscle |
9/11 |
9/11 |
|
Body: Neck |
6 |
6 |
|
Haircut: |
1/26 |
1/26 |
|
Hair Color: |
2/35 |
2/35 |
|
Stubble: |
4/4 |
4/4 |
|
Shave Type: |
1/41 |
1/41 |
|
Style: |
Right Handed |
Right Handed |
|
Service Style: |
A |
A |
|
Forehand Style: |
C |
C |
|
Backhand: |
Two-Handed Backhand |
Two-Handed Backhand |
|
Backhand Style: |
C |
C |
|
Celebration Style: |
Normal |
Normal |
|
Grunt Style: |
Effort only or none |
Effort only or none |
|
DOB: |
4-29-1970 |
4-29-1970 |
|
Country: |
United States |
United States |
|
Hometown: |
Las_Vegas |
Las_Vegas |
|
Residence: |
Las_Vegas |
Las_Vegas |
Again, these settings will require some minor modifications in the "Morphology" area of the create-a-player mode, but they should give you a very solid foundation to which you can create a realistic "virtual Andre Agassi" in Top Spin 3.
B - What the Pros Use: Clothing and Racquets
Index:
Clothing
Racquets
Adidas
Fun-Fact
Due to the sheer number of clothing items
and equipment available in Top Spin 3, I may omit certain items that are not
used by more notable pro players. With regard to the shoes listed below,
the listed players have worn variations of these styles, maybe not the specific
one found in the game. For instance, Tommy Haas wore the Nike Breathe
II style in 2006. So, what I've listed may be as accurate as you can get
considering the options found in the game.
Clothing:
Babolat Aero Storm:
Babolat Aero Strike:
Babolat
Aero Pro Drive: Rafael Nadal, Caroline
Wozniacki
Babolat Aero Z Lite:
Babolat Drive Z Tour:
Babolat Pure Drive: Andy Roddick uses the Babolat Pure Drive Roddick Plus Signature
racquet, Carlos Moya uses the Pure Drive
Standard, and Julienne Benneteau
uses the Pure Drive Plus
Babolat Pure
Storm: Fernando Gonzalez, Elena Veshina
Babolat
Storm Tour:
Dunlop TR Aerogel 200: James
Blake, Thomas Berdych
Dunlop TR Aerogel
300: Tommy Haas, Tommy Robredo
Dunlop TR
Aerogel 400
Dunlop
TR Aerogel 500:
Head Flexpoint Radical MP: Amelie
Mauresmo, Patty Schnyder (Andre Agassi once used the OS version)
Head Flexpoint
Instinct:
Head Microgel Extreme Pro:
Svetlana Kunetsova
Head Flexpoint Prestige: Gustavo Kuerten
used this frame prior to his retirement
Head Radical MP:
Prince O3 Hybrid Tour: Sam
Querry
Prince
O3 SP Tour MP:
Prince O3 Speedport
Black MP: Bob and Mike Bryan
Prince
O3 White MP: Maria Sharapova
Prince
Tour Diablo MP:
Prince Original Graphite: If
you are looking for the "Classic Graphite" model, this is the closest
you will find in TS3. The Original Graphite is not used by any
notable current
or former pro, however, the Classic Graphite (commonly, yet incorrectly
referred to as the "Original Graphite" since it's a frame dating back
to the mid-to-late 80s) was used by a number of pros: Andre Agassi
(1986-1989), Michael Chang (late 80s-early 90s), Patrick Rafter (1993),
Juan Carlos Ferrero (2007) -- and yours truly. Some differences between
the frames include stiffness, color, and the lack of a throat
stabilizer on the POG. After 20+ years, the Classic Graphite is still
one of Prince's best-selling racquets!.
Prince
Ozone Seven: Daniela Hantuchova
Prince
O3 Tour:
Yonex
Red Racquet 1: (RQ iS 1 Tour is used
by Ana Ivonovic and Lleyton Hewitt)
Yonex Red Racquet
2: (RQ iS 2 Tour is used by Maria Kirilenko
and Nicole Vaidisova)
Yonex Red Racquet 3:
Yonex Blue Racquet:
Yonex
Yellow 1: (David
Nalbandian uses a similar looking frame)
Yonex Yellow 2:
Notes: If you are unfamiliar with some of the terminology following the racquets' names in the Global Shop or specific manufacturer's shop, here's a quick summary........and a few other observations I've made while looking around in the various in-game stores:
-
Fun Fact: Looking for Adidas headwear? Well, you won't find them in the store, you'll find
them in the salon! For an Adidas hat, simply choose a hair-style that has a
ball cap (options 24, 30, 36 or 38), and select option 62 under the color options.
C - Career Mode Walkthrough (Max Out Your XP as
Quickly As Possible & Finish Pro Circuit At #1)
Index:
Career
Mode Overview
The
Schedule
Career
Chart
Career
Summary & Tips
Shortcuts
Career Mode
Overview:
Unlike the previous
two Top Spin titles, Top Spin 3 provides a narrow pathway to character
development. In TS3, you no longer have a coach, and training drills are
found only in the Top Spin School which is a separate gaming option outside
of Career Mode (results there have no impact on the Career Mode). Top Spin 3 utilizes "XP" as opposed to
TS1 and TS2's star systems, and are accumulated through wins on the Amateur,
Challenger,
Junior, and Pro circuits. XP can be assigned to increase the point values
in each of your eight skill categories. More XP is required to increase
higher point values (e.g. 5 XP for a point between levels between 31-39,
10 XP for a point between levels 40-49, 15 points to increase point values between
50-59, etc.). Overall, there are 560 points that you will distribute
across eight skill categories.
In addition to earning XP throughout
your career, you will also earn Unlocking Points (U.P.) through matchplay which
can be used to unlock a
plethora of tennis clothing and equipment found at the Global Shop and manufacturer-specific
outlets. Top Spin 3's monetary system is more "relaxed"
than its predecessors
with respect that you no longer need to worry about coaching and training fees. There is
an earnings-based Achievement in addition to one
that's awarded for unlocking 300 store items.
The conclusion of your Career Mode comes after completing the Legend Circuit; a two part finale to your career. The first part is the Grand Slam which is where you must successfully win all four major titles (Australian, French, Wimbledon, U.S. Open). The second part is the Hall of Fame: a series of progressively longer and more difficult matches against eight top players featured in Top Spin 3, including the few retired legends found in the game.
Please note that the
following guide is subject to revisions as I go through career mode with
multiple characters. New/better ways
may be found, but what I have written so far is a decent way of making it
through with your first character. I
have included a several original strategy tips as well as some ways
to score "cheap"
points on your service games. As
expected, they were posted here FIRST! Furthermore, let me emphasize that
the following is the best route to take for completing career mode on the
default "normal" difficulty setting. That
being said, you may not find this course easy - - but hopefully my tips and
tricks will help you overcome the challenges that await you!
The Schedule:
Your
career will be divided into four sections from where you will earn your
XP: Amateur Circuit, Challenger Circuit, Junior
Circuit, and Pro Circuit. The Amateur Circuit pits you
against three opponents in a standard tie-breaker format (first to seven points
but leading by two, wins). You are given the option
to choose the order of how you will play your three opponents here. You
should find the Amateur Circuit quite easy to pass through quickly. I
was an early Top Spin School drop out (I only took the introductory lesson)
and was still pretty much clueless as to the proper timing of button releases
when I first entered the Amateur Circuit. Despite my inexperience, I did
reasonably well and defeated my three opponents without too much difficulty. The
"Rookie Award" Achievement (10 pts.) is available for completing
this portion of career mode.
The Challenger Circuit pits you against
six competitors, each of which is around Level 35 (your base level is 30). Unlike
a regular tournament, the Challenger Circuit begins as a round robin
format, where the outcome of your first three performances will determine how
you place for the bracket featuring the eight best players. Once you qualify
for the Challenger tournament, you will start in the quarterfinals where you
will notice an increase in awarded XP and U.P. for each win thereafter. Please
refer to my chart
below for details. Once you successfully complete the Challenger Circuit,
you will once again be awarded with an Achievement (Newcomer Award: 20 pts.).
The
Junior Circuit offers you two options
per month: One option is a hard venue (found at the top), the other is an easy tournament (found
at the bottom). The
payouts are substantially higher for winning the difficult events,
though many gamers may find the opponents there a little overwhelming at first. That
being said, if you mastered what the Top Spin School had to offer, I wouldn't
hesitate in suggesting that you try the more difficult tournaments in the Junior
Circuit. That's the route I chose. If you lose a few events
early on, don't worry. You will have 12 events in total to reach a Top
3 ranking, and you will
need to win approximately five tournaments to capture (and secure) the #1 ranking. If
you lose your first seven tournaments in the FIRST ROUND, but win the final
five - you'll attain the #1 ranking in December after winning the last event. Remember
though, in Top Spin 3, all you have to do is make the Top 3 to advance to the Pro Circuit.
The format for the Junior
Circuit is a single set match where a standard tie-breaker is used if necessary
at 3-3. The "Orange Prize" Achievement (40 pts.) is awarded
for successfully completing this part of Career Mode.
The
Pro Circuit becomes available when you reach (and maintain if necessary)
a Top 3 ranking as a Junior at the end of the calendar year. Your
first match as a pro will take place at the Australian Open. In four
tries (three on an Xbox 360, and a report from a friend using a PS3), Roger Federer
will likely be your first opponent. While this might seem insane considering
your relatively weak player, Roger is definitely beatable! Check out Section
D for help if you think you'll need it. Pro
Circuit matches consist of best of three set matches (three games per set), with
the third set being nothing more than a Super Tie-Breaker. A player wins
a Super Tie-Breaker by scoring 10 points first, but where they must be ahead
by two (e.g. 10-8). If both players are at 9-9 in the Super Tie-Breaker,
the first player to win two consecutive points earns the victory.
Should
you do fairly well at the Australian Open (or even win it), I would suggest
that you continue to compete in the more difficult tournament options each month.
Unlike Virtua Tennis 3 where rest is required between certain events,
in Top Spin 3, you can pretty much beat your custom player into the ground by
playing month after month at the hardest events. He or she
will not show any signs of fatigue from playing such a demanding schedule. After
all,
one is to assume that a player has at least two or three weeks off between events.
Your goal in the Pro Circuit is to capture and maintain the #1 ranking
by the end of the calendar year. Should you win the Australian Open to
start off the year, you are already in good shape! Be sure to strategically
assign your XP in the key skill areas that you'll need to succeed at this level.
The "Legends Club" Achievement (50 pts.) is awarded for completing
the Pro Circuit.
The Legend Circuit is the final stage of your
career where you will need to complete two events: the Grand Slam where
you have to successfully play through each of the four major events (Australian,
French, Wimbledon, U.S. Open), and the Hall of Fame where you will play
eight pros and legends in single matches (on their favorite courts) that become progressively longer and more
challenging. You can earn two Achievements in this area
depending on the difficulty you select for the HOF events: The Lemon
Prize (70pts) for completing the Legend Circuit and Big Names List (20pts)
for winning the HOF on the "hard" difficulty setting. Of course,
you can take advantage of other Achievements that may have eluded you along
the way (i.e. Faster This Way).
Below
is the course of action I took through my first career mode on
the default (normal) difficulty - - - except for the HOF which I played
on "hard".
Career
Chart
Key:
-
"Stats" represents
my statistics going into a particular match or tournament (does
not represent the XP applied AFTER the noted match/tournament was won).
-
"Monetary Award" represents the earnings coming from winning the noted
tournament final.
- "Time at this point" represents the running total
of time invested in Career Mode. This is an approximate value, not a literal
one.
Notes:
- I listed my final opponent(s) for each event.
You may experience a different line-up of players than I did, primarily
in the Junior and Pro Circuits. Your success in a given season will sometimes
determine who your final round opponent will be (or so it seemed that way to
me).
Index:
Amateur
Circuit
Challenger
Circuit
Junior
Circuit
Pro Circuit
Legend
Circuit Grand Slam
Legend
Circuit Hall of Fame
|
Date |
Action |
Comments |
|
|
Amateur
Circuit |
Opponent: Joel Alonso |
|
|
Amateur Circuit |
Opponent: Oliver Leduc |
|
|
Amateur Circuit |
Opponent: John Carter |
|
|
Challenger
Circuit |
Opponent: J. Vivaldez |
|
|
Challenger Circuit |
Round Robin Opponent: W.
Loparks |
|
|
Challenger Circuit |
Opponent: C. Menroza |
|
|
Challenger Circuit |
Opponent: P. Sipeblo |
|
|
Challenger Circuit |
Opponent: J. Fernandas |
|
|
Challenger Circuit |
Opponent: R. Lossis |
|
49 minute mark |
** Stats Update ** |
FH: 35, BH: 35, SV: 32, Ret: 33, Vol: 30, Pwr: 35, Spd: 35, Stm: 30. |
|
January |
Junior Circuit |
Final Round Opponent: M.
Ward |
|
February |
Junior Circuit |
Final Round Opponent: R.
Frasconi |
|
March |
Junior Circuit |
Final Round Opponent: C. Zhaejing |
|
April |
Junior Circuit |
Final Round Opponent: Z. Kuti |
|
May |