Pixel Pitch Guide: Passing, Shooting and Set Pieces

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Pixel Pitch is a free retro football game in your browser: a full 11-a-side match against the CPU, seen from high in the main stand of a packed pixel stadium. It plays like the Java phone soccer games of the mid-2000s, but underneath there is real football: a ball with weight, spin and bounce, players who need time to turn at full speed, and a referee who knows the rules. This guide covers what every button does and how to turn possession into goals.

The basics

Pick your club and kit, then the match starts with a kick-off. You always control one player, marked by the yellow ring and the arrow over his head, and the small bar under the arrow is his stamina. Your other ten players and the whole CPU team play by themselves, holding their places in the formation.

The scoreboard in the top left shows both clubs, the score and the clock. A match lasts five minutes of play by default (two halves), and you can choose anything from 2 to 8 minutes in Options. Near the end of each half the referee adds time for the stoppages, shown as “+N” under the clock. The radar in the bottom right shows the whole pitch, so you can see runs and gaps outside the camera.

Controls

ActionKeyboard (default)PhoneGamepad (default)
RunArrows or W A S DAnalog stickLeft stick or D-pad
Pass (without the ball: switch player)JPASSA
Shoot, hold for power (without the ball: slide)KSHOOTB
Lob, cross, long throw (without the ball: tackle)LLOBX
SprintLeft ShiftSPRINTRB
Switch playerQPASS without the ballY
PauseP or EscPause buttonStart

Every key and gamepad button can be remapped in Options → Controls: pick an action and press the new key or button. If it is already used by another action, the two simply swap, and Reset to Defaults brings the original layout back. If you are signed in, your controls follow you to your other devices.

On a phone the menus use the usual round D-pad with OK in the middle. When the match kicks off it turns into an analog stick on the left (push it further to run faster) and four round buttons on the right. Left-handed? Swap the sides with the arrows button above the game or in Options.

Passing

A pass goes to the teammate you point at. With no direction it goes to the best option the game can find. Passes are weighted: the ball is struck just hard enough to reach the receiver at a good pace, and if he is running, it is played into the space in front of him. As soon as the ball leaves your foot you control the receiver, so you can start his next move while the pass is still traveling.

Defenders read passes too. A ball rolled across a defender’s path will be cut out, so look for lanes where nobody can get a foot in, and use the lob to go over a crowded midfield or switch play to the far wing.

Dribbling

The ball is never glued to your feet. Each touch pushes it a little ahead of you, further when you sprint, and between touches it rolls free. That means:

Shooting

Hold SHOOT to fill the power bar and let go to strike. Up or down picks the near or the far post, and with no direction you aim for the side away from the keeper. More power means a faster shot, but a full bar can fly over the bar. Pushing across the shot adds a little curl.

Keepers are good but human: they need a moment to react and then dive, and they can only reach so far in the time they have. A firm shot into the far corner from the edge of the box beats them far more often than a blast from 30 meters straight at them. Headers count too: a cross that meets a forward’s head near the goal is a real chance.

Defending

Without the ball the game switches you automatically to the player best placed to win it back (you can turn this off in Options, and PASS or the switch key always picks the next best player). The buttons change their jobs:

Two yellow cards, or a foul on a player who was through on goal, means a red card and your team plays with ten.

Set pieces and the rules

When the ball goes out it is a throw-in, a corner or a goal kick, depending on where it went out and who touched it last. When your team has the restart, your taker waits for you: aim, then pass short, lob a cross or long throw, or hold SHOOT. Free kicks near the goal bring a defensive wall, and a foul inside the box is a penalty: pick a corner and hold SHOOT for power.

Offside works like the real thing. A forward who is beyond the second-to-last defender when the pass is played is caught if he then gets the ball, and the other team gets an indirect free kick. You are never offside from a throw-in, a goal kick or a corner. The referee also plays advantage: if your player is fouled but your team keeps a good attack going, play goes on.

The match rating and the leaderboards

When the final whistle blows, the match gets a rating:

A 2-1 win is 450 points, a 3-0 win is 600. Your best ratings go on the leaderboards, with a separate Hardcore board. On Hardcore the CPU team is quicker and sharper, presses harder and its keeper reacts faster.

Quick tips

Want more sport? Try the six-event Pixel Summer Games or the snowy Pixel Winter Games.

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