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
| Action | Keyboard (default) | Phone | Gamepad (default) |
|---|---|---|---|
| Run | Arrows or W A S D | Analog stick | Left stick or D-pad |
| Pass (without the ball: switch player) | J | PASS | A |
| Shoot, hold for power (without the ball: slide) | K | SHOOT | B |
| Lob, cross, long throw (without the ball: tackle) | L | LOB | X |
| Sprint | Left Shift | SPRINT | RB |
| Switch player | Q | PASS without the ball | Y |
| Pause | P or Esc | Pause button | Start |
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:
- Sprint in open space, jog in traffic. A heavy touch at full speed gives a defender the chance to step in.
- Plan your turns. At full speed a player cannot turn on the spot: he has to plant his foot and slow down first. Turn early, or slow down before you change direction.
- Watch the stamina bar. Every SPRINT burst uses up part of it, and with too little left SPRINT does nothing. It refills in a couple of seconds between bursts.
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:
- TACKLE pokes the ball away. Time it for when the ball is off the attacker’s foot.
- SLIDE reaches further but leaves you on the ground for a moment. If you hit the player before the ball it is a foul, and from behind it is a yellow card.
- SWITCH jumps to another defender.
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:
- 300 for a win, 100 for a draw, 0 for a loss
- +100 for every goal you score
- -50 for every goal you concede (the rating never drops below zero)
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
- Pass early. The ball moves faster than any player.
- Use the radar to spot the free man on the far side.
- Shoot from inside the box, across the keeper.
- Do not slide from behind.
- Short matches (2 or 3 minutes) are great for a quick game; longer ones give you time to come back from a goal down.
Want more sport? Try the six-event Pixel Summer Games or the snowy Pixel Winter Games.