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Incontinentia's TopSpin Quick Legend FAQ
========================================

v1.0 - Dec. 15, 2003 - more or less my final version
                       unless something glaring pops up!

===============
A. Introduction
===============

Why am I writing this FAQ? Well, as most of you know, getting to
legend status in TopSpin can be an arduous journey, especially when
it's your first time through and you're new at this game. I've created
five 14 star/4 skill players, countless more 14 star/3 skill players,
played about 250 online matches, and I have picked up some tricks
along the way. I'm not going to tell you how to allocate stars here,
or what skills you should pick; aside from mentioning some common
mistakes and pitfalls. This is simply a bag of tricks to get you
through all the training and tougher matches to achieve legend status
the quickest way possible. Take a look at Frodo's FAQ over at the Xbox
TopSpin forum for general game help and pointers. 

So when do you become a legend anyway?

The simple answer is: the moment you have won at least one Grand Slam
and have reached #1 in the rankings.

The long answer is: you have to finish all your training (14*), play
at least one minor pro (15K), one or two pros (100K), possibly one
major pro (500K), and certainly a few Grand Slams (1M), as well as
accepting a sponsor challenge from a sponsor - maybe two if you need
the cash! You won't be filthy rich when you're #1 with my method, but
you will be a legend!

The payoff: this is the only way to get your 4th skill, which is
practically a must for online play.

One note: if you're a newbie to this game, you should probably run
through at least one character doing it your own way, especially games
against the tougher Grand Slam opponents. If you don't go through at
least a few tough matches against the AI, you will be stunned when you
see the level of play on Live. At least practice against the tougher
AI players on Exhibition mode/hard.

==========================
B. Creating your character
==========================

You are faced with a bunch of decisions right off the bat. Some are
cosmetic and some will affect the way your player behaves on the
courts. The character creator in TopSpin is incredibly flexible. I've
spent a lot of time here conjuring up my stable of Grand Theft Auto
hoodlums, circus sideshow freaks, cavemen, and British
naturalists. But this being a *quick* character creator FAQ, I will
not spend any time on cosmetics!

The only thing of note here is that at each step of character creation
(face, nose, etc) you are presented with a choice of presets as the
first item bar on each page, which you can then tweak to your heart's
content in the lower item bars.

Cosmetics:

- Name
- Country
- DNA
- Face
- Nose
- Jaw
- Lips
- Hair
- Skin tone
- Clothing


Game affecting choices:

- Height/weight
- Muscle
- Natural ability
- Serve style

If this is your first creation, I do not recommend building a
Hulk-like character no matter how tempting. That's what I did. My
first guy was 6'9" 302 lbs: max height/max weight/max muscle. Big guys
take a lot of skill to play online. They tend to stumble a lot and are
slow. No point having all that power if you can't get to the ball. One
of my more recent guys is 5'3" 107 lbs: min height/min weight/min
muscle. Guess who lays the whoop@ss on whom? You should try starting
with someone in the lower left quadrant of the height/weight square if
you want maneuverability; eg: 6' or less, 200 lbs or less. Add some
muscle, but don't go overboard. All you need to do is look at the
physique of the greatest tennis stars of all time: Borg, MacEnroe,
Laver, Agassi, Sampras, Connors, Rosewall, Edberg, Becker, as well as
the new stars like Kuerten, Federer, Roddick, the list goes on and on…
Not too many of them look like Arnold Schwarztenneger, correct?

Natural abilities:

- Defense: -1 Precision, +1 Speed, +1 Angle, -1 Power
- Technician: +1 Precision, 0 Speed, +1 Angle, -2 Power
- Power: -1 Precision, -1 Speed, 0 Angle, +2 Power

These abilities (and later, skill add-ons) are quite obvious by their
names. Their values are all relative and I have no idea what a
difference of "1" really means other than that it's
noticeable. However, one of the skills, "angle", depends on having
enough "precision". Angle lets you hit the ball in a sharper angle,
but without enough precision, you will have to let go the stick early
or watch your ball go out - not good for button mashers. One of my
players, a technician, has +2 precision and +2 angle, and he goes out
more often than my power player - of course at wider angles than my
power guy is capable of. So be careful there. Later, you can boost the
default levels of these abilities by picking: precision (level 1
mastery), speed, angle, power (level 2 masteries).

Serve style:

Take a look at the serve style animations. One of them, #2, is the
Sampras style - good for serve and volleyers, because the player
positions himself towards the center of the court quicker with this
serve. The others are good baseliner styles, with perhaps minor
differences between them in terms of play.

Choices I'm not 100% sure about:

- Two-handed or One-handed backhand
- Racquets

I don't think one or two-handed backhands make any difference -
perhaps a little improvement on backhand volley reaction time at the
net? I doubt it, but I find it psychologically satisfying to build
two-handed baseliners and one-handed volleyers - it just seems right
to me.

However, I do believe racquets make slight differences. Racquets come
as power, control, or mixed. I noticed that my player would no longer
miss any wide-angle smashes after switching to a control
racquet. Someone else in the Xbox forums mentioned seeing a couple of
mph increase in their serve after switching to a power racquet. We're
talking about minute differences here.

Righty/Lefty:

No real difference in abilities, aside from any surprise factor
online. Most people are righties and are used to playing righties.

=======================
C. Training your player
=======================

Ok, you have your new player, but before you play any matches he will
need training. Lots of it! I will consider everything but the final
push for legend as a training exercise, and this is the meat of my
FAQ: how to get your 14* and 3 skills quickly with the highest ranking
possible. I will be showing you how to make a balanced 3-4-4-3 player
here, one of the more popular choices online. But I'll still describe
the level 5 trainings in case you go that way!

Time saver tip for experimenters: if you have a memory card, it may
make sense to save your character before important decisions like
mastery skill choices. For example, if you know that after finishing
the next training you will be offered a skill choice, first save your
character on the card, then complete the training and pick a skill. If
you don't like it, you can erase your Xbox character and reload the
one from the card, continuing where you left off.

Back to training: spend your initial cash on low-level training. You
can get your first 4 stars with the coin at hand. I usually go for
only 2 forehand or 2 backhand right off the bat. Not 3*, or 1 of
each. Why? Well, you'll waste some time checking in your luggage at
the airport that way! And you'll want to avoid the ridiculous load
times when visiting the same training center a second time! Anyway,
you should be able to quickly dispatch the low-level grunts with a 2*
forehand or backhand. You'll be doing more training later, when you
get more coin. My coin calculations are based on nailing the training
on the first try.

-------------------------------------------
Step 1: Forehand or Backhand training 1 & 2 
Coin at hand: 5000 
Cost: 1000 + 2500 
Coin left after the training: 1500 
Allocation: 0-2-0-0 or 0-0-2-0 
-------------------------------------------

Very easy: stand to the left or right of the center line so that the
ball is launched to the correct shot you're trying to achieve; eg, a
righty trying to hit a forehand should stand at the baseline to the
left of the center-line. When the ball is launched, push "A", direct
the stick to one of the targets, and after you nail the target, make
sure to adjust your player back to the starting position if he
moved. If you are having a lot of problems with these, you should not
go online! Maybe even return the game; you will become frustrated.

-------------------------------------------------
Step 2: Go to your nearest sponsor (Challenge #1) 
Coin at hand: 1500 
Payola: 15000 
Coin left after the challenge: 16500
-------------------------------------------------

Let's get some more cash. The 15K from the first sponsor challenge is
the fastest way to get more coin! You'll be playing a 3-game set
against the sponsor's lackey. Not much to say here, except the fastest
way through is to risk-serve wide or down the line, make them stumble
and hit a winner topspin or flat shot away from them. If you can't
risk-serve yet, you can use a normal full power serve or "cheese" your
way through with a 0-power serve. There is more on this later on in
the FAQ when it really becomes a useful technique against the top
players. You can't do the 50K challenge until you've become a Young
Gun, but remember which sponsor you're with. You may be coming back
for more coin if you fail any trainings.

Now you need to get more training. Unless you're building up a
lopsided player (eg: 5-5-3-1), you should be able to get your 2
remaining groundstroke stars as well as your serve and volley stars
next. I always go for a 2-2-2-2 start.

---------------------------------------------------------
Step 3: Complete your Forehand or Backhand training 1 & 2 
Coin at hand: 16500 
Cost: 1000 + 2500 
Coin left after the training: 13000 
Allocation: 0-2-2-0.
---------------------------------------------------------

Remember, backhand training is the mirror image of forehand. See step
1. Now you should be at 0-2-2-0.

---------------------------------------------------------
Step 4: Pick up your first mastery skill
(curve serve, precision, return risk shots, return serve)
Status: First Skill 
---------------------------------------------------------

Congratulations, you're on your way now. Most people pick "precision"
at this point. Unless you're a technician, or are planning some weird
strategy for online play, I would pick up this skill. Read more in
Frodo's FAQ about this.

You should have enough cash to get your 2* in serve and volley. If you
have problems nailing them on the first try, go to a different sponsor
and get 15K more. Later, you can always go back to your original
sponsor and continue where you left off. They don't hold grudges
against you!

A slight detour…for analytical types!

This is a good time to discuss the Top Spin power and shot placement
system as I understand it. Both power and placement are controlled by
how long you press your shot button and how long you keep the analogue
stick aimed in a direction. This is the basic system for all shots in
this game: ground strokes, return of serve, serves, volleys, smashes,
risk shots, drop shots. For volleys, smashes and drop shots (when
you're at the net), power and direction must be done
simultaneously. You press a button and aim with the stick almost
simultaneously - these are pure reaction shots most of the time. With
the other shots, there is enough time to separate the power part from
the aiming part of the sequence. Why would you want to do that? Well,
in the case of anything "risk", you do not want to over "aim" a
shot. It will most definitely go out! In the case of a groundstroke,
you want to wait a bit to see what your opponent is doing. Do not
commit too early unless you're sure this is what you want! Example: if
your opponent has no chance to return the shot you are planning to
make (eg, he stumbled or he's completely out of the court). Then you
can power and aim your shot.

For the serve, I find separating the powering up from the aiming
simplifies everything. Of course there are other methods (Cyric powers
and aims his serve at the same time, but releases the aim early -
before the racquet hits the ball; ttrig234 powers and aims for the
longest possible time and then counter aims in the opposite direction
for correction; one thing for sure: if you power and aim throughout
the serve sequence you *will* go out!!!). I think the game simply
averages out how long a direction is maintained within the powering up
phase: which starts when a shot button is pressed and ends when the
racquet hits the ball. Any over-aiming can be corrected by going the
other way. I've tried all three methods, and I can paint the lines
with any of them, but I use my method because it's more consistent for
me.

The serve sequence:

- start your power up phase: press "A"
  (or "B" or "X" or achieve a red-line on the risk meter)
- aim your shot with the analogue stick
- release the stick before the ball is hit by the racquet
- end your power up phase: A, B, or X
- watch as the ball hits the corner or down the line

Ok, now back to the training.

----------------------------------
Step 5: Serve training 1&2 
Coin at hand: 13000 
Cost: 1000 + 2500 
Coin left after the training: 9500 
Allocation: 2-2-2-0. 
----------------------------------

I find these almost as easy as forehand/backhand training. In a way,
simpler - there is no ball machine here - you control everything! What
you want to do is just hit the green/red targets near the center
corner all the time. Forget about the wide ones and do not move your
player from his starting position. If you want to practice your serve
placement, go to exhibition against the AI. You should be nailing
these on the first try in order to speed through to Legend.

For serve training 1, you will nail every target if you follow my
serve sequence making sure to have 2/3 power or more and the stick
pointing diagonally towards the center target (up/left or
up/right). You'll need to figure out how long to keep the aim with the
analogue stick for your player using my method. For a rookie creation
w/o any serve stars or much power, you need to keep it there for quite
a bit. Less when you move up in skills.

For serve training 2, follow the same principle, but make sure you get
the power meter in the orange/red; eg: more than 3/4 full. Otherwise,
it won't count.

----------------------------------
Step 6: Volley training 1&2 
Coin at hand: 9500 
Cost: 1000 + 2500
Coin left after the training: 6000 
Allocation: 2-2-2-2. 
----------------------------------

For volley 1, step just inside the "T" almost right up to the net,
wait for the ball to launch and aim down/left or down/right to hit the
targets. Use the "A" button to volley. Reposition your player before
the next volley if he moves away.

For volley 2, step just inside the "T", wait for the ball to launch
and aim down/left for the left target, up for the center target, and
down/right for the right target. Again, use the "A" button. Don't
forget to reposition after the shot.

You should be getting 10/10's here after some practice.


Congratulations! Now you should be at 2-2-2-2.

-----------------------------------------------------------------------
Step 7: Pick up your second mastery skill (volley, speed, angle, power)
-----------------------------------------------------------------------

On the secondary mastery menu we have: volley, speed, angle,
power. All of them are great skills. What you pick here will shape
your player's style, so pick carefully. Common sense says: pick a
skill that will boost your weaknesses rather than one that improves on
your strengths. Just make sure the skill is in line with your player's
style.

--------------------------------------------------
Step 8: Win your first tournament: Minor Pro (15K) 
Coin at hand: 6000 
Payola: 15000 
Coin left after winning the tourney: 21000 
Status: Young gun. (Minor Pro + First Skill) 
--------------------------------------------------

The trick here is to look for a tourney with the highest ranking
opponent - beating him will boost your ranking the most. You don't
need to waste time checking your luggage at the airport, and flying
around the world. Instead, enter the nearest one, take a look at the
draw, and if you see a very badly ranked opponent, get out and look at
the new draw (the game cycles through the same draws every three times
I believe). The best ranked opponents are in the 60's here, maybe
better, but I haven't seen anyone in the 50's yet. Every little bonus
helps in your speed-quest to #1. To do this, you just enter the
tourney, look at the draw, press "A" to look at your opponents rating,
and then press "B" if he's not ranked in the 60's or 70's, otherwise
go ahead. This is a trick you'll be using for all the tourneys, with
the exception of the Grand Slam, where a little more strategy is
involved.

The minor pros are slightly better than the sponsor lackeys. But you
should have no problems here with your 2-2-2-2 double-mastery player!

Congratulations, young Padawan. Now you're a young gun, and some of
the AI players are starting to notice you ;-). You should be ranked
somewhere in 90's or 80's.

-------------------------------------------------------------
Step 9: Win your second tournament: Pro (100K). 
Coin at hand: 21000 
Payola: 100000 
Coin after winning the second challenge: 121000 
Status: Young gun. (Minor Pro + First Skill + Top 70 ranking) 
-------------------------------------------------------------

You won 15K for the minor pro, but you'll need more. Training gets
very expensive at the higher levels. Especially the volley training,
since you will almost certainly fail on volley #4 a few times! You
could go back to your first sponsor and shoot a commercial. But it's
better to win your Pro tourney for coin, since you need this for
completing your Star checklist. Use the cycling trick I mentioned in
Step 8 to get a high ranked opponent. Once I got Gide with a ranking
of 4! Bingo! These guys should be easy to beat if you have mastered
the risk serve and slice return.

If you've nailed all of the training so far, you should have enough
coin to get 6 more level 3 or 4 *'s.

What about the sponsor challenge #2 if I need extra cash?

In case you want to try the sponsor challenge #2 at some point here
are some tips for nailing the targets:

- use up/left, up/center, up/right direction and A or B for targets
that are deep

- use down/left, down/center, down/right and B for targets that are
closer to the net

- use left, center, right and A or B for targets near the middle

- use Y-lob on the balls that are launched far away from you

---------------------------------------------
Step 10: Forehand and Backhand training 3 & 4
Coin at hand: 121000
Cost: 2 * (10000 + 25000)
Coin left after the training: 51000
Allocation: 2-4-4-2 
---------------------------------------------

I usually go for more forehand and backhand here. I like having at
least 4* on these as a baseliner. You may want to do serve and volley
training instead. In that case skip to those sections first and then
come back here if you're going to put more than 2* on the ground
strokes (highly recommended).

These trainings are very easy. Here's the formula. As in 1 & 2, you
need to position your player just behind (or at) the baseline. Place
your player to the left or right of the center line depending on
whether he's a righty/lefty and whether you're going for forehand or
backhand.

For level 3, you just want to hit the green target at the back center
over and over again. Wait for the ball to launch, press A and aim
up. If your aim is off make sure the stick is straight up. You can use
the digital pad, but I do not recommend doing this. It will mess up
your regular game especially online. Learn to aim with the analogue
stick!

For level 4, you are asked to vary your shots: B, X, A, Y, etc… The
trick here is to follow the basic steps for level 3, but when you see
a slice X, or a lob Y, you should hit the ball without any aiming,
just keep the stick neutral. Otherwise you will go long on these
shots. For A and B, you should aim up.

Now you are a mean old baseliner with 2-4-4-2. Time to round out those
serve & volley skills! If you don't have enough coin, it's time to go
to your second sponsor and make some more cash. From now on, if you
need cash between trainings you know what to do! Just remember, once
you complete a challenge it will not be available to you anymore -
just become a sponsor wh*re! It's OK. If you nailed all the training
so far and won your tourneys and challenges, you will have enough coin
to complete your 3-4-4-3 training (or some permutation of 3's and
4's).

-----------------------------------------------------------
Step 11: Oh, another skill! Pick up the third mastery skill
         (risk shot, passing shot, ace, drop shot)
-----------------------------------------------------------

After 12* you will be offered your third mastery: risk shot, passing
shot, ace, or drop shot. My only suggestion here is to avoid risk or
drop unless you really have a hard time with these. Why? Eventually
you *will* be able to hit a normal risk shot, and having one of these
skills will mess up your timing! The skill actually slows down the
meter, so you will be left with a fast risk and a slow drop, or vice
versa - not a good thing! Passing shot is probably the best choice
here. Ace is also good, especially if your serve stars are low!

Now you can pick either an additional 2* on serve, 2* on volley, or 1*
on each. You have enough coin left for any of these combos (51000), so
I'll just stop being an accountant at this point…unless, of course,
you fail at any of these. If you need more cash, your sponsor is
waiting for you with Challenge #2.

-------------------------------
Step 12: Serve training 3 & 4
Allocations: 3-4-4-2 or 4-4-4-2
-------------------------------

Ok, time to brush up on your risk-serve timing as well as the serve
sequence I outlined earlier.

For level 3, you will be asked to hit various serves, including the
risk-serve. You can still pass this without nailing the risk-serve,
but might as well learn how to do it here. You'll need it online. Do
not use the pendulum method! You might get the timing right for
offline, but online it is not very reliable due to the
lag. Furthermore, the pendulum method is suicide for the risk-shot or
drop-shot! Learn to flick that R trigger to get a red-meter serve!

The formula for serve 3 is to stay at your starting position and do
the serve sequence using the A, B, X, or R-trigger to power up, then
aim up/left or up/right to hit the center corner target. That's the
only target you'll be hitting to get through this quickly: it's
usually a green target but sometimes red. You should power up at least
3/4 to make sure you hit the target. Risk should be red or slightly
high green, as low green will hit the net.

For level 4, you will need to clear 4 sets of 3 targets. The targets
are placed down the line, in the corner, and wide (just below the
corner one). I usually take them in that order. Follow the serve
sequence with decent power, aiming for the down-the-line and corner
targets. I use the "A" serve. For the wide target, power-up half way
and aim the stick left or right without any up. Once you get good at
this, you'll be nailing 12/12 all the time.

------------------------------------
Step 13: Gulp! Volley training 3 & 4
Allocations: 3-4-4-3 or 2-4-4-4
------------------------------------

Welcome to the most frustrating part of the game. Well, maybe Chang
and Kuerten have something to say about this, but here goes.

For volley #3, you want to stand just behind the "T" and wait till the
ball launches. For the side targets hit "A" and then quickly nudge the
stick to aim. Don't keep the stick too long or you'll go out too
wide. For the middle target, just hit "A" without aiming. You must
time the hit just right, or your player will do a retarded fencing jab
instead, trying to go after an imaginary ball! If that happens, get
him or her back to position quickly.

Ok, volley #4 is all about the drop shot. The technique I use here
works for reasonably placed targets; ie, the ones near you in front of
the net. This training can eat up your coin very fast! If your timing
is off, take a break and come back later. It's not "Grand Turismo 3
driving test" hard, but it's hard!

Here's the technique: stand near the net, when the ball launches get
your L-trigger to red (or green), and then feather the stick in the
direction of the target. You'll hit some and you'll miss some. I can
now do this on the first try every time, but my first attempt took me
6 tries and a lot of coin! Note that one of the guns, the blue one as
mentioned by CBranch, fires higher than the others, making it kind of
hard to get. You can choose whether to skip that one or go for it. I
always go for it. There's enough time to get back into position if you
miss.

Ladies and gentlemen, we have a contender! You should be at 3-4-4-3
(or whatever 14* allocation you have chosen) with 3 mastery skills at
this point. Time to go kick some @$$ in the tournaments and raise your
ranking. At this point you may need to play another tourney to raise
your ranking to 70 or better, unless you got lucky with the draw. Play
a Pro tourney to increase your ranking more and get more coin for some
styling clothes.

------------------------------------
Step 14: Win another 100K tournament
------------------------------------

This should be easy with the skills you now possess. As before, try to
look for a tourney with a high ranked opponent to boost your ranking
the most. One tip: the AI very often returns shots towards the middle
when they are pulled wide, so make sure to take advantage. A good
strategy is to serve wide and hit their return to the other side. When
receiving, go down the line using the slice "X" button. Press it after
they start their serve and aim down the line.

What about level-5 trainings? I want that monster serve!!!

Ok, here are the remaining trainings. Their cost is 50K. If you don't
have enough cash you should do sponsor challenges #2, which is the
quickest way to 50K of coin.

Serve training 5

In this one, you will need to hit 4 sets of 3 targets which are lined
up right, center, and left along the service line (that's the line
beyond which a serve will be too long and called Out!). Use the serve
sequence I mentioned earlier: get your red (or slightly off green)
risk meter, and aim right, center, or left to hit these. It's easy
when you're comfortable with the risk serve.

Forehand/Backhand training 5

Not much to say here. This is exactly the same as training 4! Maybe
the number of targets/points you need to hit has been increased, but I
did not notice any other differences.

Volley training 5

This is easier than training 4. There are random targets that pop up,
and you should be able to volley or smash the far ones. For the close
ones you will need to use the drop-shot, but I didn't even bother
trying. There's enough time to finish this without the drop shot.


You are now a bonafide STAR! Sign some autographs and get yourself to
a Slam!

----------------------------------------------------------------------
Step 15: The final push
 (or beating Chang, Blake, Kuerten, Grosjean, and Hewitt the easy way)
----------------------------------------------------------------------

If you're feeling confident, you can skip the Major Pros and go right
for the Slams. Again, you should cycle through the draw in a Slam to
find the #1 player. He's in there somewhere. You might have to fly to
get the right draw, but now it's worth it. Having too many high ranked
players (like #2 and #3) may not be good, however. This is because one
of them is likely to go all the way to the finals, and even if you
win, their ranking will also go up (for a second place finish).

The following players are very tough to beat in a Slam: Kuerten,
Grosjean, Chang, Blake, and Hewitt. Gide and a few others are a pain
too. Ironically, Sampras is a pushover, but not against other AI
players! If you are having problems beating someone, cycle the draw
until Sampras comes up against that player. More often than not, he
will win. Then you can skunk Sampras!

How to beat the top 5: Chang, Blake, Kuerten, Grosjean, and Hewitt.

I could go on and give strategies for each of them, but there's one
strat that beats them all. When you serve, use the Cheese (TM)
serve. Here's how you do the cheese serve (or at least how I do it,
there are many variants out there):

- Double-tap "B" and aim your stick towards the net (down, if you're
at the bottom of the screen).

- Run up towards where you served, that is, towards the left if you
just served from the right (deuce court). You're trying to fake the AI
by going there.

- Move to the right when you see the AI start its swing. 99% of the
time, the AI will hit a weak cross angled shot which you will then
volley into oblivion. Be ready in case the AI reaches that volley and
smash or volley it again.

What do I do when the AI is serving?

All you need to do is to use a slice return down the line, then run
towards center court to pound their weak central return to the
opposite side.

You may lose a game here and there, but you should be able to beat any
AI player using these methods. But I do not recommend using these
methods online or you will p*ss off many people. Also, the best online
players will make you look like a fool for trying these techniques.

-----------------------------------------
Step 16: Pick up the fourth mastery skill
 (topspin, slice, aggressive lob, smash)
 and go online with your new creation!!!
-----------------------------------------


Which skill should you pick here?

My favorite is topspin, because I play mostly from the baseline and
mid-court, and that's a great skill to have for put-away shots. As a
serve and volleyer you may want to go for the slice, giving you extra
time to get up to the net. Smash doesn't seem to be as popular. Only
pick this if you think you'll be seeing a lot of lobs from your
opponents. I have absolutely no idea about aggressive lob. Try Hewitt
in Exhibition and see if you like it. I have a feeling aggressive lob
may be a "sleeper" skill. There's at least one pro with each of the
final 4 skills you can test drive before making a
decision. Unfortunately, without the exact star distribution, skills,
abilities, size, etc, as your creation you won't really know how your
player will turn out with this skill.

Good luck and see you on the courts.

Aknowledgments: kudos to all the playas over at the Xbox TopSpin
forum: Cyric, EyesOpen, ttrig324, Trainerdude, Zakeroni,
TheAlphaOmega, Beans on Toast, Prince of India, The Duke 05, Jacked
Up, L M L Y P, UndauntedErik, Huckboarder, Stef Big Gee, DrewKBell,
CBranch, BankHoldup, Notorious B I G, Cster, bigdance, Messatsu,
Steve87, Dark Daan, T o g u r o, cRusad3r, WastedDonkey, Kyta Swan,
MrGreen (looking forward to playing you last two) and anyone else I've
missed that plays a clean game of TopSpin. You guys have helped me
fine tune the quick Legend process by forcing me to create my
countless TopSpin characters in my quest to beat you!

Brought to you by Incontinentia/GT: bjornBORG, copyright 2003.