Short feature tour — real game sound
Recorded from qualified beta 2026-11-03-r2 · 4:57 · 45 chapters. All 26 visible main-menu rows, three genuine Crit Shot excerpts and selected in-game demonstrations.
Back to the homepage · Historical 9:33 film
This 4:57 film was recorded from 2026-11-03-r2. The current download is 2026-11-04-r2; its new grey menus and player-blue-line penalty rule are not shown in this older recording. The original footage, real game sound and chapters are unchanged.
Download MP4 (49.5 MB) · Exact video/ROM hashes and provenance · Function coverage list · Visual/audio and desktop/mobile review
Real moving recordings and sound from the unmodified released ROM. Chapter cuts load authenticated paired private states; the menu walk is a single native session with navigation waits removed. English text is outside the game image. Sound starts with Play; use fullscreen on a phone. Quiet native screens keep their original quiet sound. No narration or added music.
What is shown: all visible menu rows and switch/range choices; representative club/opponent selection; Quickgame human splits; Allstar CPU and black/red uniforms; actual transfer sales and purchases in dollars; current owned roster and native overall/hot-cold preview; a charged directional low pass and catch; three distinct real full-power Crit Shots (about 20 seconds each); powerplay, charge and Momentum HUD.
Demo data: standings and scoring leaders are clearly labelled sample data throughout their clips. A coherent synthetic 320-game ledger gives every club 20 games; team results, goals and player scoring agree. These scenes use only a separate isolated demo save. They are not a played season.
Scope: this is a selected visual tour, not every hidden fix or menu combination. No Hard/Easy match comparison, probability measurement, full season or physical multiplayer test is claimed. The directional pass is one selected successful example. ANA/BOS logo shells/rink art remain in Allstar. Context-dependent saved Continue labels and all32 club combinations are not toured.
Chapters — click to play
Current beta. Actual game footage and native stereo sound.
Original startup artwork; current website address.
Full 84 / Light 31 / Mini 7; playoffs, shootout, Quickgame and Allstar.
One, two, three or four teammates in a season.
Choose your club before the season begins.
Browse unplayed season opponents; exhibition clubs are selectable.
5, 7, 10 or 20 minutes; overtime follows period length.
Manual or automatic goalkeeper control.
Off, On, or On except offside; penalty frequency is separate.
On, Off or Auto line changes.
Switch new fights On or Off.
Choose Normal, Hard or Easy. No strength comparison in this film.
Enable or skip automatic goal replays.
Optional critical full slapshots: flashing puck, trail and special sound.
Enable or disable icing.
Open the preseason market before match one.
Normal or Low pass height.
Normal or Slow pass speed.
Assisted teammate selection or Directional aim.
Default, 15, 30 or 45 degrees for Assisted targeting.
100%, 50% or Off. Other stoppages keep their own rules.
Hold and release a pass; the shared gauge shows its charge.
Optional brief recatch delay after a human pass.
Optional alternate keeper reach, saves and rebounds.
Optional native Hard attacking choices.
Earned momentum: about +/-10% stats, shown by team bars.
Choose KMH or MPH for shot speed.
Fragile glass On, or ordinary glass Off.
1 vs 1, 1 vs 2, 1 vs 3, 2 vs 2 human controllers per side.
The four human splits, plus 1 vs CPU.
Black versus red. The computer controls Allstar B.
Two real sales: budget rises to $18.372.000. Sold players enter Free Agents.
OVR 99, price $9.801.000; the purchase updates your remaining funds.
OVR 79, price $6.241.000. Both purchases leave $2.330.000.
MacKinnon 99 and Geekie 79 in Edmonton; $2.330.000 remaining.
Actual current roster: Edmonton overall 61 after these trades.
The native preview uses the selected teams and current player identities.
Directional + Low + Pass Charge On: watch the gauge and teammate catch.
Real full-power critical slapshot: watch the flashing puck and orange trail.
Real full-power critical slapshot: watch the flashing puck and orange trail.
Real full-power critical slapshot: watch the flashing puck and orange trail.
Powerplay above clock; team momentum at right; shot gauge at left.
Synthetic 20-game sample in an isolated demo; not a played season.
Synthetic scoring. Points = goals + assists; native sorting.
Visible examples and real game sound. Controls and notes are on the website.
All 50 published feature sections — shown and omitted
Menu choice and in-game behavior are recorded separately. Invisible fixes are left to their documentation and the exact-ROM qualification.
| Feature | Coverage | What this film establishes |
|---|---|---|
| Preseason transfers and native match presentation | VISUAL EXAMPLES / SCOPE BELOW | Actual sales and purchases, dollar amounts, owned roster and the restored overall/hot-cold preview. Example Edmonton OVR 57 to 61. |
| Quickgame — four human matchups | VISUAL EXAMPLES / SCOPE BELOW | All four human-side choices are shown in the menu. A physical multiplayer match is not demonstrated. |
| Replay, menu background and player markers | NOT ISOLATED IN THIS FILM | Intentionally omitted from the shorter visual tour. Use the current feature documentation and qualification report; generic gameplay is not proof of this feature. |
| Allstar — humans or CPU | VISUAL EXAMPLES / SCOPE BELOW | Four human splits and CPU choice; native black A/red B play with CPU opponent. ANA/BOS logo shells and rink art remain. |
| Momentum, shot gauge and powerplay HUD | VISUAL EXAMPLES / SCOPE BELOW | Powerplay above clock, right-side team Momentum bars and the shared shot/pass gauge. Exact stat arithmetic is separate QA. |
| Painted faceoff dots — always On | NOT ISOLATED IN THIS FILM | Intentionally omitted from the shorter visual tour. Use the current feature documentation and qualification report; generic gameplay is not proof of this feature. |
| Optional Hard AI shot plan | MENU CHOICE SHOWN | Setting or format choice is visible; hidden behavior, numerical contracts and edge cases are not demonstrated in this short film. |
| Overtime shootout rules — always On | NOT ISOLATED IN THIS FILM | Intentionally omitted from the shorter visual tour. Use the current feature documentation and qualification report; generic gameplay is not proof of this feature. |
| Optional goalkeeper reach and rebounds | MENU CHOICE SHOWN | Setting or format choice is visible; hidden behavior, numerical contracts and edge cases are not demonstrated in this short film. |
| Optional pickup delay after a pass | MENU CHOICE SHOWN | Setting or format choice is visible; hidden behavior, numerical contracts and edge cases are not demonstrated in this short film. |
| Hold the pass, release to play | VISUAL EXAMPLES / SCOPE BELOW | Real held directional low pass reaches full native gauge and a teammate catches it. |
| Easy assistance and clear player colors | MENU CHOICE SHOWN | Setting or format choice is visible; hidden behavior, numerical contracts and edge cases are not demonstrated in this short film. |
| Choose penalty frequency separately | MENU CHOICE SHOWN | Setting or format choice is visible; hidden behavior, numerical contracts and edge cases are not demonstrated in this short film. |
| Choose directional passing and receiver cone | VISUAL EXAMPLES / SCOPE BELOW | Assisted/Directional and cone choices; one selected successful native directional pass, not a completion-rate measurement. |
| Share automatic puck pickups | NOT ISOLATED IN THIS FILM | Intentionally omitted from the shorter visual tour. Use the current feature documentation and qualification report; generic gameplay is not proof of this feature. |
| Choose pass speed separately | MENU CHOICE SHOWN | Setting or format choice is visible; hidden behavior, numerical contracts and edge cases are not demonstrated in this short film. |
| Choose lower pass height | MENU CHOICE SHOWN | Setting or format choice is visible; hidden behavior, numerical contracts and edge cases are not demonstrated in this short film. |
| Pass to a teammate who can receive | NOT ISOLATED IN THIS FILM | Intentionally omitted from the shorter visual tour. Use the current feature documentation and qualification report; generic gameplay is not proof of this feature. |
| Shootouts start automatically | NOT ISOLATED IN THIS FILM | Intentionally omitted from the shorter visual tour. Use the current feature documentation and qualification report; generic gameplay is not proof of this feature. |
| Goal nets tolerate light contact | NOT ISOLATED IN THIS FILM | Intentionally omitted from the shorter visual tour. Use the current feature documentation and qualification report; generic gameplay is not proof of this feature. |
| Pass with your manually selected keeper | NOT ISOLATED IN THIS FILM | Intentionally omitted from the shorter visual tour. Use the current feature documentation and qualification report; generic gameplay is not proof of this feature. |
| Mini: seven rivals, seven games | MENU CHOICE SHOWN | Setting or format choice is visible; hidden behavior, numerical contracts and edge cases are not demonstrated in this short film. |
| Your player, your penalty shot | NOT ISOLATED IN THIS FILM | Intentionally omitted from the shorter visual tour. Use the current feature documentation and qualification report; generic gameplay is not proof of this feature. |
| Buffered one-timers meet the stick | NOT ISOLATED IN THIS FILM | Intentionally omitted from the shorter visual tour. Use the current feature documentation and qualification report; generic gameplay is not proof of this feature. |
| Mini stays in your division | MENU CHOICE SHOWN | Setting or format choice is visible; hidden behavior, numerical contracts and edge cases are not demonstrated in this short film. |
| Matching overtime length and fair momentum | VISUAL EXAMPLES / SCOPE BELOW | Period/Momentum choices shown. Overtime timing and whistle guards are not performed. |
| Icing starts On | MENU CHOICE SHOWN | Setting or format choice is visible; hidden behavior, numerical contracts and edge cases are not demonstrated in this short film. |
| The keeper returns to CPU control on a catch | NOT ISOLATED IN THIS FILM | Intentionally omitted from the shorter visual tour. Use the current feature documentation and qualification report; generic gameplay is not proof of this feature. |
| Icing On/Off and Edmonton by default | MENU CHOICE SHOWN | Setting or format choice is visible; hidden behavior, numerical contracts and edge cases are not demonstrated in this short film. |
| Keeper pass requests reach the outlet before timeout | NOT ISOLATED IN THIS FILM | Intentionally omitted from the shorter visual tour. Use the current feature documentation and qualification report; generic gameplay is not proof of this feature. |
| Keepers recover from the lateral-carry fake | NOT ISOLATED IN THIS FILM | Intentionally omitted from the shorter visual tour. Use the current feature documentation and qualification report; generic gameplay is not proof of this feature. |
| Crit lock, immediate B switching and the complete Stars panel | NOT ISOLATED IN THIS FILM | Intentionally omitted from the shorter visual tour. Use the current feature documentation and qualification report; generic gameplay is not proof of this feature. |
| Hard cross-ice passing and smarter shot openings | NOT ISOLATED IN THIS FILM | Intentionally omitted from the shorter visual tour. Use the current feature documentation and qualification report; generic gameplay is not proof of this feature. |
| Crit Shots now shows On / Off | VISUAL EXAMPLES / SCOPE BELOW | On/Off choice and three distinct verified full-power critical releases, about 20 seconds per excerpt. |
| Crit Shots: On / Off | VISUAL EXAMPLES / SCOPE BELOW | On/Off and three genuine critical releases with flashing puck, orange trail and native audio. Season lock is not demonstrated. |
| Hard CPU coaching and stability | NOT ISOLATED IN THIS FILM | Intentionally omitted from the shorter visual tour. Use the current feature documentation and qualification report; generic gameplay is not proof of this feature. |
| Hard: press, pass and shoot | NOT ISOLATED IN THIS FILM | Intentionally omitted from the shorter visual tour. Use the current feature documentation and qualification report; generic gameplay is not proof of this feature. |
| Hard defenders meet the puck carrier earlier | NOT ISOLATED IN THIS FILM | Intentionally omitted from the shorter visual tour. Use the current feature documentation and qualification report; generic gameplay is not proof of this feature. |
| Shot charge: white, orange, red | VISUAL EXAMPLES / SCOPE BELOW | Visible charge gauge and critical shot speed in the native HUD. No probability claim. |
| Keep your team, choose automatic replays | MENU CHOICE SHOWN | Setting or format choice is visible; hidden behavior, numerical contracts and edge cases are not demonstrated in this short film. |
| Hard: attacking support and better pass choices | NOT ISOLATED IN THIS FILM | Intentionally omitted from the shorter visual tour. Use the current feature documentation and qualification report; generic gameplay is not proof of this feature. |
| Hard AI covers the far-side threat | NOT ISOLATED IN THIS FILM | Intentionally omitted from the shorter visual tour. Use the current feature documentation and qualification report; generic gameplay is not proof of this feature. |
| 1 Co-op passing to your teammate | NOT ISOLATED IN THIS FILM | Intentionally omitted from the shorter visual tour. Use the current feature documentation and qualification report; generic gameplay is not proof of this feature. |
| 2 Goalie passes are never blind | NOT ISOLATED IN THIS FILM | Intentionally omitted from the shorter visual tour. Use the current feature documentation and qualification report; generic gameplay is not proof of this feature. |
| 3 Shots from the blue line can score | NOT ISOLATED IN THIS FILM | Intentionally omitted from the shorter visual tour. Use the current feature documentation and qualification report; generic gameplay is not proof of this feature. |
| 4 Off-screen arrow points the right way | VISUAL EXAMPLES / SCOPE BELOW | Native player arrows visible during real play. |
| 5 Fighting: just Off and On, and it sticks | MENU CHOICE SHOWN | Setting or format choice is visible; hidden behavior, numerical contracts and edge cases are not demonstrated in this short film. |
| 6 All 32 rosters, October 21, 2026 | NOT ISOLATED IN THIS FILM | Intentionally omitted from the shorter visual tour. Use the current feature documentation and qualification report; generic gameplay is not proof of this feature. |
| 7 A full season | MENU CHOICE SHOWN | Setting or format choice is visible; hidden behavior, numerical contracts and edge cases are not demonstrated in this short film. |
| 8 Y takes your goalie | NOT ISOLATED IN THIS FILM | Intentionally omitted from the shorter visual tour. Use the current feature documentation and qualification report; generic gameplay is not proof of this feature. |
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Movie SHA256 a56763962d5eb83d26491aac854c129469009135b7de0873c516942806dadc97.