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90 Minute Fever News

Feature Spotlight - Match Engine Visualisation

Hi everyone

Just another quick update!

Things are still progressing well. As mentioned last month, we are going to focus each of these updates on a particular feature or change that will be part of the big update coming at the end of August, and this month’s focus is going to be on the visualisation of the Match Engine.

Although the work is still ongoing we feel it is now at a stage where we can give you a quick peek to give an idea of what it is going to look like. Please note that the look and feel of the match experience is very much a work in progress. Items such as the pitch and goal frames are ‘placeholder’ and are due for improvements.



In the featured screenshot you can see that those “dots” we are all familiar with have taken the big step of morphing into miniature players. This should give you a better indication of what is happening when your players interact with the ball in particular. You’ll be able to easily see if your player is kicking the ball or has gone for a header for example. You’ll be able to see if a player was tackled or perhaps just took a poor touch.

As you can see from the screenshot we have been inspired by great football games of the past with our design. You’ll be able to keep an eye on how your players are rating and make tactical changes via the panels on the left, while the action on the pitch takes place on the right. In that left side panel you’ll be able to change between viewing player ratings, match stats and tactical settings.

As we alluded to in our previous posts, we are shifting the monetisation focus to be based more on customisation and cosmetics and less based on impacting gameplay. So you’ll be able to customise the appearance of your seasoned veterans and up-and-coming prospects alike if you wish to, and then see them in action on the pitch!

We are still working on some of the animations in the Match Engine at the moment (e.g. for kicking, heading, tackling etc). Once these are complete we’ll be looking to provide a short video to give you an even better idea of how it will play.

Thank you for taking the time to read, and we’ll have another update next month.

Feature Spotlight - Academy Trials

Hi everyone

Just a quick update!

We are very pleased with how everything is progressing. We are going to focus each of these updates on a particular feature or change that will be part of the big update coming at the end of August, and this month we are going to give you a quick overview of the revamped Academy Trials feature.

Please note that the feature is still in development and is subject to changes based on testing, but this should give you a general idea of how the feature will work.

Academies will no longer be a Pro feature. Every club in the game will have one. The academy trialists will no longer be tied to a single club. Instead, you will be competing directly against other managers to identify and sign up the best prospects.

Every club will start the season with a number of academy trialists at their club. As with the current system, these trialists will start with very few attributes revealed. The huge challenge that you’ll face with your Academy is that you can only hold a limited number of these trialists at your club each night.

Each club will have a number of “Hold” slots, which they can assign to the trialists that they want to keep hold of based on the attributes that they can (and can not) see at the moment. Each trialist that you have assigned a “hold spot” will be kept at your club until there is a day you decide you want to switch him out. You no longer release trialists. Instead, any players that are not assigned to a “Hold” slot will be discarded and not stay at your club.

“What happens to these trialists that are discarded?” I hear you ask! Well, they will go back into the pool and “shuffle” to other club’s academies. So, the trialists that you don’t hold on to will pop up in someone else’s academy the next day. And some of the trialists that other users have discarded will end up in your academy! This means that over a season you have access to a huge amount of different trialists, far more than you do at present.

Those who run academies in their current guise will know very well that a player that looks very promising early on can be turned into a very average player with a few poor reveals, and, on the other hand, a player who looks distinctly average can suddenly look a damn sight better with a few key reveals. Holding on to those trialists that you feel could turn out well will be a key skill here as the season goes on and more and more attributes are revealed! But stubbornly holding on to the wrong trialist could mean you end up missing out on a promising prospect as he “shuffles” elsewhere.

For example, in the attached screenshot, this club has 6 "Hold" slots (3 of which will Graduate at the end of the season), meaning that this club will keep the 6 trialists assigned to those slots overnight. The rest of the trialists will go back into the Pool to be assigned to another random club the following day. On the final day of the season, the 3 trialists currently occupying the 3 Graduate slots would be the trialists that sign for your club at the end of the season. On that final day the trialists occupying the “Hold slots” will be discarded along with the others.

Again, please note that these numbers are for illustration only - this may change as we attempt to find the correct balance in testing.



As you can probably tell from the screenshot, the UI for the feature will allow managers to check players without having to move back and forth between screens. This should make it much easier and more convenient to check and change trialist slots as required.

The feature will become much more engaging than it is at present. It'll be worth checking every day to see which academy players have been shuffled to your club and ensure that you don’t miss anyone you’d like to keep hold of.

Do you have an eye for talent? Your ability to see what others don’t see could put you in a position to grab some nice prospects that others miss.


Hopefully this has given you a little overview of the feature. It will be more engaging, more competitive and very, very challenging!

The sharp-eyed amongst you will also have taken note of some of the changes to the UI in the screenshot above. It’s a work in progress at the moment, and we’ll talk more about that in a future update!

Thank you for taking the time to read, and we’ll have another update next month.

90MF Development Update - What’s on the Horizon?

Hi guys

Just a quick update with an overview of what we are working on at the moment and when to expect it in the game.

The next update will be, by far, the biggest one we have ever done! Amongst other things it will include:
  • A complete overhaul of the game interface with a completely new UI to make it look much more modern and aesthetically pleasing, as well as being inline with current UI design best practises and more intuitive to use
  • Visualisation of the match experience using retro style pixel-art graphics, inspired by old-school games like Sensible Soccer and Kick Off
  • Shifting the monetisation focus to be more based on customisation and cosmetics and less based on impacting gameplay
  • More data-related content (stats, history, leaderboards, records, etc)
  • A new training feature giving you far more influence over how your players’ attributes develop
  • Changes to the transfer system and academy trials system to make them more engaging, competitive, challenging and exciting
  • Club progression will be far better rewarded: higher standing within the pyramid league structure will yield significantly more benefits than it does at present
  • Major update/improvements to the match engine including more tactical options
  • More manager skills
  • More things to do on a daily basis as part of the core gameplay loop
  • Drastically improving the new user experience
  • Significant improvements to the performance and responsiveness of the client when navigating around screens and data
  • Various quality of life features


We have decided to release all of this in one 'big' update rather than in several smaller updates for two main reasons:
  • From a development point of view this allows us to focus our time on getting more done rather than having to focus on building and testing numerous versions of the game
  • We want to create the new additions and changes straight into the new game interface we are working on, rather than doing it twice. Note: this is the reason why various data-related content such as stats and history has not been implemented yet


Our best estimate at the moment is that this major update will happen at the end of August. In an ideal world we would have had this update ready much sooner than this. Unfortunately we are not living in an ideal world at the moment and the global pandemic this past year has had a very significant impact on this project and those involved in it.

We hope you are looking forward to these changes as much as we are! Thank you for taking the time to read. We will be posting monthly updates with various additional information and details about the upcoming release!

Player Roles

Tactical connoisseurs have the opportunity to tinker to their heart's content in 90 Minute Fever's latest update! There are now 36 unique outfield player roles with some positions having as many as 7 role options to choose from!

Do you want your striker to be a Target Man? Perhaps he is better suited to play as a Poacher? Or maybe you want him to defend from the front as a Pressing Forward? With the new Roles system, you can encourage your striker to play to his (or perhaps your team’s) strengths. These are the kind of decisions you’ll need to make for every position as you try to get the best out of your players.

The new Player Roles system replaces the existing mentalities system and allows managers a lot more choice and control over the way their team plays. With more options available, it also provides more variance in the style of opponents you face and more opportunities to counter them.

Update v0.13.0 [2021-02-01]
  • 'Support' Manager Skill now provides a disadvantage to the away team based on the home teams support manager skill (previously it reduced the disadvantage to your own team when playing away)
  • Academy Trial balancing changes (slightly reduced outfielder quality at more expensive trial levels, slightly increased keeper quality at more expensive trial levels
  • More 15 year old players are 'held' to be available for trials until later in the season (i.e. a little less are released to the pool during the season, a little more are released to the pool at the end of the season)
  • Fixed a bug that sometimes resulted in a player to have their position played in a match being recorded as GK regardless of the position they actually played when they only played for a few seconds at the end of the match
  • Updated pre-match tips library

Match Engine Changes:
  • Added new feature 'Player Roles'
  • Added player roles: Ball Playing Defender (DC), Ball Playing Stopper (DC), Ball Playing Cover (DC), Central Defender (DC), Central Stopper (DC), Central Cover (DC), Defensive Midfielder (DMC/MC), Deep Lying Playmaker (DMC), Destroyer (DMC), Half Back (DMC), Anchor Man (DMC), Central Midfielder (MC), Attacking Midfielder (MC/AMC), Ball Winning Midfielder (MC), Box to Box Midfielder (MC), Advanced Playmaker (MC/AMC), Central Winger (MLC/MRC/AMLC/AMRC), Support Striker (AMC), Creative Forward (AMC/ST), Striker (ST), Deep Lying Forward (ST), Target Man (ST), Pressing Forward (ST), Poacher (ST), Full Back (DRL), Wing Back (DRL/DMRL), Inverted Wing Back (DRL/DMRL), Defensive Wing Back (DMRL), Attacking Wing Back (DMRL), Wing-Half (DMRL/MRL), Wide Midfielder (MRL), Winger (MRL/AMRL), Defensive Winger (MRL/AMRL), Attacking Winger (MRL/AMRL), Inverted Winger (MRL/AMRL), Inside Forward (AMRL)
  • Improvements and balancing changes to passing
  • Improvements and balancing changes to crossing
  • Improvements and balancing changes to shooting
  • Improvements and balancing changes to heading
  • Improvements and balancing changes to first touches
  • Improvements and balancing changes to goalkeeping
  • Improvements and balancing changes to tempo
  • Improvements and balancing changes to attacking movement
  • Improvements and balancing changes to defensive positioning
  • Improvements and balancing changes to decision making when with the ball (whether and where to pass, dribble, shoot)
  • Improvements and balancing changes to decision making when without the ball (whether to look to attack or defend)
  • Balancing changes to dribbling
  • Balancing changes to tackling
  • Balancing changes to marking
  • Balancing changes to defensive line
  • Balancing changes to condition loss (both outfielders and keepers)
  • Pausing and substitutions are no longer allowed during stoppage time (in 1st and 2nd half)
  • Improved behaviour of players who stay back to defend when their own team has a corner
  • Improved offside handling
  • Long Shots attribute now impacts all shots taken from outside the peanlty box (rather than from beyond a range threshold)
  • Note: all attributes for outfielders and goalkeepers have had balancing changes

Update v0.12.0 - Welcome to the Pyramid

Some important changes have been made to the game that should provide some exciting new challenges for managers to get their teeth into!

The game is now far more flexible and accessible, and allows managers to play at their own convenience (no waiting around all the time anymore). Competitions now revolve around ensuring clubs are competing against other clubs that are at similar levels.

The game is also now a lot more competitive and relegation is now a real possibility each and every season - even for the very best clubs in the game.

Better performance is now much better rewarded and there is a much higher ceiling that can be reached by the very best teams in the game.

For more information please read:
https://steamcommunity.com/app/468070/discussions/1/2837788120355650224/

Update v0.12.0 [2020-10-01]
  • Removed time based FA’s along with all existing competitions from the game with the exception of the World Cup, 90MF Cup, U21 Cup and U18 Cup
  • Removed existing Gold/Silver/Bronze club level system that was tied to club reputation
  • Reset histories. Kept trophy cabinets and progress (players, cash, club reputation, manager skill points)
  • Added new Pyramid League Structure
  • Added new cup competitions: Platinum Cup, Gold Cup, Silver Cup, Bronze Cup, Autumn Cup, Winter Cup and Spring Cup
  • KO Rounds in all cups are now played over 2 legs
  • Aggregate score information is now displayed in various places including the calendar, match welcome screen and on the scoreboard during matches
  • The ‘90MF Cup’ has been renamed to be the ‘Challenge Cup’ and now starts with only bottom division teams and adds in teams from higher divisions as the competition progresses
  • Youth Leagues no longer have divisional structure
  • Match request system revamped. Teams can now immediately play any official home matches they have that have a fixture date within the next 5 days. They can play them anytime and in any order they wish to. If a match reaches its fixture date it will automatically resolve at some point typically within the next 24 hours. Users can also immediately play any official away matches that have reached their fixture date before they have automatically resolved
  • Senior Friendly matchmaking will now pair teams in the same divisional tier in addition to the existing reputation range searching (to also allow pairing of teams that are not in the same divisional tier if necessary)
  • Knocks during matches no longer result in condition loss after the match but instead result in the player being injured for between 2 and 7 matches. The Recovery Manager Skill now reduces the maximum possible injury length by 1 per level. Injured players cannot be selected to play in matches. When a player returns from injury they always have 100% condition
  • Added Assistant Manager layout under Club menu
  • Your assistant manager will now automatically make substitutions for you during matches if you are not connected to the match. They will look to substitute off players who fall to 80% condition or lower during the 2nd half
  • There is a toggle to switch assistant manager substitutions on/off via the Assistant Manager in the Club menu
  • Squads now have a depth chart accessible via the Assistant Manager in the Club menu. Pro Users are also able to edit which positions in their tactic are prioritised first during auto-select. These instructions will help guide your Assistant Manager which players should be selected when players become injured
  • Holding the Ctrl key on your keyboard whilst pressing the +/- buttons on the Player Depth Chart will move the player up/down 10 positions at a time
  • New users are no longer forced to have to wait until the end of the current calendar month before they are able to start playing in an official league. They are now able to join the bottom division mid-season inheriting the current season competition (league/cup) records of an existing inactive team
  • U21 and U18 Leagues now include some ‘AI’ teams so that users who add youth teams during the season are able to immediately join these leagues inheriting the current season competition records of one of the AI teams
  • Competition reputation system revamped and simplified to make more intuitive and better allow managers to understand how their reputation was calculated each season
  • All official senior and youth competitions now cumulatively count towards a clubs reputation for the season
  • Removed existing in-game chat systems and now instead integrating with Steam chat
  • Able to join Steam chat for the game via the ‘Chat’ icon to the left of the Mailbox icon in the header bar
  • Player attributes are now rated out of 99
  • Overall Rating for players added. It is the average of all the players attributes
  • CSV data export updated for new attributes list and Overall column added
  • Overall rating for players added as a search condition to the player search
  • Player attributes have been streamlined to ensure that all attributes are both important and intuitive in what they do
  • The full attributes list for outfield players is now: Control, Crossing, Dribbling, Finishing, Long Shots, Passing, Tackling, Composure, Determination, Flair, Marking, Movement, Positioning, Vision, Aerial Ability, Agility, Endurance, Natural Fitness, Speed, Strength, Work Rate
  • The full attributes list for goalkeepers is now: Distribution, Handling, One on Ones, Parrying, Penalty Saving, Shot Stopping, Command of Area, Composure, Determination, Organisation, Shot Positioning, Rushing Out, Aerial Ability, Agility, Durability, Natural Fitness, Speed, Strength
  • The following attributes have been removed from the game for both outfielders and goalkeepers: Decisions, Teamwork, Tenacity, Acceleration, Balance, Injury Proneness, Foot
  • The following attributes have been removed from the game for outfielders only: Heading, Long Throws, Technique, Anticipation
  • The following attributes have been removed from the game for goalkeepers only: First Touch, Passing, Throwing, Flair, Off the Ball, Vision, Work Rate
  • The following attributes have been renamed for both outfielders and goalkeepers: ‘Jumping’ is now ‘Aerial Ability’, ‘Pace’ is now ‘Speed’
  • The following attributes have been renamed for outfielders only: ‘First Touch’ is now ‘Control’, ‘Off the Ball’ is now ‘Movement’, ‘Reading of Game’ is now ‘Positioning’
  • The following attributes have been renamed for goalkeepers only: ‘Catching’ is now ‘Handling’, ‘Communication’ is now ‘Organisation’, ‘Kicking’ is now ‘Distribution’, ‘Positioning’ is now ‘Penalty Saving’, ‘Punching’ is now ‘Command of Area’, ‘Reflexes’ is now ‘Shot Stopping’, ‘Technique’ is now ‘Parrying’, ‘Reading of Game’ is now ‘Rushing Out’, ‘Anticipation’ is now ‘One on Ones’, ‘Endurance’ is now ‘Durability’
  • Improved logic engine that determines the Sell Price of players
  • For the first 7 days of October, managers will be able to sell players for the greater of their Sell Price as it was at the end of September, or their new Sell Price
  • Added Visual alert when finalising manager skills when skills are still available
  • Players now only ever gain proficiency in positions, they never lose any
  • 15 year old players now start with less starting positions (between 1 to 3, rather than 1 to 5)
  • New logic engine that assigns initial positions to 15 year old players
  • The ‘Learning’ Manager skill has been rebalanced from up to 3%/6%/9% per day down to 1%/2%/3% per day
  • 100% proficiency is now required in a position in order to be 'Proficient' in it (was previously 95%)
  • Any players who were previously Proficient in a position will remain Proficient in that position (i.e. players with 95% to 99% proficiency have been ‘boosted’ to 100% proficiency)
  • Players will always be Proficient in at least 1 position. Any players who didn't have 100% proficiency in at least 1 position, have had the position they had the most proficiency in, 'boosted' to 100%
  • Players now start to display position proficiency on the positions diagram on their player profile from when they receive their very first 1% proficiency (so managers aren't left not knowing whether or not a player is learning a position they are starting to learn from scratch)
  • Position Proficiency Ranges changed
  • Extension Manager Skill rebalanced from 0/3/6/9 to 3/5/7/9 (you receive the contract extensions once you have confirmed your Manager Skill selections)
  • Extension Manager Skill will be rebalanced to 3/4/5/6 at the start of November season
  • Base level coaching is now buffed by circa 20%. Level 2 coaching nerfed by circa 11%. Level 3 coaching nerfed by circa 18%. Level 1 coaching unchanged
  • Loyalty Manager Skill rebalanced from 5/10/15% discount to 7/12/15% discount
  • Revenue Manager Skill rebalanced from 33/67/100% bonus to 70/120/150% bonus
  • Facilities Manager Skill rebalanced from 50/60/70/80 (and 7/7/8/8) to 50/55/60/80 (and 7/7/7/8)
  • Facilities Manager Skill Level 3 will be rebalanced from 80 (and 8) to 65 (and 7) at the start of the December season
  • All clubs existing reputation values have been doubled. This has been done so that they are more inline with and transition better to the new reputation system. Please note that at the start of the season, club reputation values will not be visible in the client. We are planning to add the functionality to display these values before the start of the November season.
  • Competition Prize Money Removed
  • Manager Skill Points are now awarded at a rate of 1,000 per reputation point earned in the previous season. Was previously 40,000 + 1,000 per reputation point earned
  • Support Manager Skill functionally changed so that it now has a flat -4/-3/-2/-1 reduction on all attributes (out of 99) when playing away from home
  • Versatility Manager Skill Level 2 has been buffed, increased from 75% reduction to 80% reduction
  • Division of matches that players are playing in no longer matters for player progression. The level of competition still matters (i.e. Senior > U21 > U18)
  • Cup group layouts now contain a drop list to select which group is being viewed
  • Academy Trials now have 50 outfielders and 5 goalkeepers, making 55 players in total (previously 50 players of both types combined)
  • Paid attribute reveals on Academy Trialists removed from the game
  • Outfielders now start with 4 attributes revealed, Goalkeepers now start with 3 attributes revealed (previously all players started with 5 attributes revealed)
  • Scouting Manager Skill reworked. It now increases the amount of attributes that start initially revealed for Academy Trailists by +1 per level
  • Graduation Manager Skill rebalanced from 4/6/8/10 to 5/6/7/8
  • Rebalanced the number of 'free' attribute reveals given throughout the course of the season to 250 due to decreased total number of player attributes (was previously 400)
  • Marking an Academy Trialist as ‘Keep’ no longer prevents ‘free’ daily attribute reveals being allocated to them. The only function it now serves is to mark which Academy Trailists will be kept at the end of the season
  • Foresight manager skill now has a toggle on the player profile of academy trialists to show/hide its effects
  • If more than 1 attribute reveal is available for a player, the Reveal button now reveals all available attributes rather than just 1. The revealed attributes are highlighted in blue
  • If there are no attributes to be revealed, the ‘Reveal’ button is now greyed out/disabled
  • Various Manager Briefing widget changes relating to all the other changes
  • Pre-match tips library updates and additions
  • Added user activity icon to the top right of the header bar (shows total number of users who logged in to play the game during the past 24 hours)
  • Join/leave youth competitions moved to Academy layout
  • For leagues that don’t have promotion places (Masters League and Youth Leagues) 1st place row is now highlighted in Blue. Relegation and Promotion places continue to be highlighted in Red and Green respectively
  • On league tables, cup group tables and the latest results widget on the home layout, a users own team is now marked up in yellow text
  • On league tables, P/Pts (Projected Points) column changed to instead be PPG (Points Per Game). It frequently caused confusion as to what it meant and how it was calculated
  • When selling & buying players throughout the season, outfield players will no longer be assigned squad #1, and goalkeepers will no longer be assigned squad numbers #2 through #11
  • Financial Summary chart now shows your End of Season Balance and Projected Dividend Payment information
  • Financial Projections chart now shows the end of day bank balance of each of the next 28 days, and the figure after 28 days, algins to a clubs Projected Bank Balance in the Financial Summary widget
  • Sell Prices of players are now always in thousands of pounds (it was previously possible under certain circumstances that this wouldn’t always be the case)
  • Player histories will now show the amounts that players were sold for over the course of their careers
  • Changes to how Player Reputation Star Rating is calculated (primarily senior match performance based now). Note: Player Reputation still doesn’t have any impact in the game at present
  • Fixed a bug that could cause team colours to be incorrect in the top bar during matches
  • Fixed a bug that caused the average Technical/Mental/Physical search conditions to not work correctly
  • Mail message notifications only persist for 7 days
  • Considerably reduced average end of day run time
  • Various other performance enhancements and bug fixes
  • Temporarily hidden World menu (in progress of being revamped)
  • Temporarily hidden Club History in Club Profile (in progress of being revamped)


Match Engine changes:
  • Added ‘Space Bar’ shortcut to pause/unpause during matches
  • The DML+AML and DMR+AMR position combinations are now allowed in formations
  • The DL+DR+DCC+(DRC or DLC) position combinations are now allowed in formations
  • Team instruction slider ‘Tackling’ has been removed from the game
  • Improved positioning and movement behaviour of players
  • Improved marking behaviour
  • Improved ‘on the ball’ decision making of players
  • Improvements and balancing changes to goalkeeping
  • Balancing changes to knocks (considerably less overall)
  • Balancing changes to fouls (more overall)
  • Balancing changes to shooting
  • Balancing changes to dribbling
  • Balancing changes to tackling
  • Minor balancing changes to heading
  • Balancing changes to Work Rate attribute (low attribute less impactful, high attribute more impactful)
  • Balancing changes to Defend mentality (midfielders with Defend mentality no longer drop so deep so often)
  • Balancing changes to Passing Directness slider (slightly more impactful)
  • Balancing changes to Defensive Line slider (high defensive line slightly less high)
  • Balancing changes to Tempo slider (less extreme effect on both ends)
  • Tempo slider now also impacts how much your players will be looking to take on opponents when dribbling (faster tempo more willing to dribble at opponents, slower tempo less willing)
  • Improved average quality of delivery of set pieces (corners and free kicks)
  • Improved selection of player roles for corners (i.e. for attacking team: who takes the corner, who stays back, who stands on top of box, who goes forward, and for defending team: who stays forward and who stands on the near posts)
  • Improved positioning of players during throw-ins
  • Added attribute ‘Speed’ (formerly ‘Pace’)
  • Added attribute ‘Aerial Ability’
  • Added outfielder attribute ‘Control’ (formerly ‘First Touch’)
  • Added outfielder attribute ‘Movement’ (formerly ‘Off the Ball’)
  • Added outfielder attribute ‘Positioning’ (formerly ‘Reading of Game’)
  • Added goalkeeper attribute ‘Distribution’
  • Added goalkeeper attribute ‘Handling’ (formerly ‘Catching’)
  • Added goalkeeper attribute ‘One on Ones’
  • Added goalkeeper attribute ‘Parrying’ (formerly ‘Technique’)
  • Added goalkeeper attribute ‘Penalty Saving’
  • Added goalkeeper attribute ‘Shot Stopping’ (formerly ‘Reflexes’)
  • Added goalkeeper attribute ‘Command of Area’
  • Added goalkeeper attribute ‘Organisation’
  • Added goalkeeper attribute ‘Rushing Out’
  • Added goalkeeper attribute ‘Durability’ (formerly ‘Endurance’)
  • Fixed a bug that would cause a match to freeze if certain tactical changes were made immediately following a foul that resulted in both a penalty and a red card
  • Fixed a bug that could cause players to stop running towards their position on a corner if the manager paused
  • Fixed a bug that could cause a player to run back and forth over the ball
  • Fixed a bug that could cause a player to stand out of play during a set piece
  • Fixed a bug that could cause two players on the same team to try both try to dribble the ball at the same time