The Barclays PremiershipLigue 1Bundesliga Serie-A Eredivisie LaLiga And other Leagues All National Teams/Countries with Full License World Cup 2006 Update Transfers January 2006 (Winter Transfer)
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niceplay89, your project is looking truly impressive. The logos are excellent and clearly reflect a remarkable level of care and attention to the visual identity.
I believe it would be essential to create a dedicated thread to keep the entire project organized in one place. That way, all updates, images, discussions, and information would remain centralized and easy to follow.
In this thread, as more pages are added over time, much of the content will inevitably get buried, making it difficult for newcomers and followers alike to keep track of the project's progress.
It amazes me how challenging the CPU is in the older ISS/PES/WE games, especially those released before 2003.
I just played PES 2 as Manchester United against Feyenoord, and they completely demolished me 3–1. Then I played against PSV and lost again, 2–0.
It's truly unbelievable what KONAMI did to the CPU after PES 3. The drop in CPU quality and difficulty is almost criminal.
Instead of making the AI smarter and more challenging, they made it easier and far more predictable, which took away much of the challenge that made the older games so enjoyable. Imagine PES 5 with AI intelligence from PES 2, whoa, what a dream come true.
I remember reading somewhere that this was an intentional decision because they believed players would enjoy the game more if they won more often. In my case, it's exactly the opposite. I want the game to challenge me. When I finally win a league title or a cup, I want to feel like I truly earned it after a hard fought season.
Hello, my friend. I hope you're doing well! I just didn't want to leave you without a reply.
I've never owned a PS3, as I'm exclusively a PC user. Because of that, I don't really know how those procedures work.
However, I've been a J.League fan since 1997, so your question caught my interest. I'll leave you a few discussion threads where this topic has been debated. The user Deleted member 657698 seems to have extensive knowledge about it. Perhaps it would be more practical to get in touch with him directly.
Take a look HERE and HERE.
Note: It's quite strange, but it appears that this user has been banned.
In any case, I remember he was the most enthusiastic person and the one who shared the most information on the subject.
have you found a way to open up unnamed_12? i want to replace my own songs for entrance/goal on PES 2010, but don't know how to open up the .bin
tried zlibtool, as well as dkz studio, both fail
afs explorer seems to open it as zlib but i don't know how to work with it, looks very obscure
PES 6 Turns 20 – Let’s Bring the Community Together Again
Hello everyone,
My name is Christopher, better known as “Dooky”, founder of PES 6 France.
In September 2025, we launched a project with one simple goal: to bring Pro Evolution Soccer 6 back to life through real-life tournaments played on original PlayStation 2 hardware.
What started as a small community initiative has grown into something much bigger.
Since then, we have successfully organised 13 tournaments across France, bringing together former champions, long-time community members and a new generation of players discovering why PES 6 is still considered by many to be the greatest football game ever created.
This year marks a very special milestone.
On 31 October 2026, we will celebrate the 20th anniversary of PES 6 with our biggest event yet: a 64-player tournament, inspired by the legendary PES League format. The event will welcome former champions, iconic members of the French PES community, special guests, content creators and passionate players from across the country.
However, this event is not our final destination.
It is only the beginning.
Our ambition is to build an international PES 6 circuit, reconnecting communities that have kept this legendary game alive for nearly two decades.
We would love to establish relationships with organisers and communities from the United Kingdom, Spain, Italy, Poland, Switzerland, Argentina, Brazil, Japan, and every other country where PES 6 is still played and loved.
Our vision is simple:
Organise international tournaments.
Welcome players from different countries.
Promote each other’s events and communities.
Preserve the history and legacy of PES.
Share memories, experiences and friendships.
Build a worldwide network of passionate players.
We believe that PES 6 is more than just a football game.
It is part of video game history.
It created friendships, unforgettable rivalries and memories that many of us still cherish twenty years later.
Our goal is not only to organise tournaments, but also to preserve this unique heritage and pass it on to future generations.
If you organise tournaments, represent a local community, create PES content or simply want to contribute to this project, we would be delighted to hear from you.
Let’s reconnect the international PES family.
Twenty years ago, the PES League brought together players from all across Europe and created unforgettable memories. In our own way, we’d like to bring that spirit back—connecting communities once again and writing a new chapter in the history of PES.
If you are interested in collaborating, feel free to reply to this thread or send me a private message.
Bit of a weird one... over the past few weeks I've been trying out a lot of different mods from the Sany's Installers thread. For PES6, PES5, WE9LE etc.
The one constant is that the opposition never seem to score (or offer much of a threat). I'm playing on top player or 6-star. Standard of opposition doesn't seem to make any difference.
When I switch back to playing the same games on my PS2, the difficult seems far more challenging.
This isn't meant as a brag by any means. I'm a decent, but not a great player by any standards. I would likely get destroyed playing any of you guys.
Just wondered if anyone else has experienced this, or if there's something I'm missing. Was PC PES just easier than PS2 versions?
My other theory was that perhaps mods tweaked for more realistic gameplay were somehow neutering the single player experience.
Any ideas?
Thank you to all of you for keeping retro PES alive.
@edchigliakfan that's a probability than modders, while changing something on the AI behavior, may have also changed one important thing that may cause the issues you're encouter. But most of those PC patch, older one especially or for example full latino or asian, doesn't really make others changes than put the game speed on 0,95. But that's perhahps one tweak that may break something (like the response time, or the cpu overthinking about their next move etc.)
I've also noticed than i got easier to play on PC than on console, perhaps it's the PS2 on certain TV that cause lag too, so it's your input that cames later than it should be.
Even if, on that era, Konami developped with PS2 dev kits if i remember well, then ported it on others consoles (Xbox, PC for those two)
Difficulty, challenge depends to the way you play and the way the CPU plays overall, i mean without super tactics. For example i found PES 3 too easy (on both PC/PS2) PES2 i don't get how people found it hard as the key is dribbling in diagonals and long distance shoots... But that's the way i play in every games. The 2 "era" version that may score against me is PES 5 (WE9 difficulty is to score more than defend) and 2008 too with more goals from a side to another. There's few "after" version but i don't really care as they're not build by the same ol' team starting from PES 2009.
But there's some extra games where i found the old fashionned PES like WE 2010 Aoki. Probably the only one. PES 2013 is also fun even if it doesn't feels like a "real Seabass team PES", it does the job. PES 2014 was interesting as very different from the others versions, but it's repetitive the more you try it and you got the impression to have "make the turn around" the game after few days, i tried it with a patch totally modded, dated from 2022-23 season as it's the only one i found with respectable stats (the new Jrplay and co Efootball 26 PS2 got ultra high stats and it brakes the whole game to me)
It amazes me how challenging the CPU is in the older ISS/PES/WE games, especially those released before 2003.
I just played PES 2 as Manchester United against Feyenoord, and they completely demolished me 3–1. Then I played against PSV and lost again, 2–0.
It's truly unbelievable what KONAMI did to the CPU after PES 3. The drop in CPU quality and difficulty is almost criminal.
Instead of making the AI smarter and more challenging, they made it easier and far more predictable, which took away much of the challenge that made the older games so enjoyable. Imagine PES 5 with AI intelligence from PES 2, whoa, what a dream come true.
I remember reading somewhere that this was an intentional decision because they believed players would enjoy the game more if they won more often. In my case, it's exactly the opposite. I want the game to challenge me. When I finally win a league title or a cup, I want to feel like I truly earned it after a hard fought season.
I remember an old Seabass interview that might be in the PES 6 or 5 piggyback guide where he mentions them having less room to code the AI as they added more and more teams and features to the game. Also how he hoped in future to implement ideas for the AI that they couldn't with the current tech (PS2)
After PES 3 and to some extent PES 4 the AI was less random and started doing patterns of play that you learned to defend against easier.
I think PES 2008 on PS2 ended up being the best AI for many years it's a shame it missed out on a PC release by 1 year because that would have become the game everyone modded to this day instead of PES 6
I remember an old Seabass interview that might be in the PES 6 or 5 piggyback guide where he mentions them having less room to code the AI as they added more and more teams and features to the game. Also how he hoped in future to implement ideas for the AI that they couldn't with the current tech (PS2)
After PES 3 and to some extent PES 4 the AI was less random and started doing patterns of play that you learned to defend against easier.
I think PES 2008 on PS2 ended up being the best AI for many years it's a shame it missed out on a PC release by 1 year because that would have become the game everyone modded to this day instead of PES 6
This is all interesting stuff. I have those old guides somewhere I think. Basically I've been without even a low-end PC for over a decade (until very recently) so my PES nostalgia has often been either the vanilla PS2 games or a bunch of option files I had for them from back in the day. I'll fire up a game, play Master League or tournaments etc. I'd usually have the most posession, but every so often goals against will happen and against top teams - Chelsea, Man U, Real etc. It will at least feel dangerous.
I've installed maybe a different installers now, playing mostly exhibition games and playing out a lot of 1-0s, 0-0s etc. My shooting has always been pretty woeful, but the most noticeable thing is just no threat from the opposition.
Are there some key threads in the editing section or guides to explain things like altering the game speed (via a settings file?), alter the cameras etc.
I'm trying to get my head around all this stuff like Kitserver etc (which must be old, old news to 99% of you). Perhaps even make my own mods one day. But it's difficult to know where to even start.
This is all interesting stuff. I have those old guides somewhere I think. Basically I've been without even a low-end PC for over a decade (until very recently) so my PES nostalgia has often been either the vanilla PS2 games or a bunch of option files I had for them from back in the day. I'll fire up a game, play Master League or tournaments etc. I'd usually have the most posession, but every so often goals against will happen and against top teams - Chelsea, Man U, Real etc. It will at least feel dangerous.
I've installed maybe a different installers now, playing mostly exhibition games and playing out a lot of 1-0s, 0-0s etc. My shooting has always been pretty woeful, but the most noticeable thing is just no threat from the opposition.
Quite a few people have asked me for the "PES 6 Superstar Level Mod" through PM.
This mod adds the "Superstar Level" in PES 6, IMO signficantly improving the awareness of the CPU. I've really enjoyed it!
I will link to it here for future reference. I include Cheat Engine 5.5 and the Superstar Level Instructions! (all quite straightforward, included in the Zip File)
The aggression player stat was called "Positiveness (積極性 - Sekkyokusei)"on the PS1 games.
According to the World Soccer Jikkyou Winning Eleven 2000 guide, this attribute functions as follows:
Attacker Behavior: The higher this value, the more a player will actively participate in the attack and tend to attempt solo breakthroughs against the defense.
Goalkeeper Behavior: For goalkeepers, a high value in this stat causes them to take a higher defensive position on the pitch.
The aggression player stat was called "Positiveness (積極性 - Sekkyokusei)"on the PS1 games.
According to the World Soccer Jikkyou Winning Eleven 2000 guide, this attribute functions as follows:
Attacker Behavior: The higher this value, the more a player will actively participate in the attack and tend to attempt solo breakthroughs against the defense.
Goalkeeper Behavior: For goalkeepers, a high value in this stat causes them to take a higher defensive position on the pitch.
You inspired me to watch a video of this on YouTube, so I hope you got a small contribution.
You can see a lot of the gameplay DNA of the PS2 PES titles in this, even the animations, so it makes sense how they were able to make such incredible progress.
The subject I intend to address here is particularly interesting. If you are 80 years old and, like me, have lived through different generations of video games, you will probably find something familiar in this reflection. Perhaps this is precisely the perfect place to discuss it.
First, however, we need to give our reflection a creative title: — We Were Responsible for the Monsters We Created.
Do you remember what the 1990s were like? The SNES generation, the PlayStation, and later the PlayStation 2? Young people would get together and spend hours competing against one another. There was rivalry, ego, trash talk, and, naturally, the occasional fight was also part of that universe.
It was perfectly normal to find someone playing Winning Eleven with the Brazilian national team — my country — and putting Roberto Carlos up front in a 4-3-3 formation simply because he was fast and had a powerful shot. If the game allowed it, why not?
Many people also played Master League, signed the best players available, and then used those teams to play matches against their friends. Memory Card files, edited teams, and all kinds of content created by the community were shared among players.
But, honestly, there came a point when I simply could not stand watching the same Real Madrid vs. Real Madrid matches anymore.
The pleasure of simply experiencing the game, using weak or average teams, discovering unknown players and understanding their individual characteristics — in other words, appreciating the art itself and the philosophy of virtual football — often seemed completely secondary.
There was always a “super team” or a particular combination of players that became an obsession.
And I believe this behavioral phenomenon occurred, to a greater or lesser extent, all over the world.
The objective went beyond mere entertainment. The implicit message seemed to be:
I WANT TO BE THE BEST.
I WANT TO BEAT YOU.
I WANT TO HUMILIATE YOU.
I WANT TO BE THE CHAMPION AND EARN RESPECT IN MY COMMUNITY — AND, IF POSSIBLE, THROUGHOUT THE ENTIRE MILKY WAY.
And yes, I did not merely experience all of this. I paid close attention to the looks, gestures, expressions, and words of those young people — many of whom were my close friends and family members.
If you showed up at a Goal Storm 97 tournament using the Netherlands national team, that would make me furious. Because the Netherlands belonged to me.
And to think that, in 1997, I was only 16 years old. It is remarkable to realize, with the perspective that time provides, just how absurdly competitive we could be — and, let’s be honest, how incredibly foolish we could also be.
The Moral of the Story
Time passed. Decades went by.
Today, we are witnessing the consolidation of online football games, where, essentially, we find many of the same behavioral profiles from that era: players constantly competing against one another, seeking to outperform their opponents and now chasing special cards, rare players, rankings, and increasingly sophisticated rewards.
The difference is that the market recognized the enormous economic potential of this behavior.
Publishers realized that this very human need to compete, to win, to have the best team, and to demonstrate superiority could be transformed into an extremely profitable business model.
And gradually, the focus stopped being exclusively on the quality of the game, the simulation of the sport, and the experience of simply playing football.
There was now a much greater emphasis on keeping the player engaged, making them come back, making them compete, and, above all, making them spend.
And that is, in a sense, how we arrived at the model we have today.
We helped create the cultural environment that made this system possible.
The “monsters” of loot boxes did not appear out of nowhere. They were fed by decades of competitive behavior, by the need to win, by the relentless pursuit of the best team, and by the desire to possess something that others did not have.
The industry simply observed this behavior, understood its potential, and turned it into a product.
And perhaps this is the most uncomfortable part of the reflection: Did we create the monsters we criticize today?
I do not believe there is a simple answer.
The responsibility certainly does not lie exclusively with the player, nor exclusively with the publishers. There is a much more complex relationship between human behavior, competitive culture, technology, and monetization models.
But one thing seems evident to me: The monster did not appear yesterday. We simply helped teach it how to grow.
The great chaos—because sweet dreams are made of illusion.
All versions of these games—Winning Eleven 4, PES 5, PES 6, PES 2008, PES 2013, every single one you consider beautiful and wonderful—belong to an offline vision of competing against the CPU, where you control and create a unique universe. Because all those competitive versions turn into garbage that will just make you furious.
What is your opinion on this?
Check out below my last experience playing Pro Evolution Soccer 2020 and 2021 online. These are some screenshots I took at the time.
In friendly matches, I tried to use a wide variety of teams — especially weaker and mid-level ones — with the intention of exploring the game's content, appreciating its possibilities, and, above all, creating a different and positive experience.
However, over time, I realized that, to a large extent, it was all rather pointless.
Take a look, for example, at the teams some of my opponents were using, with tactical formations that sometimes featured four forwards. Even so, those formations were neutralized, mainly because I maintained a high level of possession and was able to control the pace of the matches.
That was when I started to reflect:
What am I doing with my life? What should I really expect from the online environment?
Constant competition? Toxic behavior? Players willing to do whatever it takes to win, even if it means completely abandoning the fun of the game?
And that is exactly what happened.
After that period, I simply stopped getting involved in online matches.
Not because I stopped enjoying football or video games, but because I realized that, for me, that environment was no longer providing the experience I was looking for.
My impression was that most people were interested in nothing more than competing, competing, and competing, resorting to cheats, exploits, bugs, abusive mechanics, and stacked squads in order to gain an advantage.
And when winning becomes more important than the experience of actually playing, perhaps it is time to stop and ask ourselves:
Are we still playing to have fun, or are we simply trying to prove something to one another?
Whenever I chose Torino, I wished people would use Lazio, Udinese, or Parma.
But no. It was always Barcelona or Real Madrid. For God's sake, it was just a friendly match!
I don't think so. For me, it's mostly out environment (globally) where everything needs to be online which contributed to the fact that the focus is the online experience only.
Look at the mobiles, music, ... You don't own your stuff anymore.
And sadly, social interaction shifted somehow to social network. How many kids are still playing outside compared to before ? How frequent 4 friends are getting together in the same house to play ?
For me these are the 2 main factors and not the competitiveness.
The “monsters” of loot boxes did not appear out of nowhere. They were fed by decades of competitive behavior, by the need to win, by the relentless pursuit of the best team, and by the desire to possess something that others did not have.
I feel being obsesses by obtaining something others don't have is far more common now than before. Just look at limited editions stuff (watches, shoes, ...). I mean it existed, but I feel it was quite niche.
All versions of these games—Winning Eleven 4, PES 5, PES 6, PES 2008, PES 2013, every single one you consider beautiful and wonderful—belong to an offline vision of competing against the CPU, where you control and create a unique universe. Because all those competitive versions turn into garbage that will just make you furious.
Il disageee here. If it's true I enjoyed PES 5 offline, the best memories I have with ISS, PES 6 or PES 2008 are the offline tournaments at university etc.
Are we still playing to have fun, or are we simply trying to prove something to one another?
Whenever I chose Torino, I wished people would use Lazio, Udinese, or Parma.
But no. It was always Barcelona or Real Madrid. For God's sake, it was just a friendly match!
What we used to do is define tiers. And then agree a tournament with tier-3 or under teams only for instance.
We even at some point had the pevious tournament dictating which tier you can access with the best teams only allowed to be used by the players who finished in low ranks.
This is where offline was so good, not to mention the chats between the players waiting for their turn etc.
Juventino, that’s a very good point of view. Thank you for commenting.
However, you made the criticism personal. When I said, “we contributed to creating the online monsters,” I was referring to our generation. You understand what I mean? I expressed myself poorly.
Obviously, each of you who frequents Evo-Web has your own higher standards, valuing editing, realism, quality, and so on.
But what I mean is that most people weren’t doing that. Their pursuit was limited to exploiting the super-squads in Master League, simply choosing the strongest teams, as well as discovering bugs and exploits and repeating them to exhaustion.
I remember being so bothered by this at the time that I decided to establish some rules for playing with my friends. For example:
Choosing the team at random. The winner stays on until they lose...
That was incredible because we explored the game to its fullest, having to adapt and overcome each new challenge.
Where I lived, we would usually play the League mode with four friends. And yes, we also chose our teams by drawing lots, while setting a limit on their strength—small and mid-level teams. We left the big clubs for the CPU.
I remember that in PES 3, we played Serie A, and I ended up with Brescia, which had Roberto Baggio, Luigi Di Biagio, Andrea Caracciolo, etc.
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