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[Part II - Continued from Part I] __________________________________________________________________________ | | | GBA Championship Basketball | | Two-on-Two | |__________________________________________________________________________| Documentation by: The Doc Released by Surfer Bill Offensive Plays You have five offensive plays from which to choose: Left Wing LFT Right Wing RHT Top of Key TOP Basket BKT Screen SCRN Left Wing (LFT). Your teammate runs to the high post left or high post right (HPL or HPR) and stays there for one second. Then he runs to the left wing (LFT), stays there for two to four seconds, and runs a random pattern on the left side of the court. Right Wing (RHT). Your teammate begins by running to the high post left or high post right (HPL or HPR) and waits there for one second. Then he runs to the right wing (RHT) and waits there for two to four seconds before running a random pattern on the right side of the court. Top. Your teammate runs to either the right of left high post (HPR or HPL), waits there for a second, and then runs to the top. He stays there for two to four seconds and then runs a random pattern at the top of the key. Screen (SCRN). You see your teammate as a screen to block out any defenders trying to cover you. Your teammate runs to HPL or HPR and stays there for six seconds, allowing you to dribble around him as he blocks the defender. Then he runs a two-step pattern between the high posts. Basket (BKT). Your teammate runs to the high post left or right (HPL or HPR), then drives under the basket. He waits there for two seconds and then runs a random three-step pattern under the basket. Defensive Plays You have four defensive plays to choose from: Low Zone LZN High Zone HZN Man-to-Man Light MML Man-to-Man Dark MMD Low Zone. When you call low zone, your teammate will stay in the key (between the basket and the inner white line on the court). When an offensive player enters his zone, he covers him man-to-man. If the offense floods the low zone (which means BOTH offensive players enter the key), your teammate will cover the ball handler. In this case, you should cover the offensive player without the ball. When your opponents are not flooding the low zone, your teammate always takes the man in the low zone, and you take the man outside the key in the high zone. High Zone. If you assign your teammate to the high zone, he covers the ball handler when that player is in the high zone. When the ball handler enters the low zone area around the key, YOU cover him, and your teammate covers the player without the ball. Man-to-Man Light. Your teammate covers the opposing player who wears the light-colored uniform. He stays with that player everywhere on the court. You cover the player in the dark uniform. The goal in man-to-man coverage is to stay between the man you're guarding and the basket, trying to keep him from getting under the basket and making an easy shot. Man-to-Man Dark. This is the reverse of man-to-man light. Your teammate covers the man in the dark uniform, and you cover the man in the light uniform. Strengths and Weaknesses of Zone Defense The zone defense is very effective against inside shooters. If the ball handler breaks away from the man playing the high zone, the man playing the low zone can usually cover the ball handler before he can get into position near the basket. The weakness of the zone defense is that one defender is always the key, resulting in a two-on-one situation outside the key. This sometimes means that one of the offensive players can take an easy outside shot. If you're playing against the computer, it's easier to beat the computer when you play a zone defense. If you want a more challenging game, play man-to-man. Playcalling and Loose Ball If nobody grabs a rebound and the ball is loose, the computer will sometimes allow you to regroup your offense and call another play. You'll know this is happening if the playcalling screen appears. Penalties --------- Bumping into an opposing player continuously for more than one second results in a foul in the following situations: A defensive foul occurs when one of the defensive players bumps into the ball handler. The penalty is either the ball out of bounds to the offense or free throws. Charging occurs when the ball handler bumps into a defensive player. The penalty is change of possession or free throws. Fouls and other penalties are displayed on the scoreboard in flashing letters right after they occur. However, if a player is fouled while shooting, the foul won't be displayed on the scoreboard until after the shot has either gone in for a field goal or missed. Fouling the shooter results in one free throw if the basket is good and two free throws if he misses his shot. The number of TEAM FOULS is also displayed on the scoreboard. Teams get five fouls per half; the count is reset to zero at halftime. If a team accumulates more than five fouls in a half, this results in bonus free throws for the other team. Other Violations Traveling is called if you jump to shoot but don't release the ball in time. It won't be called if your shot is blocked by an opponent and you come down with the ball. Traveling results in a change of possession. The Three-Second Rule is invoked if an offensive player stays inside the key for more than three seconds at a time. However, when the ball is in the air or up for grabs, all players can stay in the key for as long as they like, until someone comes up with the ball. Staying in the key too long results in change of possession. The 24-Second Shot Clock gives the offensive team 24 seconds to make a shot after they bring the ball into play. The scoreboard has a SHOT CLOCK which counts down the seconds. Failure to make a shot in time results in change of possession. Here's a summary of all violations and penalties: With three of fewer team fouls: Fouling the Shooter: if ball goes in...............1 free throw if ball misses................2 free throws Fouling the Ball Handler.......................Ball out of bounds to the offense Charging.........................Change of possession Three Seconds in Key.............Change of possession 24-Second Clock..................Change of possession With more than three team fouls: Fouling the Shooter if ball goes in...............1 free throw if ball misses................2 free throws Fouling the Ball Handler.......................2 free throws Charging.........................2 free throws Three Seconds in Key.............Change of possession 24-Second Clock..................Change of possession A word about free throws. Players don't have control over free throw accuracy. It's based on the outside shooting rating. To make a free throw, just push the joystick button and release it. All players can rebound after the last free throw attempt. The Quarter Clock and Overtime You'll play four 6-minute quarters in each game. If the teams are tied at the end of the fourth quarter, you'll automatically go into overtime, which is another 6-minute quarter. The amount of time left in each quarter is shown on the clock in the middle of the scoreboard. At the end of each quarter, a buzzer rings and the screen displays which quarter has just been played. You then go immediately into the next quarter. At the start of the game, the home team always takes the ball out (Player One is always the home team). The visiting team brings the ball into play in the second quarter. The home team again takes the ball out when the third quarter begins, and the visiting team starts off the fourth quarter. Calling Timeouts and Pausing the Game To pause the game, simply press the <esc> key on your keyboard; TIMEOUT OR ESC TO RESUME will be displayed on the scoreboard. If you merely want to pause the game, press the <esc> key when you're ready to resume. You can call a timeout only when you're on offense. If you want to call a timeout, first press the <esc> key, then press the joystick button. Each team is allowed five timeouts per half. On the scoreboard you'll notice five little lights on the HOME and VISITOR sides of the board. Each time you call a timeout, one of the lights will go out. Calling timeouts saves precious seconds at the end of the game. If your team is behind and the clock is about to run out, you should call a timeout right after you've called a play. When you call a timeout, your players don't have to take the time to run down court and set up the play; they'll just appear on the court, in position, when play resumes. To quit a game in progress and start over, press <esc>, then <CTRL-R>. After the Game -------------- At the end of every game, you can read all about it. The sports page of the Gamestar Gazette appears on the screen with the following boxscore writeups: the team names, the final score, the total field goals for each team, shooting percentages, rebounds, steals, blocked shots, and the name of the leading scorer. Here's what the numbers mean: Field Goals. This is the total number of baskets that each team made. Each basket is worth either 2 or 3 points, depending on where the player was on the court when he made the shot. Free throws do not count as field goals. Percentage. The field goal percentage is calculated by taking the total number of actual field goals and dividing it by the total number of field goal attempts. That number is the team percentage. Rebounds. Every time your team pulls down a rebound, it's recorded here. Steals. This number records the number of times your team stole the ball from the opposition. Blocked Shots. There are two types of blocked shots. After the shot is blocked, either the defender comes down with the ball or the offensive player retains possession. Blocked shots are only recorded here when the defender gains possession of the ball. Assists. This is the number of times a player's passing sets up a teammate for a basket. To get credit for an assist, you must pass the ball to your teammate, who can dribble the ball only one time before putting the ball in the basket. Fouls. The number of personal fouls-- for example, charging and hacking-- each player commits is listed here. Leading Scorer. The top scorer's name will be displayed with the number of points he scored. GBA Championship Basketball also gives you a breakdown of each teams' statistics. Press <return> and you'll see a linescore similar to: Pioneers PTS FG % RB ST BS AS FO Player One 10 05 35 4 2 5 2 4 Player Two 20 10 45 5 4 5 4 3 Sharks Player One 10 05 35 4 2 5 2 4 Player Two 20 10 45 5 4 5 4 3 By Quarters 1 2 3 4 F Pioneers 12 12 13 10 47 Sharks 10 10 12 14 46 Attendance 17,547 Press Button to Continue In this linescore, PTS stands for points scored, FG for field goals (that is, baskets) made, % for shooting percentage (baskets made divided by shots attempted), RB for rebounds, ST for steals, BS for blocked shots, AS for assits, and FO for fouls. This linescore also shows you the score at the end of each six-minute period and the final tally. It also lists the attendance for today's game, in this case, 17,547. If the game was part of league play, GBA Championship Basketball lists the division standings after you press <return> to continue. It also tells you <Parent Dir> O <return>) to return to the chalkboard menu and start another game. To Play Another Game When a game ends, press the joystick button (or <return>) to return to the chalkboard menus. If you've just played any game (except league play) and want to play the same game again, you don't have to type in your name again or select a new computer teammate unless you want to. Just press <return> or highlight CONTINUE and press the joystick button as you move quickly through the menus. Note: For a recorded message about our [Activision] newest software, call 415-960-0518. For technical help, call Product Support between 9:30 a.m. and 4:30 p.m. Pacific time on Monday, Tuesday, Thursday, and Friday between 9:30 a.m. and noon on Wednesday: 415-960-0518. The Spectrum........................................213/391-6835 Apple Tree IIgs.....................................305/238-5999 Rock 'n Roll Harbor.................................305/821-2232 [End of GBA Championship Basketball Documentation]