375 lines
18 KiB
Plaintext
375 lines
18 KiB
Plaintext
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NBA JAM T.E. (SNES) FAQ 1.0a
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FEB. 21, 1995
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jbdeen@email.unc.edu
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------------------------------------------------------------------------
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Special Notes:
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------------------------------------------------------------------------
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This FAQ, although compiled by me, is the property of the users of RGVN
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newsgroup. The info in this FAQ has come from many different sources
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(experience, RGVN post, previous FAQs, hacking, etc.) and a lot of this
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info is sure to be partly inaccurate due to its very recent release.
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Being that is a new game, codes and such appear daily. Please help me
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by sending your favorite strategies, codes not in this FAQ, or other
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cool tidbits to me via email. Any corrections or additions to this FAQ
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can be sent to (jbdeen@email.unc.edu)
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Any reproduction of this material WITHOUT GIVING PROPER CREDIT is
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unethical and extremely unprofessional. Got that, EGM (et. al.)? This
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file may be passed along provided that it is given FREE OF CHARGE.
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Take special note of things marked with "**".
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**Some of you were concerned that you were not receiving credit for your
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contribution(s) to the FAQ. So if you would like, please send me a line
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of e-mail, and it can be easily remedied for the next release.
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Special thanks to all that have sent in request, info, corrections, etc!
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**Although this FAQ is written primarily for the SNES version of NBA JAM
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TE, the equivalent Genesis buttons for the codes are here too.
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Thanks!,
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Jason Deen
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------------------------------------------------------------------------
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FAQ History:
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------------------------------------------------------------------------
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1.0a:Initial release
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------------------------------------------------------------------------
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Game Description:
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------------------------------------------------------------------------
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Welcome to..... NBA JAM TE!
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NBA JAM TE for the SNES provides many features over the Original
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translation. Most noticeably is the battery backed-up record keeping,
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new options screen for strange <20>hotspots<74> and <20>power-up icons<6E>,
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increased rosters, new dunks, and new sounds. The quality of the sounds
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has not changed that much, and the graphics are practically identical.
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However subtle differences are noticeable. One feature that was removed
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was the FMV during the halftime. I liked this feature and was sad to
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see it go. This version is a full 8 Megabits larger than the previous
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which brings the size of the cart to 24 Megabits.
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------------------------------------------------------------------------
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NBA JAM TE (SNES) Power-Ups:
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------------------------------------------------------------------------
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NOTE: All Power-Ups are done using the directional pad (U,D,R, and L)
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and the X,Y,A, and B buttons. The L and R buttons are NOT used. Also,
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it doesn<73>t matter what Shoot/Pass/Turbo configuration your using. You
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can combine some power-ups, and some you can<61>t. More on this as I get
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additional info.
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Power-Up Goal Tending
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At the "Tonight's Match-Up" screen, tap R,U,D,R,D,U
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Power-Up Dunks
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At the "Tonight's Match-Up" screen, tap L,R,A,B,B,A
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Power-Up 3<>s
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At the "Tonight's Match-Up" screen, tap U,D,L,R,L,D,U
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Power-Up Turbo
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At the "Tonight's Match-Up" screen, tap B,B,B,A,D,D,U,L
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Power-Up Fire
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At the "Tonight's Match-Up" screen, tap D,R,R,B,A,L
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Power-Up Offense
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At the "Tonight's Match-Up" screen, tap A,B,U,A,B,U,D
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Power-Up Push
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At the "Tonight's Match-Up" screen, tap D,R,A,B,A,R,D
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Quick Hands
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At the "Tonight's Match-Up" screen, tap L,L,L,L,A,R
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Max Power
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At the "Tonight's Match-Up" screen, tap R,R,L,R,B,B,R
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Teleport Pass
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At the "Tonight's Match-Up" screen, tap U,R,R,L,A,D,L,L,R,B
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<EFBFBD>Rainbow<EFBFBD> Shots
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At the "Tonight's Match-Up" screen, tap U,D,U,D,R,U,A,A,A,A,D
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Super Speed
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At the "Tonight's Match-Up" screen, tap U,U,U,U,L,L,L,L,B,A
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Slippery Court
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At the "Tonight's Match-Up" screen, tap A,A,A,A,A,R,R,R,R,R
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Shot % Indicator
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At the "Tonight's Match-Up" screen, tap U,U,D,D,B
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Knock Down Teammate
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At the "Tonight's Match-Up" screen, tap U,U,U,U,L,L,L,L,A,B
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Knock Down Both Opponents
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At the "Tonight's Match-Up" screen, tap U,U,U,U,L,L,L,L,A,A
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Team Swap
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At any <20>Substitution<6F> screen, press and hold U & B for 3 sec.
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------------------------------------------------------------------------
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NBA JAM (SNES) Special Guest Stars:
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------------------------------------------------------------------------
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NOTE: Codes are entered by placing the cursor on a letter and then
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holding START while pressing the code activator button. A <20>*<2A> denotes
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any button will work.
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**For all you Genesis owners, Y can be substituted with C to make the
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codes work.
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--Acclaim/Iguana Developers:
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(AIR/Y*Y) AIR DOG - ????
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(KSK/*BY) KID SILK - ????
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(HTP/A*Y) SCOOTER PIE - ????
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(MPF/BY*) MOOSEKAT - ????
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(AMX/*AY) CHOW CHOW - ????
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(RAY/BA*) WEASEL - ????
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(LGN/AB*) BRUTAH - ????
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(DAN/*BA) KABUKI - ????
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(XYZ/BBA) FACIME - ????
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(JAY/*AB) MOON - JAY MOON
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(CK_/B*Y) KIRBY - CHRIS KIRBY
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(GOF/AYB) SNAKE - STEVE SNAKE
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(JF_/A*Y) FALCUS - JASON FALCUS
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(MCM/BBY) MUSKETT - <20>MAD<41> MIKE MUSKETT
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**Does anyone have better descriptions of who the Acclaim people are and
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what they do? I remember reading job descriptions in a Gaming mag
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(GamePro, I think) once.
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--Williams/Midway Developers:
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(MJT/A*A) TURMELL - Mark Turmell is the main designer and
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programmer for the NBA JAM series in the arcades.
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(RJR/*AY) RIVITT - Jamie Rivitt is one of the original NBA JAM
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programmers/developers.
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(SAL/AY*) DIVITA - Sal Divita did the artwork on NBA JAM,
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and helped do some of the graphics work on Mortal
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Kombat.
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(SL_/*BB) LIPTAK - Shawn Liptak is one of the original NBA JAM
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programmers/developers. In the original arcade NBA JAM
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he is the one with a basketball for a brain.
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(TWG/B*A) GOSKIE - Tony Goskie is one of the original NBA JAM
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programmers/developers.
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(JMC/YYB) CARLTON - John Carlton is one of the original NBA JAM
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programmers/developers.
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--Mascots:
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(BNY/B*Y) BENNY - Official Team Mascot for the Chicago Bulls.
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(HGO/*YA) HUGO - Official Team Mascot for the Charlotte Hornets.
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(GOR/*BB) SUNS GORILLA - Official Team Mascot for the Phoenix
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Suns.
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(CRN/AB*) CRUNCH - Official Team Mascot for the Minnesota
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Timberwolves.
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--Beastie Boys:
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(MKD/Y*Y) MIKE D
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(MCA/BB*) MCA
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(ADR/*YB) AD ROK
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--Others:
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(BLZ/Y*Y) CAROL BLAZEKOWSKI - Finally, a FEMALE!
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(BRD/AYA) LARRY BIRD - One of the greatest players of the NBA
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comes back to show the wet-behind-the-ears rookies a
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thing or two.
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(ROY/BA*) PRINCE CHARLES - Royalty has never rocked so hard.
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(CIC/A*B) BILL CLINTON - I have no idea who this guy is.
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(HC_/*B*) HILLARY CLINTON - Ditto.
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(HVY/A*B) HEAVY D - The Overweight Lover.
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(WIL/YB*) FRESH PRINCE - Washed-up rapper turned actor.
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(JAZ/YAA) JAZZY JEFF - His loser sidekick.
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(SOX/B*A) BJ THOMAS - Baseball player for the Chicago White SOX.
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I guess with the strike he had nothing better to do
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than to shoot some rock :^)
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(PHI/*AY) RANDALL CUNNINGHAM - Football player for the
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Philadelphia Eagles
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--Rumored
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(???/???) STEVEN TYLER - Aerosmith lead vocalist.
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------------------------------------------------------------------------
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NBA JAM (SNES) List of Players:
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------------------------------------------------------------------------
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Here is a list of the players that was taken from a ROM dump of NBA JAM
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TE (SNES). Now we all know how reliable these ROM dumps are from the
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Mortal Kombat II ROM dump (anyone remember <20>Ed Boon Wins<6E> ?), however it
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does give you something to think about. There are extra NBA players
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here that are not automatically accessible in the game which leads me to
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believe that there is probably an <20>extended roster<65> code that can be
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done. Also as you can see below, there are additional names that are not
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NBA players. Are these unfound secret characters or just Acclaim
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playing with our minds? Only time will tell.
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STARRING... TIM HARDAWAY CHRIS MULLIN DANNY MANNING OLIVER MILLER JAMES
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WORTHY VLADE DIVAC DAN MAJERLE KEVIN JOHNSON CLYDE DREXLER TERRY PORTER
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SHAWN KEMP DETLEF SCHREMPF WAYMAN TISDALE MITCH RICHMOND DEREK HARPER
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JIM JACKSON DIKEMBE MUTOMBO LAPHONSO ELLIS HAKEEM OLAJUWON VERNON
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MAXWELL CHRISTIAN LAETTNER CHUCK PERSON DAVID ROBINSON SEAN ELLIOTT KARL
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MALONE JOHN STOCKTON DOMINIQUE WILKINS STACEY AUGMON LARRY JOHNSON
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ALONZO MOURNING SCOTTIE PIPPEN HORACE GRANT MARK PRICE BRAD DAUGHERTY
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MUGGSY BOGUES SHAWN BRADLEY REGGIE MILLER STANLEY ROBERTS SEAN ROOKS
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KEVIN EDWARDS DEE BROWN CALBERT CHEANEY RONY SEIKALY HAROLD MINER
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DERRICK COLEMAN KENNY ANDERSON PATRICK EWING JOHN STARKS NICK ANDERSON
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SCOTT SKILES CLARENCE WEATHERSPOON JEFF HORNACEK TOM GUGLIOTTA ROBERT
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PACK CHRIS WEBBER LUC LONGLEY ANTHONY PEELER GERALD WILKINS CLIFFORD
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ROBINSON GARY PAYTON KENDALL GILL JOHN WILLIAMS BOBBY HURLEY SPUD WEBB
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JAMAL MASHBURN DINO RADJA ROBERT HORRY STEVE SMITH ISAIAH RIDER DENNIS
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RODMAN LOY VAUGHT DAVID BENOIT KEVIN WILLIS HERSEY HAWKINS B.J.
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ARMSTRONG TONI KUKOC LIONEL SIMMONS JOE DUMARS DELL CURRY MALIK SEALY
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RIK SMITS VIN BAKER TODD DAY XAVIER MCDANIEL MOOKIE BLAYLOCK GLEN RICE
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TERRY CUMMINGS MAHMOUD ABDUL-RAUF ANTHONY MASON CHARLES OAKLEY ANFERNEE
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HARDAWAY TERRY MILLS LATRELL SPREWELL OTIS THORPE SAM CASSELL DERRICK
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MCKEY ANTONIO DAVIS POOH RICHARDSON NICK VAN EXEL TERRY DAVIS BILLY
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OWENS JOHN CARLTON SAL DI-VITA SHAUN LIPTAK MARK TURMELL TONY GOSKIE
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JAMIE RIVETT WES LITTLE SCOTT SCHENO CHRIS KIRBY STEVE SNAKE JASON
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FALCUS MAD MIKE MUSKETT NEIL ZIGGY HILL LARRY BIRD CAROL BLAZEKOWSKI
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BENNY HUGO CRUNCH SUNS GORILLA BILL CLINTON PRINCE CHARLES STEVEN TYLER
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ASIF CHAUDHRI BRETT GOW DAN FEINSTEIN ERIC SAMULSKI ALEX DE LUCIA JAY
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MOON ERIC KUBY REX CHAPMAN ERIC MURDOCK DOUG WEST ARMON GILLIAM A C
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GREEN DENNIS SCOTT JEFF MALONE DANA BARROS ROD STRICKLAND
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------------------------------------------------------------------------
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Special NBA JAM (SNES) Strategies:
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------------------------------------------------------------------------
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WINNING THE OPENING TIP-OFF: The only button that is important in
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winning the opening tip-off is the shoot button. If your player is
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taller than the other, that helps too. If your team is too small, you
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might consider using a special guest star from the list above.
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DEFENSE/STEALING STRATEGY:
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-Stealing: There are two good methods for stealing. One is to
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repeatedly press the steal button. This will <20>swipe<70> the ball away from
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the opponet as opposed to knocking them down. The biggest problem with
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this method is that it does not seem to work as it did in the original
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version of NBA JAM for the SNES. My favorite technique is to use the
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turbo & steal buttons at the same time to know the player down. As you
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knock them down, follow them as they land so that if the ball was not
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knocked away as they feel, you can do it again before they get a chance
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to get up.
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-Rejecting dunks: The best way to reject a duck is to be UNDER the
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basket when the other player is in the air. In NBA JAM TE, rejecting
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ducks has been made MUCH easier than in the previous version, and you
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can reject dunkers 80-90 percent of the time if your player has high
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defensive power. If the dunker is going to beat you to the basket, the
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best method of stopping him is to knock him down before or as he leaves
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the ground to dunk.
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-Rebounding/Goal Tending:
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Rebounding in NBA JAM TE is not hard if you remember two things: First,
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to rebound you have to pick the ball off of the rim, not out of the air.
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This is not a problem if you have power-up goal tending (my favorite
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power-up), but on a regular basis the team will score with the goal
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tending call. Secondly, you must be the first one to jump to get the
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rebound. In other basketball games, you can jump after the other player
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and <20>strip<69> the ball from him in the air -- not so here. Always be the
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first to jump.
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-Shot Blocking
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Shot blocking in NBA JAM TE is about the hardest way to of defending
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against the outside shot. If you<6F>re good, you can do it, but most
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players will like to either knock the player down before they get the
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shot off or trying to reject it under the basket.
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OFFENSE/SHOOTING STRATEGY:
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-Passing:
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Passing is one of the best ways of keeping fom getting the ball stolen
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from you. The passes must be <20>smart<72> passes, though. The best time to
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pass is if you are getting trapped in the corner or being double teamed
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with the trap. One favorite strategy among players is to start off like
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you are shooting (which will draw the defender toward you) then passing
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before the shot gets off. Often, while you are hanging in the air
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before passing, your computer teammate will knock down his opponet --
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pass to him quickly for an easy basket.
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This method of drawing the defense works wonders when you are about to
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dunk. As stated earlier, it is fairly easy to reject a dunk in NBA JAM
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TE when the defender has position under the basket. What I like to do
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is to use a team with a good dunker and a good 3-point shooter. I<>ll
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take the dunker in for a Monster Jam, but as I<>m coming down kick it out
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to my hot shooter who just happens to be free for <20>3<EFBFBD> because I drew the
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defense away form him with my dunking-pass. The dunking-pass is done
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just like the shooting-pass.
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-Shooting:
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In NBA JAM TE, the only two ways to score are by shooting and dunking,
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so it stands to reason you<6F>ll be doing a lot of both. Your chances of
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making a basket increase if three conditions are met. First, you will
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get a higher FG percentage if you get a clean look at the basket.
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Shooting with a defender in your face is unwise for two reasons; you
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will probably miss the shot because of shooting with a hand in your
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face, or you might simply get blocked. Secondly, you<6F>re shot is more
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likely to go it if you: A) are holding the turbo button while shooting,
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and B) let go of the ball at the highest point of your jump.
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Pump fakes are a good way to throw off a defender. These are especially
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good in playing the perimeter. If you don<6F>t throw off your defender
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with the pump fake, you might try pressing shoot very rapidly. This
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will throw some elbows and might just throw off your defender.
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Dunking is my favorite way of scoring, and is a integral part of the NBA
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JAM experience. As stated earlier, though, it is MUCH harder to dunk in
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this TE version than the previous one. In order to dunk successfuly,
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you must beat your defender to the basket. If you haven<65>t, then in
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order to dunk you must be dunking on someone with little defensive
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power. This is why its incredibly important to notice who your opponet
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picks at the player selection screen.
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MILK THE CLOCK: In a one-player or a two person team vs. the computer,
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you can burn seconds off a clock and keep a lead from changing as quick
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as it can if you play fast break basketball. If you have a large lead,
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the computer assistance function of NBA JAM TE will try to rob you of
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your well earned victory by cheating like hell. What you do to combat
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this is to rebound (or inbound) the ball, and stay in the backcourt (NBA
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JAM TE does not give backcourt violations). The computer will stay in
|
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|
it's position and do nothing until the Shot Clock counts down below 5,
|
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|
then it will force you to take your move. At 6 seconds, quickly pass to
|
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|
your teammate if he's open, or if you are, take a shot. Even if you
|
|||
|
miss, you get better a better shot at rebounding, then you can get the
|
|||
|
ball, pass back to the man in backcourt, and milk the clock again.
|
|||
|
BEWARE: If you have a large lead in the fourth quater, and computer
|
|||
|
assistance is on, you could lose do to the computer<65>s rampant cheating.
|
|||
|
|
|||
|
HE'S ON FIRE!: When a character makes three consecutive shots in a row,
|
|||
|
he is said to be "on fire". After that, all his future shots will stand
|
|||
|
a much more improved chance of entering the basket, although I have seen
|
|||
|
some miss while on fire. You can really open up a lead when on fire by
|
|||
|
launching three after three. You will stay "on fire" until the other
|
|||
|
team makes a shot go in their basket.
|
|||
|
|
|||
|
When you're on fire, to stay on fire. You do this by not letting the
|
|||
|
other team make a hoop through the basket. You can do this by
|
|||
|
goaltending. This also works if you're "heating up", i. e. you've made
|
|||
|
two shots in a row and need a third to go on fire. However, I would not
|
|||
|
goaltend all day, but only if you need just one more basket to go on
|
|||
|
fire. It is better to try for a rebound than to let the computer have
|
|||
|
an automatic basket everytime down.
|
|||
|
|
|||
|
When you're on fire, you have the advantage of unlimited turbo power,
|
|||
|
even if you're the kind of player that holds down turbo during a game.
|
|||
|
You don't stay on fire forever, you lose it after a period of time. A
|
|||
|
rather long time, it seems, usually 30 points or so, but you do lose it.
|
|||
|
|
|||
|
------------------------------------------------------------------------
|
|||
|
Special Thanks:
|
|||
|
------------------------------------------------------------------------
|
|||
|
Marty Chinn..........................................vidsourc@netcom.com
|
|||
|
Andy Eddy............................................vidgames@netcom.com
|
|||
|
------------------------------------------------------------------------
|
|||
|
Extra Special Thanks:
|
|||
|
------------------------------------------------------------------------
|
|||
|
These two guys wrote the first NBA JAM FAQ (for the original arcade
|
|||
|
version). Part of info on the <20>Milk the Clock<63> and <20>He<48>s on Fire!<21>
|
|||
|
sections came from that FAQ. To this day it remains the most informative
|
|||
|
and interesting FAQ available.
|
|||
|
|
|||
|
-=Randolph S. Vance & William G. Henderson=-
|