765 lines
34 KiB
Plaintext
765 lines
34 KiB
Plaintext
Well here it is...the editing is 'ok' and some of the writing needs work.
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After some feeback, I will try to do a 2.1. Hope this helps all the people
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who play JAM. Yesterday I saw some kids with a magazine clipping entering
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codes at the arcade...I think that it is funny to watch this. The phenom of
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"special codes" in gaming is very interesting.
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Oh...don't take all the powerups too seriously from the FAQ, we have been
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having some troubles with a few of them. Note: Baby-Size may not work on 3.0.
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Cut here___________________________________________________________
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NBA JAM TOURNAMENT EDITION FAQ
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Revision 2.0
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APRIL 26, 1994
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This FAQ is available at ftp.netcom.com in /pub/vi/vidgames/
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CONTENTS:
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ACKNOWLEGMENTS
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INTRODUCTION
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WHAT'S NEW IN TOURNAMENT EDITION?
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IF YOU BEAT ALL 27 TEAMS?
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OTHER MISCELLANEOUS TIDBITS
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SPECIAL CHARACTERS
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POWERUPS
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RUMOR MILL
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STAT SHEETS(Not included in text edition)
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STRAGEGY GUIDE
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ACKNOWLEDGMENTS
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Compiled and Edited by:
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Thomas S. Kunka (tskunka@rs6000.cmp.ilstu.edu)
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"Who thanks everybody on the Internet for supplying the info for
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me to compile, and has no association with Midway or the NBA."
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With Special Thanks To:
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Jerry Cattell (jcattell@umiami.ir.miami.edu) (Characters)
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Carl Chavez (foregone@u.washington.edu) (1.0 stats & more)
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Jeh C. (rspain@mac.cc.macalstr.edu) (3.0 Stats)
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Fast Eddie For helping with the extended NBA
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JAM FAQ's for all versions.
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Randolph S. Vance &
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William G. Henderson For working on the original FAQ.
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Great Job!
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Andy Eddie For a great FTP site to store our FAQ's
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This FAQ and others are available at ftp.netcom.com in /pub/vi/vidgames/
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Everyone with their name in the game! Hope to join you someday! :-)
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Bally/Midway For creating the game.
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Carl Johnson My doubles partner
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(The one I give many great assists to and cover for on D)
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Mike Kokal & Players at 'Just Games' in Downer's Grove IL
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Brian Smolik Pretty decent compitition ;-)
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Steve Christofferson
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Dan Etter
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Sammy Saltzman
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Lewis Tu
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Eric Ching
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INTRODUCTION
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This FAQ assumes that you have played the original NBA JAM and are fairly
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knowledgeable of the numerous Special Characters and Powerups. If you are
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not well versed in these areas, please read the other NBA JAM FAQ that
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covers both arcade versions as well as the home entertainment systems.
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This FAQ only covers the Tournament Edition (TE) and contains information
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that is confirmed and a section dedicated to speculation and theory.
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The information within has been gathered from other FAQ's and reliable
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sources. If information is proved to be incorrect, please INFORM me
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(no flames are necessary) Any mistakes are unintentional...I will repost
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promptly with corrections as necessary. This edition primarily focuses
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on the 3.0 Chip (The one without he MK Characters, but most of the info is
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valid for both. Note the version 1.0 has the MK characters and the version
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2.0 does not have the MK characters, but is lacking the major trades that
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occurred recently (These are VERY rare).
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WHAT'S NEW IN TOURNAMENT EDITION?
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There is much to be said about the Tournament Edition. Local arcade operators
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have told me that it is "not much of an upgrade and is not profitable" and
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"are NOT planning on carrying it". I hate to disagree, but anyone who has
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played it will feel otherwise.
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The above was quoted to be by my local arcade operator, but since then,
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they have gotten two of them in! Go figure! Now...to the upgrades!
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Three Characters
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We asked for it, we got it. Although the game still
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has a maximum of 1 to 4 human players, you can select
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two characters of three selected from each team. This
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allows greater flexibility in 'matching up' against
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your opponent. You can also switch players during halftime.
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Note that some teams such as Dallas only have two players.
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The reason for this is that the digitized pictures from the
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old game were kept and one additional players was added.
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Some players were traded or left the NBA and could not be
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included leaving only two.
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Expanded Attributes
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Each player is now rated numerically from 0 to 9 in eight
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categories.
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SPEED Overall speed of player
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DUNK Rates the ability to complete dunks and of what variety
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3-POINT Rates the ability to hit from downtown
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STEAL How well the player strips the ball from opponents
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BLOCK How well the player block shots
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POWER Resistance to getting knocked down and ability to knock
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down other players.
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CLUTCH How well the player hits at crunch time
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PASS Speed of pass - the faster, the less chance of getting
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intercepted
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IF YOU BEAT ALL 27 TEAMS?
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If you beat all 27, then you can play as team ??? (I call the
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'JAM TEAM') that is located on the left side near the bottom
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when viewing the team selection screen. You must beat all 27
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with the computer as your opponent or it will not count! The
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Jam Team consist of special NBA ALL-STARS found in the game on 3.0
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machines and on 1.0 machines, they are composed of all stars/MK
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characters/special guests.
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NBA ALL-STAR TEAM
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(??? Selection at the Team Selection Screen)
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Compiled by Lewis Tu (72123.146@compuserve.com)
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Malone, Kemp Harper, Rider
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Robinson, Rodman Miller, Johnson
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Drexler, Hardaway Olajuwon, Baker
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Ewing, Anderson Armstrong, Maxwell
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Coleman, Anderson Mourning, Rick
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Stockton, Johnson Hardaway, Jackson
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Gill, Richmond Pippen, Miner
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Bradley, Webb Thomas, Webber
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Dumars, Starks Mashburn, Worthy
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Mutumbo, Wilkins Mullin, Manning
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After you beat all 27 teams, you will face computer opponents that put
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NBA ALL-STARS and SPECIAL GUESTS with regular players. You can turn
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this off and face 'normal' teams by turning the 'TOURNAMENT MODE' on.
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The difficulty will also increase as you go and the computer actually
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poses a threat to your precious winning streaks.
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Also of interest...after beating all 27 teams, ANY opposing team will
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receive 'QUICK HANDS' and 'MAX POWER'. This really makes things tough!
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This can also be nullified with the 'TOURNAMENT MODE'
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OTHER MISCELLANEOUS TIDBITS
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* Computer AI seems to be better.
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* Players follow their skills..ie Stockton lurks around the 3-point line.
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* The court is now the color of the home team.
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* There are new and cool dunks, including more realistic quick power-dunks
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that are hard to block.
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* Speed of game action seems to be quicker than original
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* "FIRE" does not last as long as in the original.
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* When playing a human opponent, there is NO COMPUTER ASSISTANCE
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* There are five internal game speed settings.
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* There are five internal drone intelligence settings.
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SPECIAL CHARACTERS
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As in the original, there are special characters that you can get
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by entering a specified initials and birthday. When you select these
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characters, you do not see their attributes. By playing them, we will
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get a better idea of their strengths and post our findings. Note:
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The MK Characters and some of the more morally questionably ones have
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been removed in Version 3.0. The NBA had decided that the league's
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image could not tolerate their use. There are however many of the
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older machines out there and codes that were removed are marked
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with an #.
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This list has been maintained and updated by Jerry Cattell.
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Davis is the new addition to the list.
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However,the code has only been tested on a v3.0.
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If any of you out there can confirm it for a v1.0,
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please email Jerry Cattell..
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NBA Jam Tournament Edition Character Codes:
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(* means does not work on version 3.0) (# means does not work on old version 1.0 or 2.0)
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NBA ALL-STARS:
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*Barkley BRK FEB 20
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#Rodman ROD MAY 13
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#Thomas ZEK APR 30
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Brown DEE NOV 29
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Coleman DC_ JUN 21
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Ewing PAT AUG 5
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Kemp KMP NOV 26
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Malone KRL JUL 24
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Mourning ZO_ FEB 8
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Olajuwan HAK JAN 21
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Pippen PIP SEP 25
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Robinson ROB AUG 6
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Webber WEB MAR 1
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Wilkins DOM APR 16
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SPECIAL GUESTS:
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Kerri Hoskins(Yes!) KER OCT 10
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Lorraine Olivia(Yes!) LOR FEB 20
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*Coman(guy w/ gas mask) TJC OCT 11
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*Elviscious ELV JAN 8
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*Grim Reaper GRM OCT 31
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*Kongo KNG JAN 16
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*Raiden RAD JUL 9
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*Reptile RPT NOV 11
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*Sub-Zero SUB DEC 5
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Air Morris(Old Code) WIL JAN 1
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Barker PCB MAY 9
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Davies(female) RJD SEP 3
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Boon(the one and only) EJB FEB 22
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Davis WBD AUG 17
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Divita(Old Code) SAL FEB 1
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Dabelstein(cap, glasses) DOZ DEC 31
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Dillon JPD JUN 3
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Carleton(Old Code) JMC AUG 5
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Forden DWF SEP 28
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Granner CG_ DEC 4
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Gay RMG AUG 11
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Heitsch WMN NOV 11
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Petro(Old Code) GNP OCT 8
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Hey(Old Code) JWH SEP 20
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Jarvis EPJ JAN 27
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Kinkead DIE JAN 1
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Lasko ANL AUG 31
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Linda Deal(female) LTD APR 30
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Loffredo ML_ MAY 25
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Goskie(Old Code) TWG DEC 7
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Mednick CMM JUL 2
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Oursler(Old Code) SNO JAN 3
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Turmell(Old Code) MJT MAR 22
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Newcomer(Old Code) JRN JUN 18
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Liptak(Old Code) SL_ JUN 24
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Penacho MDP JAN 13
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Rivett(Old Code) RJR JAN 17
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Roger Sharpe ROG AUG 1
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Simpson JMS FEB 22
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Tobias TOB AUG 24
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Tsui JYT NOV 28
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POWERUPS
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Just as in the original, there are many 'Powerups' that give
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your player super-human abilities. These are done with various
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Joystick/Button combos. If they do not work for you, keep trying
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for you may ne uncoordinated like me.
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BIG HEAD
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Hold Joystick Up and Hold Turbo and Steal
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Gives you a larger head...and makes you a bit taller
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TEAM SWAP
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Hold Joystick Right and Hold Pass - At HALF-TIME
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Allows you to change team at half-time
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May have to hit pass 3 or 4 times.
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TOURNAMENT MODE
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Hold Joystick Right and Hold All 3 buttons - At "TONIGHT'S..."
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Turns off all Special Characters and some powerups
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Turns off computer assistance.
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ALT Spin Joystick Clockwise and Tap All buttons - At "TONIGHT'S..."
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Same as above, but seems to turn on "SHOT % MODE"
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I like this way personally.
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EXTENDED ROSTER
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Spin Joystick counterclockwise 3 Times and Press and
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Release the STEAL button at TEAM SELECTION screen! Tap
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STEAL 3 or 4 times and you can probably get it.
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Gives you a choice of an extra player on SOME teams.
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SHRINK CHARACTERS
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Hold Joystick at DOWN/RIGHT Angle and Tap All 3 buttons
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at once 3 Times.
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Shrinks characters by 30%
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MAX POWER
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Hold Joystick Down and Hold all 3 buttons Down and START
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Seems to Boost the Power Attribute
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POWERUP GT (Goaltending that is!)
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Hit Shoot 24 times! (Very difficult!)
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Very few goaltending calls
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BABY-SIZED CHARACTERS
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Hold Joystick at DOWN/RIGHT Angle and Tap Turbo then
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Shoot then Pass 3 times .
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Makes characters really tiny....try it it is pretty wierd.
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QUICK HANDS
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Hold Joystick down and hit Shoot 5 times and hold on 5th
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HUGE HEAD
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Hit Shoot 5 Times, then Hold Joystick Up, hold Turbo and Pass
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This gives you a really big head!
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RUMOR MILL
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This section is dedicated to all things not confirmed.
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If anyone wishes to confirm the following information, PLEASE DO!
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Then contact me and I will move it to the confirmed sections.
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If you posted something listed in this section, it is not because
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I do not believe you, but I am just waiting for a secondary
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conformation by our primary contributors.
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MISCELLEANEOUS:
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When you turn off all codes with the TOURNAMENT MODE, it still allows
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you to have some powerups but the message does not display. When
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on a 1.0 machine, I got the effects of Max Power even with TOURNAMENT
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MODE on. Just do the code as normal and try it out in the game.
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Also, BIG HEAD will last through the first half on the 1.0 machines.
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This may be a bug in the older version, but it is a way to get a
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leg up on those people who turn everything off and rub your nose in
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it that they know somthing.that you don't. Just do the code and beat
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up on them!
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At least on 1.0 machines, there seems to be somthing different about
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player one. The rumored indestructability code (which may be just
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MAX POWER with TOURNAMENT MODE on) only works for player one. With
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the above note...The MAX POWER seems to only require All three buttons
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and Joystick Down and not the START button as well, making it different
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from the other players.
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SPECIAL CHARACTERS:
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APH NOV 18 Penny Hardaway
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JVC,GET,SAN,CRL ???
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POWERUPS:
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Indestructibility - This code still hasn't been stated as confirmed:
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This may be the bug that we found for allowing MAX POWER even with
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TOURNAMENT MODE on.
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STRATEGY GUIDE
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The purpose of this section is to help people new or not so new to
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the game learn some of the insights and tactics of some of the great
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JAM players of the Internet. I will try to fill this section with
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subsections written by some of these people as well as myself. I
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think this is fair since I and everyone else has their own style,
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thinking, and bias. I think that the addition of this section is
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informative and entertaining.
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Thomas Kunka:
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Biography:
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Thomas Kunka is currently working as Computer Training Coordinator
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at Illinois State University in Bloomington/Normal Illinois as well
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as finishing his Master's in Applied Computer Science and starting on
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his Doctorate in Educational Administration. When not working, he can
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be found at the local arcade searching for a good game of NBA JAM or
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working on this FAQ! Here is his butchering of the English language.
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On Strategy (Semi-Random Thoughts that dwell in his mind):
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Picking the proper team is very important. Countless times I have
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seen people pick a team like Seattle and try to shoot threes the
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entire game with Kemp. I'm sorry, but it's not going to work well.
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You have to match your team to your strategy.
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In general on TE, I have been using the Washington Bullets. Laugh
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if you must, but from my perspective, they are a very balanced team.
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You have got Pervis Ellison who is a bit slower that I would like but
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can play some serious defense with a 8 on power and an 9 on block and
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he can power down a few dunks with a rating of 6. Calbert Cheaney
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who has serious speed, threes, and steals. He is a good person at
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crunch time and a great person to feed when you get double teamed.
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And I always take Tom Gugliotta :-) because he is a very balanced
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player with no attribute less than a 4. His strengths lie in his
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three point shooting, speed, dunks, and power.
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With better than average on three point shooting, speed, dunks, and
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power I can meld into my strategy perfectly. I am generally a
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three point shooter but like the ability to go strong and possibly
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pass out of the dunk to my teammate and I am a firm believer in
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knockdowns.
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On offense I usually delay a second after inbound and then take it
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up the court. My computer drone Ellison usually can throw a really
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good screen at the top of the key and I go right around him towards
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the top of the screen. This gives me a great cushion to launch a
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good three. This works great against the computer, against humans,
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it works fine as well at times.
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On defense against the computer, I am basically a sieve and just hope
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to contain them at crunch time. It seems frustrating at times,
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because the computer seems to hold on to the ball and get off shots
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that no human ever would against me. With timing, there is a
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repetitive knockdown you can get in the backcourt, hit them back
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off and when they get up, bull rush them. If you don't give them
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space or time the hit right, they will pass out to their teammate
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for an easy score. What also works good against the computer and
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tougher computer drones is the combo hit and swipe where you knock
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the opponent down and they hold on to the ball and you then get as
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close as possible and hit steal.
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On defense against humans, I consider myself a menace. I recently
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played two against myself and held them to 8 points in the half.
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I really knock them around and at times (especially when playing
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doubles) I think that my sole mission is not to score but just to
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keep the opponent in the stands. Against humans, this is very
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effective...knocking them repeatedly into the stands is very
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frustrating and makes them worry endlessly, forcing them into
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mental mistakes.
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Also, I like to pick on their computer player more than them when
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playing one-on-one. If your drone is good on defense and is covering
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the human player, he usually sticks pretty close. I frustrate my
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doubles partner when we go head to head by leveling his computer
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player just as he releases a pass. This is very entertaining when
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you are off the screen and the computer drone comes flying into view.
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Against good singles competition, the human player can burn you if you
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are too aggressive with as quick pass to their drone.
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For doubles me and my partner haven't played much TE and are wondering
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what team we should choose. On the old Jam, we always took Orlando
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with him as Shaq and me putting in Tony Scott for Skiles. The goal
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was to get him on fire and goaltend. I was the assist man and three
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point shooter as well as the infractor of scores of knockdowns...I
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only wish that they tracked them back then. TE presents some new
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challenges for us. He is now wanting to play the three point shooter
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usually Stockton. With me as Malone, I can usually slice through the
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defense, go in for the dunk, and dish out to him for the trey. I gave
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him 14 straight assists for three pointers once. With results like that
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I won't complain very much. We have been also contemplating using the
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76ers against newbies who don't know the 'TOURNAMENT MODE' Take Bradley
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with 'MAX POWER' and sub the ALL-STAR Pippen in place of Weatherspoon
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with 'MAX POWER'.
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I will take this time to note that I have not mastered all of the
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powerups. I don't have the coordination to get POWERUP G.T. which
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I would like for Bradley to have. Our premise for this combo is
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speed, power (artificial), me with great overall ability, and him
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with the ability to massively goaltend when on fire. Basically get
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him on fire and allow me to pound the opponents into a pulp and be
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the assist man again....just like the old days of JAM!
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I generally play on lots of emotion and try to get a chip on my
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shoulder. I love when people talk trash and really piss me off.
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It makes it all the better when I go up by 15 in the first period.
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I am not a perfect player and many of the games are close down to
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the wire. One of the problems that I am having is that I play my
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partner and the computer too much and this has led me to not be
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well adapted to various styles of play. I can seldom get a match
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around here and I am forced to play the computer. In the days of
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old jam, I had a five deep line waiting to play me, now nobody plays.
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|
|
|
Another note about picking players...It is really cool to hear
|
|
opponents say..."Who the hell is Gugliotta?' and comment all
|
|
through the game, "He's not THAT fast" , "How can HE knock me down?"
|
|
,"How come he keeps hitting threes?", "He just dunked on ZO!"
|
|
It is nice to be the jack of all trades! In Chicago, my bud Mike and
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|
I were in a good game with a pretty decent team, they beat us the
|
|
first two and then I and Gugs took over and scored about 15 points
|
|
in about a minute...just alternating steal, three, steal, dunk,
|
|
steal, three..etc. I don't often take over on a doubles game, but
|
|
we put them away from that game on. Mike kept on yelling at me
|
|
because I would rather get the assist than the score...I can score
|
|
when I have to!
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|
|
|
Also teams like Miami are good for many people with Miner and Rice.
|
|
Great speed and you have Miner with a 9 on dunks and Rice a 9 on threes.
|
|
Not bad at all! It still amazes me though...my partner and I took
|
|
Seattle with me as Kemp and him as Payton. This was a 1.0 machine :-(
|
|
so the players are a tad different than 3.0. I was miffed as Kemp
|
|
clanked about 6 or 8 dunks off the back iron. We lost some close
|
|
games because I couldn't put down a lousy dunk with a guy who had a 9.
|
|
This made me really ticked. Dunks are supposed to be a gimmie.
|
|
I can see getting knocked down at he last second or having it blocked
|
|
by another big man, but NO...Clangggggg!!!! Just give me the three
|
|
and I am fine. Thats why I like Gug's...he does it all and never
|
|
really screws up. I remember going for the dunk with him, getting
|
|
hammered by both ZO and Johnson, hold onto the ball, swing my arms
|
|
bodys flying, and dunk the thing. I like that!
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|
|
|
Carl Chavez:
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|
|
|
Biography:
|
|
|
|
Carl Chavez is an English major at the University of Washington (although
|
|
little of his talent was used in his strategy guide...;) ). He has had an
|
|
addiction to video games since playing Space Invaders when he was 4. He
|
|
occasionally writes computer programs as a hobby and would love to continue
|
|
his NBA Jam conversion for the Amiga if someone would provide him with IFF
|
|
graphics for the face generator he's written (since he can't use NBA
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|
players' faces).
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|
|
|
Strategy:
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|
|
|
TEAM SELECTION:
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|
|
|
The teams I like to use most are:
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|
|
|
Seattle Supersonics - besides being my hometown team, the Supersonics
|
|
have very good balance. All four players can shoot 3-pointers
|
|
(all players have at least a five), three can dunk, three can
|
|
block, all can steal, and they're very fast too. I prefer a
|
|
lineup of Kemp and Schrempf because the CPU Schrempf helps me out
|
|
a lot; I think the high power of Schrempf tells the CPU that it
|
|
should beat up the opponent with injuries and block the hell of the
|
|
opponent. On a two-player game, I prefer Kemp and Gill be cause both
|
|
my teammate and I have two of the best players in NBA Jam TE.
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|
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|
Dallas Mavericks - Mashburn is hard to stop in the paint. His high
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|
dunk catapults him over the opponent, and his high power can knock
|
|
blockers down while he's in the air. His 3-point shooting can hurt
|
|
from outside, he can block well, and he's good in the clutch. Jackson
|
|
is a good CPU player because of his steal and power ratings; he can
|
|
cause quite a few turnovers. Jackson also shoots the 3 well, and he's
|
|
good in the clutch too. The best thing about the Mavs - they are the
|
|
fastest team in the game (tied with the Clippers, Heat, and Nets).
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|
|
|
Philadelphia 76ers - I have seen Bradley block a shot without jumping
|
|
(my opponent released the shoot button too early). Bradley is--with
|
|
Mourning and Robinson--the fastest center in the game. His outside
|
|
shooting inside the 3-point arc is excellent since his height makes
|
|
him very difficult for the shorter (6'6" and below?) players to block.
|
|
Bradley's height makes rebounding and "legal goaltending" very easy.
|
|
He can really steal with his long arms (7 steal rating), and he is one
|
|
of the best passing centers. Weatherspoon is a decent recipient of
|
|
those passes, since he can shoot 3's and he can dunk. Philadelphia's
|
|
weakness - the lowest clutch rating in the game. If you're behind near
|
|
the end of the game, you could lose.
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|
|
|
Minnesota Timberwolves - Rider. He's fast, he dunks, he steals, he
|
|
shoots threes; he has good balance, and in my opinion he's better
|
|
than Gill because of his higher speed. Person, "the Rifleman,"
|
|
is a 3-baller and a very good stealer. He always hits his
|
|
last-second 3's because of his high clutch.
|
|
|
|
Milwaukee Bucks - I just like using Lohaus because I like the way
|
|
the announcer says his name: "H-LOWWW-HOWUSS." The team itself sucks.
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|
|
|
MY ATTRIBUTE PREFERENCES:
|
|
|
|
The most important attribute is power. Power helps with both offense
|
|
and defense, because without power you can't knock people down. The
|
|
ball is harder to steal, dunks are blocked more, the path to the
|
|
basket is more clogged with standing players.
|
|
|
|
Second in importance is speed. With extra speed, you can shake off
|
|
defenders, get open for threes, drive for a dunk, and run for good
|
|
rebounding position. You can also conserve turbo.
|
|
|
|
Third is dunk. If you haven't noticed, it's possible to dunk from
|
|
close to the 3-pt. line at the top of the screen if your player
|
|
has a high dunk. Dunks are the most accurate shot in the game, are
|
|
harder to block than a normal shot, and help you get on fire
|
|
(since goaltends of shots do not count toward the 3 shots to get
|
|
on fire). The weakness of the dunk is that a person skilled at
|
|
knocking down players can just shove you before you put the ball
|
|
in; but if your power is high your dunk will still be successful
|
|
(it's funny to see a person get knocked in mid-air, but his power
|
|
is high so he floats to the floor throwing his elbows; sometimes
|
|
the player will change dunk direction too).
|
|
|
|
STRATEGY:
|
|
|
|
Like the Supersonics, I believe a constant pressure defense will
|
|
win a game because of transition points. Steal the ball and put
|
|
it in your own basket. Block the ball and force a shot clock
|
|
violation.
|
|
|
|
Rebounding is very important. You can grab a defensive rebound
|
|
and quickly pass it to your partner for a fast break, or throw your
|
|
elbows to clear a way for you to bring it across halfcourt. After
|
|
an offensive rebound, you can either put it back with a mid-air
|
|
layup or throw your elbows and try another play.
|
|
|
|
3-point shooting should only be used in an emergency. I'm sick of
|
|
watching players take 3 after 3, missing at least half of them.
|
|
A better strategy is to dunk or layup until you're on fire, THEN
|
|
take the 3's.
|
|
|
|
Related to this '3 after 3' problem: there are many complaints
|
|
about bad players who beat veterans by throwing 3's from backcourt.
|
|
People who lose because of this strategy need to learn the proper
|
|
use of goaltending. If someone throws from fullcourt often, just
|
|
goaltend the ball. Sure, your opponent gets 3 points, but according
|
|
to you he would've anyway. As a bonus, your count to "fire" is not
|
|
reset, so once you get on fire your opponent can't do it anymore.
|
|
|
|
If you're against the CPU, there's less than 20 seconds left in the
|
|
period and you have a small lead, DON'T advance past halfcourt right
|
|
away. Just throw your elbows, because the computer will attack you.
|
|
They will fall down, and THEN you can try to score. This is an
|
|
important thing to do, because the CPU gets extremely tough with
|
|
<10 seconds in the 1st, 2nd, and 3rd quarters, and with <30 seconds
|
|
left in the 4th quarter.
|
|
|
|
TACTICS AGAINST A CPU:
|
|
|
|
First, an important hint:
|
|
|
|
When I tell you to "hit the guy," I don't mean hit, hit, hit. I
|
|
mean hit ONCE. Now check if the ball was dropped; if it has, then
|
|
grab it. If the player still has the ball, RETREAT. If you are too
|
|
close to the player when he stands, he will pass. Also, a quick
|
|
retreat lets you recharge some turbo so you can hit more times.
|
|
When the player stands, charge him and hit him again. Repeat
|
|
until stolen.
|
|
|
|
If the CPU has Max Power, hit TWICE before retreating. This is
|
|
more risky, but you are more likely to move the CPU player away
|
|
from the ball (sometimes the player falls, but the ball is under
|
|
his body, so you have to "move" him).
|
|
|
|
Backcourt pressure:
|
|
|
|
Watch the CPU as it inbounds the ball. First, it will pass to its
|
|
partner. Then it will do one of three things:
|
|
|
|
1) It will go toward the top of the screen,
|
|
2) It will go toward the bottom of the screen, or
|
|
3) It will go through the middle.
|
|
What happens:
|
|
1) This is the preferred occurence. The computer will probably fly
|
|
into the stands after one hit, so a steal is easy.
|
|
2) This is OK. The computer will need at least two hits to drop
|
|
the ball, though, unless you have a very high power.
|
|
3) This is rare, which is good, because the CPU will try
|
|
(and sometimes succeed) in going through you and your partner.
|
|
What to do:
|
|
1) Hit the guy into the stands and take the ball.
|
|
2) Hit the guy and take the ball.
|
|
3) Try for a hit. If you miss, back off and try again at halfcourt.
|
|
|
|
Halfcourt pressure:
|
|
|
|
This is where speed is important. If you can't hit the guy with
|
|
the ball, force the CPU to pass to his partner and hit him instead.
|
|
Get close to the ballhandler and he will pass, so quickly chase
|
|
the ball and hit the receiver as he grabs it.
|
|
|
|
Frontcourt pressure:
|
|
|
|
If you're ahead by at least 3, the CPU will probably try to shoot
|
|
a three-pointer. The CPU is quite predictable as to when it will
|
|
shoot, so you can try to block the shot. Alternatively, you can
|
|
let the CPU take the shot and goaltend it legally (jump as it
|
|
enters the cylinder and you can grab a rebound or a block: doesn't
|
|
work on swishes). Another alternative is to goaltend it illegally
|
|
and give them the points. A goaltended basket does not cancel out
|
|
your count for fire...
|
|
|
|
If you're behind or you have a small lead, then just get in the
|
|
CPU's face so it can't dunk and so its jump shots are less accurate.
|
|
Mix in a couple of swipes. Don't hit the CPU, though, because if you
|
|
miss or he doesn't fall down, he can either run past you and score or
|
|
pass to his teammate. Only hit the CPU if it is dunking or is near
|
|
the stands.
|
|
|
|
Jerry Cattell:
|
|
|
|
Biography:
|
|
|
|
Jerry Cattell is a student at the University of Miami majoring in
|
|
Computer Engineering/Computer Science/Mathematics. In his free
|
|
time(the little that he has), he can be found in computer labs
|
|
reading email and the 'Net, or hanging around the campus arcade.
|
|
On weekends, it's a sure thing you can find him at Grand Prix
|
|
Race-O-Rama taking on unsuspecting victims.
|
|
|
|
Strategy:
|
|
|
|
I have to agree with Thomas Kunka that it is very important to
|
|
choose a team that fits to your needs(I think people everywhere
|
|
must choose Seattle and use Kemp for 3-pointers) :)
|
|
|
|
I don't have any particular team that I always use, but all the
|
|
teams have one thing in common, big men. I don't bother with the
|
|
guys who are well-rounded; I go straight for the guys who are
|
|
going to get in your face and block the ball(Robinson, Bradley,
|
|
Ewing, Webber, and even Kemp). My general style of play is just
|
|
to play tenacious D. I do whatever I have to so that I can get
|
|
on fire. Then I goaltend away! While I am under the belief that
|
|
only a certain amount of points can be scored before the fire
|
|
streak ends, I feel that this period should be extended as long as
|
|
possible; for as long as you're on fire and goaltending, the
|
|
opposing team won't be able to score. So generally I just take
|
|
care of the defense, go up for the dunk, pass it off to my teammate,
|
|
and let him score. This also helps build the stats. You get the
|
|
assist if the ball goes in, the rebound if he misses and you get the
|
|
ball, or a steal or block if the computer gets the board.
|
|
|
|
It's nice to have a regular doubles partner so that you know exactly
|
|
what to do and when. However, many of us don't have the luxury,
|
|
so you have to be able to adapt to any style of play. When playing
|
|
against the computer, try to change styles of play. For one quarter,
|
|
just keep trying to find the right place to take three pointers.
|
|
For the next, just keep taking it to the hoop.
|
|
|
|
Being able to adapt is important in general. Not only does it make
|
|
it much easier to play with any number of partners, it can really
|
|
throw off your opponent's defensive strategy. If you continuously
|
|
go to the hoop, your opponents will generally try to compensate for
|
|
it. That leaves you open for the outside shot more often then not.
|
|
While I generally play around with the powerups when playing the
|
|
computer(always trying to find some new combo :), I don't use
|
|
powerups against people, unless someone is doing a lot of
|
|
trash-talking or I'm in an especially evil mood.
|
|
|
|
FINAL NOTE:
|
|
|
|
Thanx for all the hard work and info...keep on Jammin...tk
|
|
|
|
This FAQ is available at ftp.netcom.com in /pub/vi/vidgames/
|
|
|
|
|
|
|
|
|
|
--
|
|
"He starts writing a letter, Thomas S. Kunka
|
|
to make it perfectly clear Computer Training Coordinator
|
|
he's just a man who has reached \0 Illinois State University
|
|
the end of his rope, expressing |\ My opinion is not ISU's
|
|
his doubts and his fears" -- The Kinks /\ although we sometimes agree.
|