701 lines
32 KiB
Groff
701 lines
32 KiB
Groff
| |
|
|
| GBA Championship Basketball |
|
|
| Two-on-Two |
|
|
|__________________________________________________________________________|
|
|
|
|
Player's Guide for Apple IIgs Computers
|
|
|
|
Documentation by: The Doc
|
|
|
|
Released by Surfer Bill
|
|
|
|
King of the Court
|
|
-----------------
|
|
|
|
Basketball. The lightning-paced sport for super-athletes. The game of
|
|
strategy, guts, stamina, and--most of all--teamwork.
|
|
|
|
It's all here, in GBA Championship Basketball: Two-on-Two.
|
|
|
|
Two-on-Two helps you develop the strategies and skills to make you play like
|
|
a pro. You can play with a teammate and learn teamwork. You can can pick
|
|
your offensive alignment while your opponent sets his defense. And when your
|
|
opponent has the ball, you can choose among several defensive strategies.
|
|
|
|
Two-on-Two gives you lots of ways to compete: one player against the
|
|
computer, two players against a computer team, two players against each
|
|
other, practice sessions, and even a 24-team league competition climaxing in
|
|
the GBA Championship Game.
|
|
|
|
This Player's Guide includes all the information you'll need to play
|
|
Two-on-Two. The first section, "Getting Started," tells you how to load the
|
|
program into your computer.
|
|
|
|
"The Chalkboard Menus" describes all your options for playing the game, from
|
|
the two practice modes to the four game modes. There's also a DEMO mode that
|
|
lets you watch two computer-controlled teams go head-to-head against each
|
|
other. This section also tells you how to use the joystick and command keys.
|
|
"The Scouting Report" shows you how to rate your playing skills for inside
|
|
and outside shooting, dribbling, stealing, quickness, and jumping. In
|
|
addition, you'll get your first look at your computer opponents--all the
|
|
teams you'll have to beat to make it to the GBA Championship game.
|
|
|
|
In "How to Pass and Shoot," you'll find all the information you need to
|
|
develop your passing game and become a team player. And you'll learn all
|
|
about jump shots, hook shots, slam dunks, tip-ins, and rebounds.
|
|
|
|
"The Player Draft" tells you all about your superstar computer teammates-- 10
|
|
players in all, each one patterned after a real professional basketball star.
|
|
|
|
"Calling Plays" describes the offensive and defensive strategies you'll need
|
|
to outsmart and outplay your opponents.
|
|
|
|
The "Penalties" section explains fouls and other violations and describes how
|
|
you can use the clock to your advantage by calling time-outs.
|
|
|
|
"After the Game" tells you how to read the box scores from the game you just
|
|
played and how to start a new game.
|
|
|
|
Getting Started
|
|
---------------
|
|
|
|
You must have version 2.0 ROM chips in your Apple IIgs to play GBA
|
|
Championship Basketball. If your computer is not so equipped, see your Apple
|
|
dealer.
|
|
|
|
To load GBA Championship Basketball: Two-on-Two into your computer, follow
|
|
these steps:
|
|
|
|
(Note: Do not write-protect your GBA Championship Basketball diskette.)
|
|
|
|
You may use a joystick or the keyboard to play a one-player game of GBA
|
|
Championship Basketball. During a two-player game, player one uses the
|
|
joystick and player two uses the keyboard. See "Joystick and Keyboard
|
|
Controls".
|
|
|
|
If your computer is off:
|
|
|
|
1. Insert the GBA Championship Basketball diskette in your disk drive, label
|
|
side up.
|
|
|
|
2. Turn on your computer and monitor. (Press the <esc> key to skip the title
|
|
and credit screens.) After the title and credit screens appear, the PLAY
|
|
OPTIONS chalkboard appears.
|
|
|
|
If your computer is already on:
|
|
|
|
1. Insert the GBA Championship Basketball diskette in your disk drive, label
|
|
side up.
|
|
|
|
2. Hold down the command and control keys and press the reset button at the
|
|
top left of the keyboard.
|
|
|
|
Sound
|
|
|
|
If you like, you may press <control> and <s> at the same time to turn the
|
|
sound on and off. You can also press the up and down arrow keys to gradually
|
|
raise and lower the sound level.
|
|
|
|
The Chalkboard Menus
|
|
--------------------
|
|
|
|
Following the introductory music and credit screens, a green chalkboard
|
|
appears on your screen with three choices: DEMO, GAME, and PRACTICE. You'll
|
|
notice the GAME option is highlighted in white. If you're using a joystick,
|
|
pull back or push forward on it to highlight the option you want, then press
|
|
the button. If you're using the keyboard, use the up and down arrow keys to
|
|
highlight the option you want, then press <return> to make your selection.
|
|
|
|
(Note: Both players can use the up and down arrow keys to highlight
|
|
selections and the <return> key to make selections while at any of the
|
|
chalkboard menus.)
|
|
|
|
A new chalkboard then appears. What you see depends on which type of action
|
|
you've selected.
|
|
|
|
If you selected PRACTICE or GAME you are prompted to select between
|
|
ONE-PLAYER or TWO-PLAYER action. You should now skip to "Practice Options"
|
|
to practice or "Game Options" to play a real game.
|
|
|
|
If you selected DEMO, the computer controls all players, and you're allowed
|
|
to choose between SELECTED PLAYERS or RANDOM PLAYERS.
|
|
|
|
When you select RANDOM PLAYERS, the computer picks both players for both
|
|
teams, then displays a chalkboard showing who was drafted. Press <return> to
|
|
start the game.
|
|
|
|
When you select SELECTED PLAYERS, a chalkboard displaying the name of 10
|
|
players appears, and you're allowed to pick both players of both teams.
|
|
You're prompted to first pick TEAM ONE PLAYER ONE and TEAM ONE PLAYER TWO,
|
|
the repeat to process for TEAM TWO PLAYER ONE and TEAM TWO PLAYER TWO.
|
|
|
|
To make your selections, use the joystick or appropriate up or down key to
|
|
highlight the player you want. Then press the button (with the joystick) or
|
|
<return> to make your selection.
|
|
|
|
After you've selected a player, highlight CONTINUE and press <return> or the
|
|
joystick button to move to the next chalkboard.
|
|
|
|
You'll then see a screen that confirms your choices and tells you what color
|
|
jersey each player will wear when play begins.
|
|
|
|
Press <return> to start the game. The computer-controlled cagers will play
|
|
four six-minute quarters, moving up and down court automatically each time
|
|
the ball changes hands.
|
|
|
|
You can pause play by pressing <esc> (this does NOT stop action if a player
|
|
is shooting). To return to the initial chalkboard menu and select another
|
|
game before the demo contest is complete, press <control> and the <r> key
|
|
together.
|
|
|
|
Practice Options
|
|
|
|
No one wants to hit the courts cold. Just as in real basketball, it's a good
|
|
idea to warm up a little before playing a game, so you may want to select
|
|
PRACTICE from the opening chalkboard menu. Two-on-Two offers you two
|
|
practice modes: ONE- and TWO-PLAYER.
|
|
|
|
Use the joystick or the up and down arrow keys to highlight the option you
|
|
want, then press the joystick button or <return>.
|
|
|
|
ONE-PLAYER (one player on the court by himself)
|
|
|
|
You can practice with either the keyboard or the joystick; use the up and
|
|
down arrow keys to highlight your choice-- JOYSTICK or KEYBOARD-- then press
|
|
<return> to practice. See "Joystick and Keyboard controls" for instructions
|
|
on controlling your player.
|
|
|
|
If you selected JOYSTICK, make sure your joystick is plugged into your
|
|
computer's joystick port. You can practice shooting inside and outside and
|
|
work on your hook shots, jump shots, slam dunks, tip-ins, and rebounds. The
|
|
scoreboard shows you how many points you've run up during this practice
|
|
session. When you hit a basket or toss the ball out of bounds, the ball is
|
|
automatically returned to you. Press <esc> to return to the chalkboard menus
|
|
when you're through practicing.
|
|
|
|
TWO-PLAYER (two players on the court)
|
|
|
|
Player One uses the joystick, Player Two the keyboard in two-player practice
|
|
games. Notice that Player One is always in the blue jersey, Player Two in
|
|
light red. You can practice different shots, from hooks to dunks, as well as
|
|
dribbling, rebounding, and tip-ins. (All tip-ins are scored to the shooter.)
|
|
You can play straight one-on-one or other "pick-up" games such as "Around
|
|
the World" and "HORSE"
|
|
|
|
How to Play "Around the World." Player One tries a shot from the baseline--
|
|
say, at the edge of the key (the key is the area between the inner white line
|
|
and the basket). Every time the player makes a basket, he or she moves
|
|
further along the edge of the key, working around the key to the baseline on
|
|
the other side of the basket. If Player One misses a shot, Player Two gets a
|
|
turn. When a player misses a shot, he must shoot again from the same spot on
|
|
his or her next turn, and stay in that spot until he or she makes a basket.
|
|
The first player to go "Around the World" wins.
|
|
|
|
How to Play "HORSE." Player One makes a shot from anywhere on the court.
|
|
Player Two must then make the same shot or he will get an "H." When Player
|
|
One misses, Player Two can make a shot from wherever he or she wants, and
|
|
Player One has to make the same shot. Everytime a player misses, he gets
|
|
another letter until the word HORSE is spelled. Whoever gets all the letters
|
|
first, loses. (Note: The letters in HORSE do not appear on the screen. You
|
|
must keep track of the "score" yourself).
|
|
|
|
As with the ONE PLAYER option, each basket you hit is recorded on the
|
|
scoreboard, and there are no fouls or time clock.
|
|
|
|
To leave the practice game and return to the chalkboard menus, press <esc>.
|
|
|
|
The Scouting Report
|
|
|
|
Once you're warmed up and ready to play ball, you still have to rate your
|
|
playing abilities on a screen called The Scouting Report. It might look like
|
|
this:
|
|
|
|
INSIDE.............2 OUTSIDE...........6
|
|
DRIBBLING..........3 QUICKNESS.........5
|
|
STEALING...........5 JUMPING...........3
|
|
|
|
RACE: BLACK/(WHITE)
|
|
|
|
INSIDE refers to your shooting accuracy inside the key.
|
|
|
|
OUTSIDE refers to your shooting accuracy outside the key.
|
|
|
|
DRIBBLING rates your maneuverability with the ball.
|
|
|
|
QUICKNESS rates your maneuverability both on defense and when you're not
|
|
handling the ball on offense.
|
|
|
|
STEALING rates your ability to outmaneuver the ball handler and steal the
|
|
ball.
|
|
|
|
JUMPING rates your ability to block shots and come down with rebounds.
|
|
|
|
The highest rating you can give yourself is 6 (very skilled), and the lowest
|
|
is 2 (minimally skilled). Notice that INSIDE and OUTSIDE are grouped
|
|
together, as are DRIBBLING and QUICKNESS and STEALING and JUMPING. Within
|
|
each of these groupings, the total skill level always equals 8.
|
|
|
|
So if you choose to rate yourself 3 as an outside shooter, you must be a 5
|
|
inside. If you choose a 6 rating at stealing, you'll only be a 2 at jumping.
|
|
After all, you can't be great at everything. Remember, too, that in a game
|
|
situation you'll want to select your offensive and defensive strategies
|
|
according to your strengths and weaknesses.
|
|
|
|
Game Options
|
|
|
|
TWO-PLAYER HEAD-TO-HEAD
|
|
|
|
Each player has a computer teammate. Each player names his team, then types
|
|
in his own name and rates himself when the Scouting Report screen appears
|
|
(see page 7). (When entering your name or a team name, you may use up to 12
|
|
letters.)
|
|
|
|
Player One uses the joystick to highlight the choices and the joystick button
|
|
to change the ratings and move between BLACK and WHITE. Player Two then uses
|
|
teh arrow keys to highlight CONTINUE and presses <return> to make the
|
|
selection.
|
|
|
|
Each player also picks a computer teammate from the Player Draft, which
|
|
includes ten pros, each one patterned after a real-life basketball superstar.
|
|
(For details of the Player Draft, see the appropriate section).
|
|
|
|
A STARTING LINEUP SUMMARY screen lists player names, with corresponding
|
|
uniform colors, and shows which team is "home" and which is "visitor".
|
|
|
|
TWO PLAYER TEAMMATES
|
|
|
|
When you select this option, you and a friend team up against a hard-driving
|
|
computer team. You first type in a TEAM NAME of 12 letters or less, then
|
|
pick a DIVISION to play in. The division you choose determines the caliber
|
|
of your computer opponents. NORTH is the easiest division, SOUTH is tougher,
|
|
EAST is tougher still, and WEST is the toughest of all.
|
|
|
|
Take a look at the chart. It gives you a breakdown of all the teams in every
|
|
division. Notice that the rating totals are higher in the tougher divisions.
|
|
For example, in the easy North, the INSIDE and OUTSIDE ratings total 7; but
|
|
in the tough West, they total 10. Since the players in the West are better,
|
|
the West teams have higher ratings.
|
|
|
|
When Player One types in his name (12 letters or less) and presses <return>,
|
|
the Player One Scouting Report allows Player One to rate his abilities. Then
|
|
Player Two types in his name and rates himself. In this mode, Player One has
|
|
the light blue jersey, Player Two the dark blue one.
|
|
|
|
ONE PLAYER EXHIBITION GAME
|
|
|
|
You and your computer-controlled teammate challenge a computer team. Type in
|
|
your TEAM NAME and YOUR NAME and pick a DIVISION. Again, the division you
|
|
select determines how tough your opponents will be. Next, rate yourself on
|
|
inside and outside shooting, dribbling, stealing, quickness, and jumping.
|
|
|
|
Finally, you select your computer-controlled teammate from the Player Draft.
|
|
Do you want the great outside shooting of Larry Berg or the dynamite inside
|
|
moves of Kareem Ugrin? Strategy is important, because you'll want a player
|
|
whose talents will complement your own, someone who's going to be effective
|
|
against your opponents. (Again, use the chart "Your Computer Opponents" to
|
|
scope out your opponents' strengths and weaknesses).
|
|
|
|
Your team will always be the HOME team, with the player you control in the
|
|
light blue uniform.
|
|
|
|
ONE PLAYER LEAGUE PLAY
|
|
|
|
This game mode allows you and a computer teammate to play in league
|
|
competition that can take you all the way to the GBA Championship.
|
|
|
|
You first choose a division to play in (North, South, East, or West), then
|
|
play a five-game season against the other five teams in that division.
|
|
|
|
Once you've selected League Play, the computer screen will ask if you want to
|
|
GET TEAM or assemble a NEW TEAM. If you select GET TEAM, you'll continue to
|
|
play with a team you've already created--that is, your current team. Select
|
|
NEW TEAM to create a new team; your old team (if you had one) and its league
|
|
record will be ERASED from the game disk. In other words, you can have only
|
|
one team at a time. (If you try to create a new team and there's already a
|
|
team on the disk, the screen will display the message "Warning: Selecting new
|
|
team will erase your current team.") However, you can go from League Play to
|
|
Exhibition Play without erasing your League Team from the game disk.
|
|
|
|
You'll play a five-game schedule. The computer will select your opponents
|
|
within your chosen division until you've played all five. Playing in the
|
|
easier divisions will of course mean easier games-- until you get to the
|
|
playoffs. At the end of the season, the computer will compare your win/loss
|
|
record with the records of the other teams in your division. If you have the
|
|
best divisional record, or if you're tied for the division lead and have
|
|
beaten your co-leader, you'll advance to the playoffs. The playoff schedule
|
|
is set up so that the easiest division (North) plays the hardest division
|
|
(West) in Game 1; in Game 2, South meets East. The winners from Game 1 and
|
|
Game 2 then meet in the GBA Championship Game.
|
|
|
|
Your Computer Opponents
|
|
|
|
OUTSIDE INSIDE STEALING JUMPING
|
|
Divisions Teams Player #: 1 2 1 2 1 2 1 2
|
|
-------------------------------------------------------------------------
|
|
North Cougars 4 3 4 3 4 3 3 4
|
|
Unicorns 2 5 5 2 2 5 5 2
|
|
Wildcats 5 2 2 5 5 2 2 5
|
|
Sharks 4 3 3 4 3 4 4 3
|
|
Generals 3 3 3 3 3 3 3 3
|
|
|
|
South D - deletes last line entered. if followed by a number, the corresponding
|
|
line is deleted. you can also enter a range of lines. (ex: .Dx,y)
|
|
|
|
.E - allows you to edit last line entered. also can be followed by a number.
|
|
|
|
.H - displays help file for the editor.
|
|
|
|
.I - inserts a line of text, must be followed by a number.
|
|
|
|
.L - lists current content of editor.
|
|
|
|
.N - clears contents of editor and starts over.
|
|
|
|
.O - saves the file directly, does not give chance to edit.
|
|
|
|
.S - same as .O (saves file, skMarvels 4 4 4 5 3 5 5 3
|
|
Hawks 4 5 5 3 3 5 5 3
|
|
Wizards 5 4 3 5 4 4 4 4
|
|
|
|
West Stars 5 5 5 5 5 5 5 5
|
|
Dragons 5 5 5 4 5 5 5 5
|
|
Cosmics 5 5 4 5 5 5 5 5
|
|
Waves 4 5 5 5 5 4 4 5
|
|
Lazers 5 4 5 5 4 5 5 4
|
|
|
|
How to Pass, Shoot, and Move Around
|
|
-----------------------------------
|
|
|
|
Joystick and Keyboard Controls
|
|
|
|
In one-player games against a computer-controlled team, you may use either a
|
|
joystick or the keyboard to move your player around. In two-player games,
|
|
the home team player uses the joystick and the visiting team player uses the
|
|
keyboard.
|
|
|
|
The joystick works as described in "Passing" and "Shooting." The keyboard
|
|
works as shown below; you may use either cluster of keys shown.
|
|
|
|
^ ^
|
|
\ | / \ | /
|
|
Q W E 7 8 9
|
|
<- A S D -> <- 4 5 6 ->
|
|
Z X C 1 2 3
|
|
/ | \ / | \
|
|
v v
|
|
|
|
To move your on-court player in a particular direction, tap and release the
|
|
key corresponding to that direction. Press the <S> or <5> key to stop the
|
|
player. Use the <option> key as your "fire" button to jump and shoot.
|
|
|
|
Passing
|
|
|
|
Naturally, good teamwork means getting the ball to your teammate when he's in
|
|
he open. And to do that, you've got to become a good passer.
|
|
|
|
To pass to your teammate when you have the ball, quickly press and
|
|
immediately release the joystick button. If your teammate has the ball and
|
|
you want him to pass to you, quickly press the button. Your teammate will
|
|
usually pass you the ball, but not always-- after all, any player can become
|
|
a ball hog now and then. Your teammate may also pass the ball to you if he
|
|
sees that you're open, even if you don't press the joystick button-- unless
|
|
you're moving, in which case he'll never pass to you unless you press the
|
|
joystick button. If you pass to your computer teammate while he's moving,
|
|
he'll stop to try to catch the ball.
|
|
|
|
In order to catch the ball you must be directly in line with it. Otherwise,
|
|
the ball will go out of bounds or will be stolen by your opponents.
|
|
|
|
Shooting
|
|
|
|
Shooting Basics
|
|
|
|
When you have the ball and want to make a shot, first hold down the joystick
|
|
button. Your player will begin his shot by jumping and will release the ball
|
|
at the same time you release the button. You must time the release to the
|
|
jump. If you release the ball at the top of the jump, you have a better
|
|
chance of scoring.
|
|
|
|
So your success in shooting depends on your ability to release the joystick
|
|
button at just the right moment. If you look very closely, you'll notice
|
|
that at the very top of his jump, your player will cock his wrist slightly,
|
|
preparing to shoot. It is at this moment that you should release the button.
|
|
If you release the button too early or too late, you will still make some of
|
|
your shots, but a smaller percentage than if you time it perfectly. You
|
|
should also be aware that if you fail to release the button before your
|
|
player comes back to the floor, you'll be charged with traveling (See
|
|
"Penalties"). In addition to your timing, the other factor that will
|
|
determine your shooting percentage is your Player Scouting Report-- that is,
|
|
your rating as an inside and outside shooter.
|
|
|
|
Hook Shots
|
|
|
|
To make a hook shot, you must be downcourt, near the baseline, with your back
|
|
to the basket (as you look at your player on the screen, he must be facing 9
|
|
o' clock or 3 o' clock). With a hook shot, the ball is released as the
|
|
player's arm "hooks" over his head. The advantage of this type of shot is
|
|
that it cannot be blocked.
|
|
|
|
Slam Dunks
|
|
|
|
A slam dunk may be the most satisfying shot in basketball. What could be
|
|
better than actually stuffing the ball through the hoop? To slam dunk, you
|
|
must have a 4, 5, or 6 rating as an inside shooter. You must be at the
|
|
baseline, as far downcourt as you can go, and you must shoot when you're in
|
|
one of three areas: under the basket, half a step left or low post left
|
|
(LPL), or half a step right of low post right (LPR) (see "Zones on the
|
|
Court"). Finally, there must be NO DEFENDERS under the basket. If all of
|
|
these conditions are met, a slam dunk will ALWAYS be successful.
|
|
|
|
Tip-Ins
|
|
|
|
If an offensive player grabs a rebound while directly facing the basket (as
|
|
you look at him on the screen, facing 12 o' clock with his back to you),
|
|
he'll tip the ball in for a basket. As long as the player is facing the
|
|
basket and underneath it, the tip-in will be automatic if you make your
|
|
player jump. Again, only an offensive player can tip the ball in. (In the
|
|
practice mode, either player can tip the ball in.)
|
|
|
|
Rebounds
|
|
|
|
A player can rebound only when he's in the area immediately surrounding the
|
|
basket. To rebound press the joystick button in the same way you do to make
|
|
a shot-- your player will jump for the ball. Timing your jump is the key to
|
|
successful rebounding.
|
|
|
|
Shooting Percentages
|
|
|
|
Nobody can make every kind of shot every time. But you can increase your
|
|
shooting percentage by working on the timing of your release. (Of course, it
|
|
also helps to have a high rating). The following charts show the percentage
|
|
of outside and inside shots you'll make based on the timing of your release
|
|
and your outside shooting ability.
|
|
|
|
Outside Shooting Percentages
|
|
|
|
Outside Rating: 6 5 4 3 2
|
|
|
|
When release is:
|
|
|
|
very early....................10% 10 10 10 10
|
|
|
|
early.........................30% 20 10 10 10
|
|
|
|
a little early................50% 40 30 20 10
|
|
|
|
perfect.......................70% 60 50 40 30
|
|
|
|
a little late.................60% 50 40 30 20
|
|
|
|
late..........................40% 30 20 10 10
|
|
|
|
very late.....................20% 10 10 10 10
|
|
|
|
Inside Shooting Percentages
|
|
|
|
Inside Rating: 6 5 4 3 2
|
|
|
|
very early....................30% 20 10 10 10
|
|
|
|
early.........................50% 40 30 20 10
|
|
|
|
a little early................70% 60 50 40 30
|
|
|
|
perfect.......................90% 80 70 60 50
|
|
|
|
a little late.................80% 70 60 50 40
|
|
|
|
late..........................60% 50 40 30 20
|
|
|
|
very late.....................40% 30 20 10 10
|
|
|
|
3-Point Shots
|
|
|
|
If a player shoots a basket from outside the white 3-point line (see
|
|
illustration on page 21), that basket is good for 3 points instead of the
|
|
usual 2. Successful 3-point shots are based on a player's outside shooting
|
|
rating and the timing of his release. However, if a player shoots from
|
|
outside the white 3-point line, the odds of that shot's being good are only
|
|
half the odds of a regular outside shot. For example, if a 6-rated outside
|
|
shooter releases the ball perfectly from beyond the 3-point line, he has only
|
|
a 35% chance of making that shot.
|
|
|
|
Shooting From Under the Basket
|
|
|
|
Whenever a player shoots directly under the basket, his chance of scoring is
|
|
based only on his inside rating, not on his timing. As long as he releases
|
|
the ball before he's called for traveling, it's assumed that his timing is
|
|
perfect.
|
|
|
|
Notes on Defense: Stealing the Ball and Blocking Shots
|
|
|
|
To steal the ball from the offense, you must "bump" the ballhandler on the
|
|
side on which he's dribbling or holding the ball. Any player's success at
|
|
stealing the ball will be based on his rating at STEALING-- see "The Scouting
|
|
Report."
|
|
|
|
To block a shot, move in close to the ballhandler and press your joystick
|
|
button to jump just as he goes up for a shot. Your success in blocking the
|
|
shot will depend on how close you are to the ballhandler and your rating at
|
|
JUMPING-- see "The Scouting Report."
|
|
|
|
Your Computer Teammate
|
|
|
|
Your computer teammate is an intelligent player. If he's under the basket,
|
|
he'll shoot. If he sees that you're open under the basket, he'll pass the
|
|
ball to you. If the block is about to run out (either the 24-second shot
|
|
clock or the quarter clock), he'll shoot if he has the ball. If he's being
|
|
covered and he realizes he can't drive to the basket, he'll pull up and shoot
|
|
from as close as he can get.
|
|
|
|
Remember, just as in real basketball, the key element in Two-On-Two is
|
|
teamwork. Your computer teammate is designed to work with you to beat your
|
|
opponents. Not matter how good you are as an individual player, you'll never
|
|
make it to the GBA Championship unless you learn to play as a team.
|
|
|
|
The Player Draft
|
|
----------------
|
|
|
|
After you've rated your abilities, you get to draft a computer-controlled
|
|
teammate. In the two-player mode, each player gets to draft a computer
|
|
teammate unless you're playing the TWO PLAYER TEAMMATES option. You have ten
|
|
players from which to choose, each patterned after a real basketball
|
|
superstar.
|
|
|
|
When the player draft screen appears, you'll see ten names in white letters,
|
|
with the two "pointer" basketballs on either side of a name. Use your
|
|
joystick to line up the basketballs next to the name of the player you want,
|
|
then release the joystick and press the joystick button. This will highlight
|
|
your choice in yellow. Finally, move the balls down to the word CONTINUE and
|
|
press the joystick button to go to the next screen.
|
|
|
|
Your Superstar Teammates
|
|
|
|
Here are the computer stars you can play with:
|
|
|
|
Magic Lyndon. One of the best players in the game, famous for his
|
|
sleight-of-hand passing. Now you see it, now you don't. Magic provides that
|
|
extra magic that can take you all the way to the GBA Championship.
|
|
|
|
Jerry Orr. A consistently high scorer, Orr has been known to score over 50
|
|
points in a game. He knows how to draw fouls from opponents and almost never
|
|
misses from the free throw line.
|
|
|
|
Elgin Cutter. Some say he's the best pressure player in the game. He once
|
|
scored 61 points in a GBA playoff game-- a record. Cutter has some deadly
|
|
inside moves.
|
|
|
|
John Madland. An excellent defensive player. When Madland's on the court,
|
|
expect lots of turnovers. Also a dynamite outside shooter.
|
|
|
|
Larry Berg. If you want a teammate who can do it all, Berg's your man. A
|
|
real team player who knows how to win. Great all-around abilities. Berg can
|
|
shoot and pass with either hand. He received the GBA Most Valuable Player
|
|
Award two years in a row.
|
|
|
|
Kareem Ugrin. Some say he's getting too old, but Ugrin seems to just get
|
|
better. A great inside shooter with an almost unstoppable hook shot, Ugrin
|
|
recently became the highest scorer in GBA history. He's also a ferocious
|
|
rebounder.
|
|
|
|
Walt Barnett. A superb rebounder and one of the best defensive players
|
|
around.
|
|
|
|
Julius Keith. Dr. K. When he's not selling basketball shoes or soft drinks
|
|
on TV, Keith can be found driving defenders crazy on the court. He averages
|
|
over 30 points a game and has some of the best moves in the game.
|
|
|
|
Oscar Dunbar. A player with all the right moves, Dunbar is considered the
|
|
best guard of all time. A great player at any position, he's equally adept
|
|
at inside and outside shooting.
|
|
|
|
Wilt Dulmage. a.k.a. Wilt the Tilt. This man is great at blocking shots and
|
|
coming down with the ball. Also one of the few unstoppable inside shooters.
|
|
|
|
The Super Teammate Player Draft chart rates the talents of your computer
|
|
teammates. The numbers indicate their skills at inside and outside shooting,
|
|
dribbling, stealing, quickness, and jumping. Unlike the ratings for
|
|
yourself, these are fixed. Because all these stars are excellent players,
|
|
they rate no lower than 4. A 6 is the highest rating a player can have.
|
|
|
|
Notice that the total within each grouping (Inside and Outside, Dribbling and
|
|
Stealing, and Quickness and Jumping) totals 10 for your superstar teammate,
|
|
as opposed to 8 for your other player.
|
|
|
|
Superstar Teammate Player Draft
|
|
|
|
THE PLAYERS: Outside Inside Dribbling Stealing Quickness Jumping
|
|
|
|
Magic Lyndon 5 5 5 5 5 5
|
|
Jerry Orr 6 4 5 5 6 4
|
|
Elgin Cutter 4 6 5 5 6 4
|
|
John Madland 6 4 4 6 5 5
|
|
Larry Berg 6 4 4 6 4 6
|
|
Kareem Ugrin 4 6 5 5 4 6
|
|
Walt Barnett 5 5 4 6 4 6
|
|
Julius Keith 4 6 6 4 5 5
|
|
Oscar Dunbar 5 5 6 4 5 5
|
|
Wilt Dulmage 4 6 4 6 4 6
|
|
|
|
Calling Plays
|
|
-------------
|
|
|
|
In all the game modes except two-player teammates, you must choose an
|
|
offensive and defensive alignment every time you're on offense or defense.
|
|
The PLAYCALLING SCREEN comes up whenever there's a change of possession
|
|
because of a basket, steal, defensive rebound, or penalty.
|
|
|
|
Although the game is actually played on a full court, you see only half the
|
|
court at a time. Every time there's a change of possession or a basket is
|
|
good, the players run down the court and the offense brings the ball up from
|
|
mid-court.
|
|
|
|
The playcalling screen replaces the scoreboard for about seven seconds while
|
|
the players automatically run down the court and bring the ball back into
|
|
play. The playcalling screen disappears when the ball handler crosses center
|
|
court. So you have seven seconds to select a play. If you fail to select a
|
|
play, the computer will automatically pick one for you. (On defense the
|
|
computer will pick LOW ZONE (LZN) and on offense it will pick BASKET (BKT)).
|
|
|
|
The playcalling screen is divided into OFFENSE and DEFENSE. For offense the
|
|
screen shows a picture of your joystick surrounded by the abbreviations BKT,
|
|
RHT, TOP, LFT, and SCRN, which stand for the five offensive plays you can
|
|
choose from. For defense the screen shows a picture of your joystick
|
|
surrounded by the abbreviations LZN, HZN, MMD, and MML, which stand for the
|
|
for defensive alignments you can choose from.
|
|
|
|
You select a play by moving your joystick forward, back, right, or left to
|
|
"point to" the play you want: forward for BKT or LZN, back for TOP or HZN,
|
|
right for RHT or MMD, and left for LFT or MML. On offense you can also use
|
|
the joystick button if want to select the SCRN play.
|
|
|
|
If you've called a play, but change your mind while the playcalling screen is
|
|
still visible, simply push the joystick in the direction of the new play you
|
|
want. Whenever you call a play, you'll hear a tone at the same time the word
|
|
OFFENSE or DEFENSE flashes.
|
|
|
|
Whenever you call a play, whether on offense or defense, you are telling your
|
|
computer teammate what to do.
|
|
|
|
Following is a complete rundown of the plays. It will help you to understand
|
|
the plays if you also study "Zones on the Court"
|
|
|
|
Zones on the Court
|
|
|
|
Baseline
|
|
__________________________________________
|
|
| LPL | BKT | LPR |
|
|
| | | |
|
|
| | <- Key -> | |
|
|
LFT | | | | RHT
|
|
| HPL |______________| HPR |
|
|
| \ / |
|
|
| \ TOP / |
|
|
| \__________/ |
|
|
\ /
|
|
\ /
|
|
\ /
|
|
\ _________________________________/
|
|
^
|
|
3-point line __|
|