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