675 lines
31 KiB
Plaintext
675 lines
31 KiB
Plaintext
* From: rsvanc00@nx14.mik.uky.edu (Randolph S. Vance)
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* Newsgroups: rec.games.video.arcade
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* Message-ID: <rsvanc00.745701237@mik.uky.edu>
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* Date: 18 Aug 93 19:13:57 GMT
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* Organization: University Of Kentucky, Dept. of Math Sciences
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How to WIN at NBA JAM!
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by
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Randolph S. Vance
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and
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William G. Henderson
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E-Mail: RSVANC00@mik.uky.edu (NeXT Mail)
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WGHEND00@mik.uky.edu (NeXT Mail)
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Version 1.13
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Revised: August 18th, 1993
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----------------------------------------------------------------------
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Introduction.
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Are you tough enough to take on all 27 of the NBA teams? If you think you are,
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get set for the most intense basketball video game you'll ever play!
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----------------------------------------------------------------------
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History.
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Version 1.0: The original FAQ as posted by Carl Chavez. Informative but
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some parts about power-ups were inaccurate.
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Version 1.1 and 1.2: Corrected versions by Randolph Vance and Greg Henderson.
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We updated the information on how to do power-up tricks. These versions
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are unpublished and unposted, but if you go to the Kentucky Arcade, you
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might find a hard copy we printed of these versions. Some of which were
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HIGHLY INACCURATE, especially about the Tank Game.
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Version 1.3: Posted May 1st, 1993. Corrections on some of the power-up
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tricks, especially on how to do the Tank Game and the Fair Shake.
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Version 1.4: Posted May 4th, 1993. Updates information on "HE'S ON
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FIRE!", as well as informing of the new special guest star, Petro.
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New sections, the Rumor Mill, and this History.
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Version 1.5: Posted May 4th, 1993. Overall revision of 1.4.
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Version 1.6: Posted May 5th, 1993. Confirms code for Defensive + Intercept
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powerup at one time.
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Version 1.7: Posted May 10th, 1993. Another all-around revision, this time
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of 1.6, as well as what happens if you win the game by defeating all 27
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NBA teams. Also information on how to milk the clock. How you can tell if
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the NBA Jam machine you play on is in need of an upgrade, today on ROBERTO!
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Version 1.8: Posted May 19th, 1993. Three new Special Guest codes, plus
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information on abilities of Special Guests. Yet another revision. Man goes
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beserk and kidnaps nineteen Game Show Hosts with slice of Lime, film at 11!
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Version 1.9: Posted May 24th, 1993. Actually nothing new from last time, but
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lots of rumors from between postings.
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Version 1.10: Posted June 8th, 1993. New power-up combinations.
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Version 1.11: Posted July 6th, 1993. Information on more power-up tricks.
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Version 1.12: Posted July 20th, 1993. The first post VG&CE article FAQ.
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New Codes, Tony Scott.
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Version 1.13: Posted August 18th, 1993. Overall update of 1.12
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----------------------------------------------------------------------
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A Special note.
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Greg and I wish to dedicate this version of the FAQ to the late
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Drazen Petrovich of the New Jersey Nets. The 11th leading shooter overall
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in the NBA will definatly be missed.
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This version is also dedicated to the late Reggie Lewis, of the Boston Celtics, who passed away on July the 27th, 1993. To you and Drazen, we hope to keep
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your memories and your spirit alive in NBA JAM!
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We also would like to pay our respects to the late James Jordan, father
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of basketball superstar Michael Jordan, whose senseless death will
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be felt by us all forever.
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Rumor mill.
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The Rumor mill is where untested or unconfirmed reports of power-up's or
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other things go. Stuff in the Rumor mill will be tested by us, to see
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if they do indeed work, or if we can confirm their existance of them by
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asking Mark Turmell. Something of note, Mark Turmell denies the existance
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of Second Fatality moves in Mortal Kombat, classifying them under Vaporware.
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I talked with Mark and asked him the big question; Is there a bug with the Offensive Power-Up. I asked if he could test it and look at the Assembler
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Code for the game and he reported that there was no bug. I am wondering
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if I may be in error when I say tap turbo 21 times, when it could
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be a matter of tapping ANY button 21 times. I'll report back what I
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find when I test my theory at the arcade.
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As for Mark reading the Net, he now has more or less a direct news
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so now he can read all the latest posts. This means he is keeping a close
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eye on all your suggestions. After talking with Mark, and discussing new
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ideas I'd like to see in a sequel, he said to post a notice and get
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people interested in serious suggestions for improvements and power-ups for
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NBA JAM II. Mark has said that if he likes the idea, not only will he put
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it in NBA JAM II, he'll also give the person who suggested it credit
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on the Design Team screen.
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I talked with Turmell and asked him if Todd McClearan was in the game
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as a special guest character. He confirmed my suspicions, but again, would
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not divulge the information. Todd was another street ball player from Chicago
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who helped model the digital players.
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PLEASE DO NOT CALL MIDWAY OR VG&CE AND ASK FOR CODES! They are trying to build
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interest in the game, to keep from slipping in the polls. It's like when
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Mortal Kombat was out for a while, play was low and Midway released the
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info about Reptile Man. Voila! Renewed interest! Part of the game
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is the process of discovering the female codes. It'd be no fun if you
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called Turmell and asked him, and 24 hours later, your neighbor's
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nine-year old nephew knows the codes.
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Other rumors have been circulating on different ways to do power-up's.
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All the power-ups that are listed here are either given to us by Turmell,
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or have been confirmed to work by either Turmell or by us. Consider this
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FAQ posting to be the FINAL WORD. Anyone else telling you another way to do
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these tricks may be lying just to look big, your mileage may vary.
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NBA JAM is being developed for the 16 Bit Home System markets, there are
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versions coming out for the Super NES and Genesis that Mark is working on.
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They showed a 25% completed version of Super NES NBA JAM, and it looked
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very promising. Hell, I'd consider getting a Super NES if NBA JAM turns
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out as good as it does in the Arcades.
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Speaking of NBA JAM for the home, VG&CE and Midway are GIVING AWAY a
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$4,000 NBA JAM machine in a contest. Just mail in your name, address
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and age on a postcard and get it in by October 1st to this address:
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NBA JAM Contest
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c/o VG&CE
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9171 Wilshire Blvd., Suite 300
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Beverly Hills, CA 90210 (No joke)
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Employees of Midway, VG&CE, Larry Flynt Publications, their subsidiaries,
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and their immediate families are not eligible. Void where prohibited,
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No purchase necessary.
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Before you play.
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NBA JAM is an multi-coin game, so make sure it's worth it for you. Some
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arcades have their machine set at one coin per period, others may have more.
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Look to spend a dollar to two per complete game, depending on location.
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Also, ask your arcade owner about the version of NBA Jam they own. Versions
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of NBA Jam that have been released to arcades are 2.0 and above. There
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are some minor bugs in Version 2.0 that regard the machine swallowing up
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an occasional coin and not giving a credit, and also problems with the
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Tank Game killing off players and ending a regular game, along with correcting
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a jersey color problem with special guests. Our arcade has two NBA Jam's
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that were Version 2.0. Recently, the owner has put in 3.0 update chips that
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correct the credit problems, fixes the jersey color of special guests and
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prevents games from ending at the Tank Game. Our arcade owner recommends to
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everyone with 2.0 release machines that they contact their distributor as
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soon as possible and obtain and install 3.0 update chips. The coin swallowing
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problem is also another annoying bug in the Williams game Smash TV. If you own
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a Smash TV original machine or kit, check with the distributor for possible
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update chips. Some assembly required, batteries not included.
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Here is a simple test to see if your machine is 2.0 or 3.0. Put in enough
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for one period of play. Enter the Turmell code, MJT, March 22nd. If Turmell
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is in a purple color Lakers uniform, you are on a 2.0 machine. Inform the
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owner of this fact, tell them of the necessary upgrade chips and how obtain
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them through the distributor.
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If Turmell is in the color jersey of the team you select, such as a red
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jersey for the Bulls, you are on a 3.0 machine.
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If you play in a 2-on-2 complete game, usually four to eight dollars, the
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winning two player team gets to stay on for free to face the next two people
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or the Computer.
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It is always best to enter your initials for the record keeping. If you play
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in a four player game, and some dumb newbie selects NO for entering initials,
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cold-cock him!
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Enter your initials, followed by your birth month and birth date. This tells
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the Computer who you are. If you have never played before, there will be no
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record available of your statistics. If you have, the computer will show you
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your record and winning percentage, followed by a streak of wins, if any,
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and an update of your last complete game. Only complete games count in
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records, partials do not.
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Pick your team carefully. The 27 teams are made up of two of the best and
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brightest of the NBA, although Jordan isn't available for the Bulls.
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Each team has their strenghths and weaknesses. i. e. the Sacramento Kings
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have a good dunker with Spud Webb, and a good three point shooter with
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Tisdale, but they are slow. Golden State has an excellent three point
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shooter with Mullin, and a fair dunker. Orlando has a terrific three
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shooter (Skiles) and a terriffic dunker (Shaq), but they have worse speed
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than Sacramento. In my opinion, the three teams with the best balance are
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Charlotte, Chicago, and Atlanta.
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People have been buzzing about, "Well, where's Michael Jordan?".
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The official word from Turmell is that Jordan is NOT in the game. Neither
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is Magic Johnson, who is rumored in the machine also. Reason being that
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Midway got a blanket deal to carry two people from 27 teams, and that they
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were VERY lucky to get Shaq. Michael Jordan and Magic Johnson apparantly are
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seperate entities from the NBA Licensing, and so, would be entitled to more
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money than it appears Midway had.
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1. Basic Moves
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TO PASS: Press pass. Press turbo and pass to throw a quicker, safer pass.
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TO SHOOT: Hold the shoot button down. Shot is more accurate when player
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is at the peak of the jump.
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TO HEAD FAKE: Tap shoot button once. Unfortunatly, your Computer drones
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will shoot if you do this while they have the ball.
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TO DUNK: Hold shoot when running. Hold turbo and shoot for a super dunk.
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(More on Super Dunks in Section 2.)
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TO LAY UP: Hold shoot for a short time when running.
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TO THROW ELBOWS:
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1) Tap turbo twice.
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2) Tap shoot repeatedly (head fake seems to include an elbow throw).
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TO STEAL:
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1) Tap steal to knock ball away.
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2) Tap steal and turbo to knock OPPONENT down.
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TO BLOCK: Hold shoot button to jump. Hold turbo and jump to jump higher.
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TO REBOUND: This is automatic if you're close enough; otherwise press shoot
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and point toward the ball.
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TO ALLEY OOP: Easier to do with two player teams. The player without the ball
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moves under the basket and holds shoot (to jump). Meanwhile, the ball handler
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presses turbo and pass to throw to the jumping player quickly.
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----------------------------------------------------------------------------
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2. Special Techniques
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To reject a dunking player, it's best to wait until the dunker has reached
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the peak of his jump before you jump to block. For example, if Barkley
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starts a cannonball dunk, wait until he's coming down before you press
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turbo and jump. Also, make sure you're in front of the player and near
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the basket.
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Another way to reject a dunker is to knock him down (turbo and steal) if
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it's a low dunk like an "easy jam".
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To block a shot, you need to jump at the same time you believe the shooter
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will jump. I usually let the shooter shoot while I'm in his face (but not
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jumping) and then I'll grab the rebound (or my teammate will). It is
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possible to block the buzzer 3-point attempt. Right after the ball is passed
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inbounds press turbo and jump and point toward the shooter.
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To steal, there are three good techniques:
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1) stick close and press steal a lot. This is not my technique, so
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say much about it, but it seems to work well for others.
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2) knock 'em down. It's more fun, and can be done continuously
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to computer opponents until they drop the ball.
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3) let a player shoot while you're near their basket, and jump
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before it gets there. Hopefully you won't get called for goaltending.
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To rebound, there are two good techniques:
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1) press shoot to jump toward the ball AFTER it has hit the rim or board.
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2) knock down opposing players near the ball so you can grab the ball off
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the floor.
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If you are close enough to the ball your player will jump automatically to
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rebound.
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SHOOTING: Try to have a screen when you're trying to shoot. There seems to be
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a pattern with the computer in which you can usually go 3/4 down the court
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and have a screen for the 3-point shot if you let your computer teammate
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run ahead of you. This is great for players like Mullin...
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Head fakes work great. Make sure you mix in a few elbow throws though, or
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you may be knocked down.
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If you're doing an easy jam with an opponent nearby, it's best to pass to
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your teammate in mid-dunk. He's usually open and you won't have to worry
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about getting knocked down.
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SUPER DUNKS: Several different dunks - YOU MUST BE MOVING TO DUNK!
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Easy jam: close to basket, hold shoot.
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"Look out!" (360 dunk): near the second tick on the key, hold shoot.
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Two-handed jam: from close and above the basket, hold shoot.
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Tomahawk jam 1: from close and below the basket, hold turbo and shoot.
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Tomahawk jam 2: from the middle of the key, hold turbo and shoot.
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Tomahawk jam 3 (windmill): from 3/4 length of key (bottom of circle), hold
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turbo and shoot.
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Cannonball slam (fireball): from top of circle, hold turbo and shoot.
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Really high 720 slam (also the "Tarzan yell" slam or "helicopter rotor" slam):
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from a corner of the key, or from outside the key near the third tick mark
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on the key, hold turbo and shoot.
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Weird slam (don't know what to call it; he puts his knees up and spins 2 or 3
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times): from outside the key near 2nd or 3rd tick on the key, hold turbo
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and shoot.
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Spreadeagled slam: From middle of key, hold shoot.
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Really high behind the back slam (similar to easy jam): from middle of key,
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hold shoot.
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The dunk where the dunker hangs on the rim: near third tick on the key
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(but outside the key), hold turbo and shoot.
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In mid-dunk, if your teammate is open, you can pass the ball back to them by
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pressing pass. Then, they can take an easy three!
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In the fourth quater and in any overtime periods, you can break the backboard
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in a spectacular display with any specialty dunks.
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When time is running out in the period, dunking isn't a good option. If time
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runs out in mid-dunk, you made a "bad decision". ;)
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MILK THE CLOCK: In a one-player or a two person team vs. the Computer, you
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can burn seconds off a clock and keep a lead from changing as quick as it can
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if you play fast break basketball. If you have a lead of four points or more,
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and get the basketball from a basket or goaltend, get the ball, stay at your
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end of the court, hold your position, stay for as long as you can. The
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Computer will stay in it's position and do nothing until the Shot Clock counts
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down below 5, then it will force you to take your move. At 6 seconds, quickly
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pass to your teammate if he's open, or if you are, take a shot. Even if you
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miss, you get better a better shot at rebounding, then you can get the ball,
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pass back to the man in backcourt, and milk the clock again. This trick works
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best in the fourth quarter.
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"HE'S ON FIRE!": When a character makes three consecutive shots in a row,
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he is said to be "on fire". After that, all his future shots will stand
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a much more improved chance of entering the basket, although I have seen
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some miss while on fire. You can really open up a lead when on fire by
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launching three after three. You will stay "on fire" until the other team
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makes a shot go in their basket.
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When you're on fire, to stay on fire, work in the back of the court,
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goaltend any layups or three-pointers, steal and rebound when possible.
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This also works if you're "heating up", i. e. you've made two shots in a
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row and need a third to go on fire. Plus, when you're on fire, you have
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the advantage of unlimeted turbo power, even if you're the kind of player
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that holds down turbo during a game.
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When someone else in on fire, the best way to get them off fire is to dunk
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the basketball.
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You don't stay on fire forever, you lose it after a period of time. A rather
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long time, it seems, usually 30 points, but you do lose it.
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---------------------------------------------------------------------------
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3. Secret Codes.
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All secret codes are done before the Tip-off, when the announcer says,
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"Tonight's match up: (Team) versus (Team)" and continued right up until
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the tip-off. You can use these codes and power-up your computer teammate,
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or if you feel in a particularly evil mood and see someone on the machine
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you don't like, you can power-up his Computer opponents.
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BIG HEAD: Hold joystick up and hold down Turbo and Steal at "Tonight's
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match up". Gives your player a head three times larger than normal. Some
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arcades might have their machine set to have Big Head permanently on, as it
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is also an operator-adjustable feature, therefore, doing this on such a
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machine will turn Big Head off.
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POWERUP DEFENSE: Tap Steal or Block eight times when it says "Tonight's
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match up". Eight times only. Gives you extra defensive power.
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POWERUP INTERCEPT: Hold down joystick and hold down all three buttons during
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"Tonight's match up". Gives you extra intercept power.
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POWERUP OFFENSE: Tap Steal or Block 21 times at "Tonight's match up".
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21 times only. Gives you extra offensive power. This is a VERY DIFFICULT
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power-up to get, so be patient.
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POWERUP DEFENSE AND INTERCEPT:Through trial and error, I have FINALLY
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got the formula for Defense-Intercept combo power-up.
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At "Tonight's Match-Up", tap the shoot button seven times, then all at
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once, hold down the joystick and all three buttons. This is one method,
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there may be more to get Powerup Defense and Intercept.
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POWERUP DEFENSE AND BIG HEAD: Tap turbo six times, hold turbo and steal,
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then hold the joystick up at "Tonight's match-up".
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FAIR SHAKE AND POWERUP INTERCEPT: Tap turbo seven times, then hold the turbo,
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pass and shoot buttons, then hold the joystick down.
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FAIR SHAKE AND BIG HEAD: Press turbo eight times, then hold turbo and steal
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down, and hold the joystick up.
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*Another way to do dual power-ups would be to enter the code for one
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first, then while time remains, enter another code.
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FAIR SHAKE: Tap turbo ten times when it says "Tonight's match up".
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Turns off the computer's rampant cheating. This only works in four-player
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games, three player games or two player games where they compete against each
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other. It will say at the tip off, "All computer assistance turned off"
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This will stop the computer from subtracting a percentage point from
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your shooting percentage for every point you lead by and increasing the
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shooting percentage for the team behind.
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The Fair shake can ONLY be done in Human vs. Human (1-on-1, 1-on-2, 2-on-2)
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games and ONLY on machines that are version 3.0 or greater. This cannot
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be done on an empty space, a paid player must be the one doing this trick.
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Why do this? Well, if you have a BIG lead over 20 points versus an opponent,
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the Computer will try to balance out things by making your opponent's
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shots go in better, while making you go ice cold. ("Can't buy a bucket!")
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This happened to me when I played Mullin in a one-player game versus
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Minnesota. Very early in the first quarter, I went on fire and opened
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a 21-5 lead. Then, in the second quarter, I went cold, lost the big lead
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and the Computer kept a balance until the last quarter. I couldn't make
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any shot during the last minute of the game and lost by 5 points. *sigh* :(
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SHOOTING PERCENTAGE: At "Tonight's match up", spin joystick clockwise and
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rapidly tap all three buttons at once until tip-off. Whenever anyone takes
|
|
tap all three buttons seven times each until tip-off. When anyone takes
|
|
a shot (not a dunk), a small number between 01% and 99% will show below the
|
|
credit counter.
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|
|
|
This is the percent chance your shot has on going in. I have seen some
|
|
01% to 05% shots from LONG range go in with nothing but net, and I have also
|
|
seen some 99% percent layups miss horribly off the mark, so don't take the
|
|
percentage at it's value all the time. It is now known what "Learning Mode 2"
|
|
is, so we know it doesn't matter if more than one person does this.
|
|
|
|
On older versions of NBA Jam (2.0 and earlier) the Computer would flash the
|
|
message, "Shot % display activated". On versions that are 3.0 and later,
|
|
the Computer will say, "Shot % display activated - Learning Mode 2".
|
|
The Shot Percentage IS Learning Mode 2.
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|
|
|
This is the other powerup that can only be done by a paid player.
|
|
|
|
There is a Learning Mode 1 and a Learning Mode 3. Mark Turmell would not
|
|
tell us what they are or how to get them. A small hint about the Shot
|
|
Percentage, it shows a consistent pattern from any given spot on the
|
|
court. In other words, Petrovich is consistently 50-55% from one spot
|
|
and may be 10-15% from another.
|
|
|
|
Your shot percentage is affected by the following things, being on fire,
|
|
proximity to basket, defence you face, and the lead of the game if the
|
|
computer assistance isn't turned off.
|
|
|
|
DESIGN TEAM SCREEN: The Design Team screen will cycle through normally
|
|
once every 10-15 minutes when no one is playing, but a shortened version
|
|
of the Design Team Screen can be done in this manner. Hold down
|
|
all three buttons on Players 1 and 2 side, and hold the joysticks up
|
|
at the same time. Then, you have to time this right, release all buttons
|
|
at once, and pull down on both joysticks at the same time. The Design Team
|
|
screen will come up, cycle out, then show the current version of the game.
|
|
|
|
SPECIAL GUEST STARS:
|
|
|
|
There are 18 Special Guests in NBA JAM, there were plans for lots more
|
|
of Special Guests, including Godzilla, Dennis Rodman of the Pistons,
|
|
Jim Jackson of the Mavs, Raiden of MORTAL KOMBAT!!!! But, to save memory
|
|
and to make the game more challenging, the final cut was brought down
|
|
to 18. 13 are made public, in this guide, and in VG&CE August '93.
|
|
Five did not wish to make their codes public, including Felecia Turmell,
|
|
Lorainne Olivia and Kerri Kendall Hoskins. (Yes, three females) You
|
|
should check out the cover of VG&CE, in the corner is a shot of Kerri
|
|
taking it to the Hoop for a SUPER JAM, and knocking down Sir Charles
|
|
in the process!
|
|
|
|
The Special Guests are people who either work for Bally/Midway/Williams
|
|
in production of this game, or some of their good friends.
|
|
|
|
In machines that are Version 2.0, the special guests had their own jerseys,
|
|
but in 3.0, that has been fixed so that they wear the teams jersey. This
|
|
was a rather confusing bug, especially if you picked the Lakers to go against
|
|
Two Turmells on Charlotte. Turmell's jersey color was that of the Lakers,
|
|
although his favorite team is the Detroit Pistons. He made them the
|
|
strongest team on NBA JAM. :)
|
|
|
|
They can be found by entering their initials and birthdate before picking
|
|
teams. Though it may seem that the Special Guests inherit the stats of the
|
|
person they substitute for, the Special Guests seem to have their own
|
|
advantages and disadvantages over the character they substitute for.
|
|
We haven't yet found out the advantages and disadvantages for all the
|
|
special guests, those we know, we've listed. We'll put in the next
|
|
posting the complete list of advantages and disadvantages.
|
|
|
|
TURMELL: Enter MJT and the birthdate March 22nd. Mark J. Turmell is
|
|
the main designer and programmer for NBA JAM. Look for improved three
|
|
shooting, but at a slight cost of dunking and defense. We recommend you put
|
|
Turmell on in place of Mullin for the Golden State Warriors.
|
|
|
|
AIR MORRIS: Enter WIL and the birthdate January 1st. On older versions,
|
|
you may have to wait for seven seconds before entering January. You can look
|
|
for improved dunking ability, but at the cost of three shooting. You can
|
|
substitute him for any good dunking player. Try him in place of Shaq.
|
|
Also look on the scoreboard during periods for the ad for Air Morris.
|
|
The scoreboard will show his face in a side profile, a single shoe and
|
|
a jet plane.
|
|
|
|
CARLTON: Enter JMC and the birthdate August 5th. He's kind of small, so we
|
|
suggest you put him on in place of Spud Webb.
|
|
|
|
DIVITA: Enter SAL and the birthdate February 1st. Sal Divita did the artwork
|
|
for NBA Jam, as well as some graphics work on Mortal Kombat. All around, expect
|
|
more speed defensively and offensively from Divita.
|
|
|
|
GOSKIE: Enter TWG and the birthdate December 7th. During the game, he looks
|
|
an awful lot like U. K. Basketball player Gimel Martinez, but that might be
|
|
just my imagination.
|
|
|
|
HEY: Enter JWH and the birthdate Sept. 20th. This is Jon Hey, another
|
|
familiar face on the Design Team screen, the one in the checkered shirt
|
|
and glasses, sticking his tongue out to the rest of the world.
|
|
|
|
HOWARD: Enter HOW and the birthdate July 15th. Yes, this is the same Howard
|
|
that played basketball for the DePaul Blue Devils, now on the Utah Jazz.
|
|
If you play the Jazz with him, put him on in place of Karl Malone.
|
|
|
|
LIPTAK: Enter SL(space) and the birthday June 24th. Shawn Liptak is the one
|
|
on the design team screen with a basketball for a brain.
|
|
|
|
NEWCOMER: Enter JRN and the birthday June 18th. On the Select Team screen,
|
|
look for him in a yellow T-shirt, glasses, mustace and beard.
|
|
|
|
OURSLER: Enter SNO and the birthdate January 3rd. Turmell didn't know
|
|
who I was talking about at first, but when I told him we nicknamed him
|
|
"Snowman", because of his initials, he knew INSTANTLY who we were
|
|
talking about On the Select Team screen, where you'll see Goskie in place,
|
|
he'll bear a strong resemblance to old-time movie comic Oliver Hardy, with
|
|
mustache and Derby Hat. He even wears the hat while he's playing the game,
|
|
you can see this if you have Big Head set.
|
|
|
|
PETRO: Enter GNP and the birthdate October 8th. George N. Petro is the main
|
|
designer of Terminator 2: Judgement Day.
|
|
|
|
RIVETT: Enter RJR and the birthdate January 17th. Jamie Rivett helped with
|
|
the AutoStat portion of NBA JAM.
|
|
|
|
SCOTT: Enter TON and the birthday July 3. Tony Scott, another of the
|
|
Chicago Street Basketball elite, helped with digitizing the player movements
|
|
and performed many of the special dunks.
|
|
|
|
As of this revision, these are the thirteen confirmed special guests.
|
|
|
|
Special guests, such as Felecia Turmell, Lorainne Olivia and Kerri Hoskins
|
|
DO exist, but they did not wish to have their codes made public at this
|
|
particular time.
|
|
|
|
We are changing the policy on discovery of Special Guests.
|
|
|
|
If you know of any more guests, send us E-mail about them ONLY.
|
|
DO NOT post new codes, unless you can guarantee their authenticity. This
|
|
Prodigy fiasco recently brought a lot of complaints to me. :(
|
|
|
|
TANK GAME: Players 1 and 2 hold down all three buttons and hold down joystick
|
|
at "Tonight's match up". Player 1 enters tank game, controls tank with
|
|
joystick; left, right, forward, reverse, fires at tanks with any button.
|
|
If your tank gets hit too many times, the message, "You are dead!" flashes on
|
|
the screen, so be alert. Spectre or Battlezone players should have no
|
|
difficulty. Shot tanks make the sound of a backboard breaking.
|
|
If Player 1 survives long enough in the Virtual world, the game will say
|
|
"All players powerup". After the Tank Game, the basketball game should start
|
|
normally, plus any powerups, i. e. everyone has big head, defensive,
|
|
offensive, intercept power-ups, shot percentage is on in Learning Mode 2.
|
|
|
|
Version 2.0 machines can end the game at this screen, much to the dismay
|
|
of other players, especially if everyone has put in for a full game. And
|
|
if this happens, the winners don't stay for free, because there weren't
|
|
any winners. 2.0 machines can also end the game if the messages,
|
|
"All players powerup!", "You survived!", pop up.
|
|
|
|
NBA Jam machines that have a Version 3.0 update chip installed will no
|
|
longer end the game if the screen says, "You are dead!", nor end it if you
|
|
survive long enough to get "All players powerup!". On 3.0 machines, there
|
|
will be no message, "You survived!". Instead, it will just give you the
|
|
message "All players powerup!", then fade out and fade in the tip-off.
|
|
|
|
---------------------------------------------------------------------------
|
|
4. Winning the game.
|
|
|
|
If you beat all 27 teams, you are in for a treat.
|
|
|
|
Besides the two babes who offer you congratulations.
|
|
|
|
According to Turmell, one who has beaten all 27 teams can then face
|
|
off with the computer in new challenges.
|
|
|
|
The code checks to see if you have defeated all 27 teams.
|
|
If you have, the random chance of getting an All-Star team is a 5% chance
|
|
that you will get the random two All-Star team. This assumes you have
|
|
only a one-player game or you are playing with a teammate who has also
|
|
defeated all 27 teams.
|
|
|
|
As has been said before, there may be a problem in the code with this
|
|
feature. If you GET an All-Star team, by all means, tell us in DETAIL
|
|
what you see, along with conditions at the time you got it.
|
|
|
|
---------------------------------------------------------------------------
|
|
5. Special thanks go to:
|
|
|
|
Mark J. Turmell, at Williams/Bally/Midway in Chicago for answering every
|
|
question we had about NBA JAM.
|
|
|
|
People keep asking us, "Wow, you know Turmell? What's his number?"
|
|
I made a promise to Mr. Turmell not to give out his number to the Net.
|
|
I don't think he wants people calling him on the horn all the time, but he
|
|
does appreciate the Net, and our work to produce this, and the pats on the
|
|
back he's gotten from everyone for the great job he did on this game.
|
|
(Yes, he HAS seen this FAQ! :)
|
|
|
|
Ed Boon, also of Williams/Bally/Midway for correcting us on the Special
|
|
Guests and their duties at W/B/M. :)
|
|
|
|
foregone@u.washington.edu (Carl Chavez) for providing us with the bones
|
|
of the FAQ, where we corrected some general errors, along with providing
|
|
information on new power-up tricks.
|
|
|
|
jimhsu@athena.mit.edu (Jim Hsu) for helping us with info on turbo and fire.
|
|
|
|
Jon.Taylor@uuserv.cc.utah.edu (Jon Taylor) for giving us five new
|
|
Special Guest codes!
|
|
|
|
justin@seas.smu.edu (Justin Anderson) for providing us with the code
|
|
for Petro, as well as the confirmed Defensive and Intercept power-up
|
|
code combination, along with the new power-up combinations! :)
|
|
|
|
eric@parcplace.com (Eric Ching) for providing Shawn Liptak's code. :)
|
|
|
|
spam@ccs.northeastern.edu (The Immortal Spam / Eric Holma) for providing
|
|
Carlton and Newcomer's codes, although I got the Carlton code from some
|
|
unknown user at the University of Chicago, whom I'd like to thank too! ;)
|
|
|
|
The Kentucky Arcade, for providing us with two NBA JAM machines, as well as
|
|
two Neo-Geo's, two Street Fighter II: Championship Editions, two X-Men,
|
|
two Ms. Pac-Man's, two Galaga's and three Mortal Kombat's.
|
|
|
|
Is it my imagination, or is the Kentucky Arcade becoming more and more like
|
|
a Noah's Arcade? ;)
|
|
|
|
|
|
--
|
|
Internet: musjndx@gsusgi2.gsu.edu Fidonet : Jonathan Deitch@1:133/411.7
|
|
jdeitch@gisatl.fidonet.org Bellnet : 1 - 404 - 261 - 3665
|
|
-----------------------------------------------------------------------------
|
|
Atlanta 1996 !! | Play Pinball !! | Don't Panic ! | "I hate it when I can't
|
|
--------------------------------------------------| trust my own technology!"
|
|
"Thrills! Chills! Magic! Prizes!" -- Hurricane | -- Geordi LaForge
|
|
|
|
Gene Roddenberry, Isaac Asimov, Jim Henson, Dr. Seuss, Mel Blanc ... Sigh ...
|
|
|