SLAM DUNK SUPER PRO BASKETBALL for Intellivision

 SLAM DUNK

SUPER PRO BASKETBALL

Cartridge Instructions

(For 1 or 2 Players)


OBJECT OF THE GAME


Assemble a team of 5 players that will, under your control, score more baskets in

four 12-minute quarters than the opposing team. Make 2-point shots, longer 3-

point shots, and 1-point free throws, awarded for being fouled. Tie score at end

of 4th quarter puts game into 5-minute overtime.


TO BEGIN


Turn power switch OFF and insert cartridge. Turn power switch ON and press RESET.

SLAM DUNK -- SUPER PRO BASKETBALL title screen appears. Press any hand controller

key or the DISC to continue.


You can play SLAM DUNK -- SUPER PRO BASKETBALL against the computer or against a

friend. You can be either the red team (the Reds) or the blue  team (the Blues).


Using the left hand controller, select 1 for the Reds to be controlled by the

left hand controller, 2 for the Reds to be controlled by the computer.


Using the right hand controller, select 1 for the Blues to be controlled by the

right hand controller, 2 for the Blues to be controlled by the computer.


Select the budget for each team: press a number from 1 ($1,000,000) through 5

($5,000,000). The budget will determine how good of a team you can assemble.

Since you control the team, the LOWER the budget, the greater the challenge for

YOU. When two players of different skill levels play SLAM DUNK -- SUPER PRO

BASKETBALL, the more experienced player should select a LOWER budget.


THE MAIN MENU


You have three choices on the Main Menu: (1) draft players, (2) play ball, and

(3) describe controls.


DRAFT PLAYERS


Press 1 to assemble the teams. (Note: you can skip this step if desired. Press 2

to play ball and the computer will automatically assemble both teams according to

their budgets.)


The OWNERS' CLUB screen appears. One by one, players on the draft roster come

out, under a display of their statistics and salary. The Reds can either draft

the player (press ENTER) or reject him (press CLEAR). If the Reds reject, the

Blues have a chance to draft or reject the player. When one team drafts a player,

the other team has first chance to draft or reject the next player. If a team's

remaining budget is less than the player's salary, the option to draft is

automatically given to the other team. (The reminder C: NO, E: YES appears in the

color of the team currently with the choice.)


Use the statistics carefully to build a balanced team:


Height: Determines skill in shot blocking and rebounds.

Pts: Average number of points scored per game.

Reb: Average number of rebounds made per game.

2pt: Percentage success making 2-point shots.

3pt : Percentage success making 3-point shots.

Ft: Percentage success making free throws.

Fou: Average number of fouls committed per game.

Min: Stamina in minutes: skill is at full level for first 75% of Min,

dropping during last 25% of Min to half skill level.

$: Salary (non-negotiable).


A team's remaining budget appears in the team color while a choice is being made.

The player's salary appears in yellow. The draft roster consists of 25 players

chosen at random each game from a pool of over 50 players. If a team uses up its

budget before assembling a team of 5 players, the needed players will be assigned

from a separate pool of "free agents" -- generally poorer players who do not

appear on the draft roster.


Note: Statistics of all players are fixed -- they are not affected by games

played for the Reds or the Blues.


When both teams are assembled, the court appears. Time to play ball!


PLAY BALL


Three players per team are on the court at any one time. As manager, you select

which players go in. Highlight a player's name by pressing the DISC or by

pressing 1 through 5. Once a player's name is highlighted, you can put him in the

game (press 0) or view his statistics (press CLEAR). Players selected to go in

have a basketball next to their names. Once you have selected three players,

press ENTER.


When both teams are selected, game play begins.


THE COURT


The Reds' basket starts at the right of the screen; the Blues' basket starts at

the left. Baskets switch at the beginning of each quarter. The outer half circle

around each basket is the 3-point line -- shots made that cross this line score 3

points. Shots made from inside the line score 2 points. Above the court is the

scoreboard showing:


SCORE -- Reds' points in red, Blues' points in blue.

QUARTER -- 1, 2, 3, or 4 lights indicate the quarter.

GAME CLOCK -- Time remaining in quarter (counts down from 12

minutes, simulated time).

24-SECOND CLOCK -- Time remaining before team with possession

must shoot (counts down from 24 seconds, simulated time).


JUMP BALL


As soon as either player presses any key, there is a JUMP BALL to begin the game.

The computer randomly decides who will get possession from the tip-off (each team

has an equal chance). Every quarter and overtime period states with a JUMP BALL.

Team with possession of the ball is on offense; the other team is on defense.


OFFENSE


When playing offense, you always control the player with the ball (the orange

player for the Reds, the light blue player for the Blues). When a player on your

team receives the ball in a pass, interception, or rebound, control will switch

to him and his color will change. His name will be displayed just below the

scoreboard in his team's color. Players you do not control will play offense

automatically.


You can run, pass, or shoot:


RUN: Press the DISC to move down court (dribbling is automatic)


PASS: Press 1 through 9 to pass the ball to zones 1 through 9 around Your basket

(arranged as on the Keypad: 1 at the upper left, 5 at the center, 8 at the bottom

center and so on). Note: You can only pass to a zone in your half of the court.


If no teammate is in that zone, the nearest one will try running there in time to

receive it. Be careful! Opposing players run to intercept! Note: You must release

the DISC before passing!


JUMP SHOT/SLAM DUNK -- Press either TOP ACTION KEY to attempt a jump shot. If you

are close enough to the basket, pressing either TOP ACTION KEY will attempt a

slam dunk.


SET SHOT -- Press either BOTTOM ACTION KEY to attempt a set shot. Set shots are

usually more accurate than jump shots, especially from beyond the 3-point line,

but are easier to block.


STOPPING THE CLOCKS


The clocks stop whenever the ball goes out-of-bounds (off-court) or a basket is

made. The game clock counting down to 0 signals the end of the quarter or

overtime. The clock is reset to 12 minutes at the beginning of every quarter, and

to 5 minutes at the beginning of every overtime. The 24-second clock counting

down to 0 forces a turnover of possession. The clock is reset to 24-seconds

whenever a shot is made, possession of the ball switches, or the ball is brought

in. Times on both clocks' times are simulated.


The game can be paused at any time by pressing 1 and 9 on either hand controller

at the same time. Resume game play by pressing any KEY.


BRINGING IN THE BALL


Everytime the ball goes out-of-bounds or a basket is made, players automatically

position themselves for the ball to be thrown in by the team now having

possession (offense). Press the DISC. The ball is brought in and both clocks

start running. Offense has 24 (simulated) seconds to shoot.


DEFENSE


When playing defense, you choose which player you control by pressing any key

from 1 to 9. Each time you press one of these keys, control switches to the next

member of your team, enabling you to select a player closer to the ball. As on

offense, the player you control is orange for the Reds, light blue for the Blues.

Players you do not control will play defense automatically.


You can run and jump:


RUN -- Press the DISC to move your man.


JUMP -- Press any SIDE ACTION KEY to jump -- letting you block a shot if you time

it right.


TIME-OUT


Offense can call a time-out before bringing the ball in by pressing ENTER. Both

team rosters are displayed, allowing viewing of stats and making of substitutions

by each team. Each team must press ENTER to end the time-out. Each team can call

unlimited time-outs.


PLAYER STATS


At the beginning of each quarter, or during a time-out, both ream rosters are

displayed. Use the DISC or press 1 through 5 to select one of your players; press

CLEAR to see his statistics. The player's fixed stats (in tan) are displayed

along with his stats for the game in progress (in yellow). For example:


PTS 11 6


means that this player averages 11 points per game, and has made 6 so far in this

game. Or:


2PT 38% 25% 1/4


means that this player successfully makes an average of 38% of his 2-point shots

during a game, but for this game has only made 25 of them (made 1 our of 4

attempted).


When you are finished viewing stats, press CLEAR to return to the roster. While

the roster is displayed, you can view none, any, or all of your players'

statistics, and you can make substitutions (see below). Press ENTER when you are

ready to return to the game.


SUBSTITUTIONS


At the beginning of each quarter, or during a time-out, you can substitute

players. Both team rosters are displayed. Use the DISC or press 1 through 5 to

select one of your players; press 0 (Zero) to take the player out of or put the

player into the game (you must take someone out before swapping someone in).


While the team roster is displayed, you can substitute none, any, or all of your

players, and you can see their statistics (see above). Press ENTER when you are

ready to return to the game.


Make substitutions to take full advantage of your players' assets. Watch the

other team's substitutions -- for example, you may want to counter their playing

of a better shooter by putting in a better (taller) blocker.


Watch for your players getting tired -- their play gets slower and sloppier. You

can check a player's stats to get an idea of how much longer he can play at full

level:


MIN 23/14


means that the player has an average stamina of 23 minutes and has played 14

minutes so far. Since a player is expected to play at full level for 75% of his

stamina rating, this player can be expected to play at full level for about

another 8 minutes (22 is 75% of 23).


For each 2 minutes on the bench, a player recovers 1 minute of playing time (the

time-played-so-far statistic drops by 1).


FOULS AND FREE THROWS


The referee's whistle blows when a foul occurs and the name of the player who

committed the foul is displayed at the bottom of the scoreboard. Only players on

offense can be fouled, and only while running or shooting.


A player fouled when running (a dribbling foul) is given a chance to make one

free throw. A player fouled when shooting (a shooting foul) is given a chance to

make one free throw if the shot was good, two free throws if the shot was missed

or blocked. Players take their positions automatically; the name of the player

attempting the free throw is then displayed at the bottom of the scoreboard.

Attempt the free throw by pressing any SIDE ACTION KEY.


After a player commits 6 fouls, he's out of the game. His name appears in green

on the roster. Players who foul-out may only be put back in the game after a

total of three players on the team have fouled-out. A player who fouls-out must

be substituted before the game can continue.


You can check a player's stats to see how many fouls he has committed so far:


FOU 3/5


This player commits an average of 3 fouls per game, but in this game has already

committed 5 fouls (1 more and he's out)!


TECHNICAL FOULS


Fouls committed by a player who fouled out but later was put back in the game are

technical fouls. The fouled player is given one extra free throw and his team

keeps control of the ball.


STEALING THE BALL


When on defense, you can sometimes steal the ball by staying right on the player

with the ball, although you are more likely to commit a foul. Lower your chances

of committing a foul by choosing a player with a lower foul average.


OVERTIME


If the game is tied at the end of the 4th quarter, a 5-minute overtime is played.

If necessary, more than one overtime can be played to break the tie.


DESCRIBE CONTROLS


Pressing 3 when the Main Menu is displayed will give a brief, on-screen

description of the use of the hand controllers during the various phases of game

play.


STRATEGY TIPS


A player's statistics for 2-point and 3-point shots are based on an average

distance from the basket and an average of jump shots and set shots. A player

will shoot better than his stats show if you have him shoot closer to the basket

or, if he's farther out, have him favor set shots.


Passing often lets you get around a close defender, but be careful! A long pass

toward a well-defended area will probably be intercepted. On the other hand, a

long pass from a well-defended area can work since the thrown ball goes faster

than players run.


If the end of the game is close, you're behind, and the other team is trying to

run out the clock (not shooting for as long as possible to keep possession), be

more aggressive covering the man with the ball and try for a foul -- you'll have

a chance to get possession after the free throw (and instead of fouling, you

might just steal the ball). Just make sure your man hasn't already fouled out

this game, or the other team will keep possession after the free throw (see

TECHNICAL FOULS, above).


If you are on offense trying to run out the clock and defense is trying to foul

you, avoid running with the ball (you can only be fouled when dribbling or

shooting) -- move the ball with short passes. If you must move the ball by

running, use your best free throw shooter, in case he is fouled.


--------------------------------------------------------------------------------


(c)1987, 1998 Intellivision Productions, Inc.



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