A perfect baseline jumper ties the game and forces in into overime. But you could not have done it without teamwork. This is GBA CHAMPIONSHIP BASKETBALL: TWO-ON-TWO, the most realistic basketball game ever to hit the computer courts. It gives you real choices. Real team involvment. Real basketball action. Here is the computer basketball game that begins where the others leave off. Because this game relies on teamwork. Draft your teammate from a list of then players whose styles are patterned after real professional superstars. Practice with games like "Around the World" and "Horse", or go one-on-one with a friend. Get your team in shape for league play. And go all the way to the GBA Championship game. You play GBA BASKETBALL on a full court. And when it comes to shooting, you have a full range of choices. Like hooks, tip-ins, jump shots - even dunks. After each game, you can read the sports page of the Gamestar Gazette to check box scores and division standings. One look at the screen tells you that this simulation has the most realistic graphics ever created for computer basketball. Not to mention realistic sound effects and on-court action that feels like the real thing. GBA BASKETBALL gives you all these ways to compete:
* One player versus the computer. GBA BASKETBALL. It is the one that lets you really show your stuff. Game after game. Season after season. Other features included: * Call your offensive play while your opponent sets his defense. * Choose from hoos, jump shots, passes, slam dunks, tip-ins and much more. * The sports page keeps track of game results and league standings. King of the court It is here, in GBA CHAMPIONSHIP BASKETBALL: TWO-ON-TWO. But you do not have to be saven feet tall to be a superstar on this court. All you need is a Commodore 64 or 128 with a single disk drive and a color monitor or TV set. 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 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 23-team league competition climaxing in the GBA Championship game. These documents include all the information you will need to play Two-on-Two. "The Chalkboard Menus" describes all your options for playing the game, from the two practice modes to the four game modes. 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 will get your first look at your computer opponents - all the teams you will have to beat to make it to the GBA Championship game. In "How to Pass and Shoot", you will find all the information you need to develop your passing game and become a team player. And you will 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 will need to outsmart and outplay your opponents. The "Penalties" section explains fouls and other violations and describes how you can use the clock yo 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. For a two players game, plug another joystick into port two. A new chalkboard appears, allowing you to select ONE PLAYER or TWO PLAYERS action. If you select the two players option, the joystick in port two becomes active when the top of the screen displays Player Two. When prompted for your TEAM NAME or YOUR NAME, type the letters on the keyboard. Use the DELETE key to erase any mistakes you make, then press RETURN. Names must be at least one letter and no more than twelve letters. ONE PLAYER (on the court by himself): There are no penalties or time clock either. When you make a basket or the ball goes out of bounds, the ball is automatically returned to you. Press 'F7' when you want to return to the chalkboard menus. TWO PLAYERS (on the court): How To Play "Around the World": 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": Note: The letters in "Horse" do not appear on the screen. You must keep track of the "score" yourself. As with the ONE PLAYER practice option, there are no scores, penalties or time clock. To leave the practice mode and return to the chalkboard menus, press 'F7'.
INSIDE 2 - OUTSIDE 6 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. STEALING rates your ability to outmaneuver the ball handler and steal the ball. QUICKNESS rates your maneuverability both on defense and when you are not handling the ball on offense. 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 STEALING and QUICKNESS and JUMPING. Within each of these three groupings, the total 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 will only be a 2 at dribbling. After all, you cannot be great at everything. Remember, too, that in a game situation you will want to select your offensive and defensive strategies according to your strengths and weakness. Use your joystick to move among the categories on "The Scouting Report", and press the fire button to change the numbers. As the number on the left goes upm the number on the right automatically goes down. Note: In the practice modes, all players are given a 4 rating in all categories. Each player has a computer teammate. Each player names his team, then types in his own name and rates himself. He also picks a computer teammate from the "The Player Draft", which includes ten pros, ech one patterned after a real-life basketball superstar. Player one and his teammate are alwaus in blue, player two and his teammate are always in green. On the screen, the player you control are represented in lighter uniforms; the players the computer controls are in darker uniforms. For example, if you are player one, you will wear a light blue jersey and your computer teammate will wear dark blue. TWO PLAYERS TEAMMATES Take a look at the chart later on. It gives you a breakdown of all the teams in every division. Notice that the rating totals are higher in the tougher division. 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 division 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 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 will want a player whose talents will complement your own, someone who is going to be effective against your opponents. (Again, use the chart "Your Computer Opponents" to scope out your opponents' strengths and weakness). Your team will always be the HOME team, with the player you control in the light blue uniform. ONE PLAYER LEAGUE PLAY 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 have 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 will continue to play with a team you have 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 is 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 will play a five-game schedule. The computer will select your opponents within your chosen division until you have played all five. Playing in the easier divisions of course means 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 are tied for the division lead and have beated your co-leader, you will advance to the playoffs. The playoff schedule is set op 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. On the following page, you will find a breakdown of your computer opponents.
Naturally, good teamwork means getting the ball to your teammate when he is in the open. And to do that, you have got to become a good passer. To pass to your teammate when you have the ball, quickly press and immediately release the fire 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 & then. Your teammate may also pass the ball to you if he sees that you are open, even if you do not press the button - unless you are moving, in which case he will never pass to you unless you unless you press the fire button. If you pass to your to your computer teammate while he is moving, he will 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 it will be stolen by your opponents. SHOOTING So your success in shooting depends upon your ability to release the fire button at just the right moment. If you look very closely, you will 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 will be charged with travling (see "Penalties", later on). In addition to your timing, the other factor that will determine your shooting percentage is your player's "Scouting Report" - that is, your rating as an inside and outside shooter.
HOOK SHOTS:
SLAM DUNKS: You must be at the baseline, as far downcourt as you can go, and you must shoot when you are in one of three areas: Under the basket, half a step left of low post left (LPL), or half a step right of low post right (LPR) (see "Zones on the Court", later on). 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:
REBOUNDS:
SHOOTING PERCENTAGES:
OUTSIDE SHOOTING PERCENTAGES:
INSIDE SHOOTING PERCENTAGES:
3-POINT SHOTS: However, if a player shoots from outside the white 3-point line, the odds of that shot 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:
STEALING THE BALL AND BLOCKING SHOTS: To block a shot, move in close to the ballhandler and press the fire 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 on your rating at JUMPING - see "The Scouting Report".
YOUR COMPUTER TEAMMATE: Rememeber, 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. No matter how good you are as on individual player, you will never make it to the GBA Championships unless you learn to play as a team. When the player draft screen appears, you will 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 fire button. This will highlight your choice in yellow. Finally, move the balls down the word CONTINUE and press the fire button to go to the next screen. YOUR SUPERSTAR TEAMMATES
MAGIC LYNDON
JERRY ORR
ELGIN CUTTER
JOHN MADLAND
LARRY BERG
KAREEM UGRIN
WALT BARNETT
JULIUS KEITH
OSCAR DUNBAR
WILT DULMAGE The following "Superstar 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 excellents 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 shooting, dribbling and stealing, quickness and jumping) totals 10 for your superstar teammate, as supposded to 8 for your other player. SUPERSTAR TEAMMATE PLAYER DRAFT:
The PLAYCALLING SCREEN comes up whenenver there is a change of possession because of a basket, a steal, a defensive rebound or a penalty. Although the game is actually played on a full court, you see only half the court at a time. Every time there is 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 back the ball into play. The playcalling screen disappears when the ballhandler crosses the 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). As you will see on the screen in the game, the playcalling screen is divided into OFFENSE on the left and DEFENSE on the right. 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 four 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 fro RHT or MMD and left for LFT or MML. On offense, you can also use the fire button if you want to select the SCRN play. When you are going to be on offense, the word OFFENSE on the playcalling screen will be in green; once you select your offense, the word will turn blue. On defense, the word DEFENSE is first highlighted in yellow; once you select your defense, it turns blue. Note that these colors have nothing to do with the player's blue and green jerseys or the team themselves; they merely indicate when a play has been selected. If you have 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 wll hear a tone at the same time the word OFFENSE or DEFENSE turns blue. 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", following now. The picture is not available.
OFFENSIVE PLAYS:
LEFT WING (LFT)
RIGHT WING (RHT)
TOP OF KEY (TOP)
BASKET (BKT)
SCREEN (SCRN) DEFENSIVE PLAYS:
LOW ZONE (LZN) In this case, you should cover the offensive player without the ball. When your opponents are not flooding the low zone, your teammate always takes the man in the low zone, and you take the man outside the key in the high zone.
HIG ZONE (HZN).
MAN-TO-MAN LIGHT (MML)
MAN-TO-MAN DARK (MMD) STRENGTHS & WEAKNESS OF ZONE DEFENSE If you are playing against the computer, it is easier to beat the computer when you play a zone defense. If you want a more challenging game, play man-to-man. PLAYCALLING AND LOOSE BALL Bumping into an opposing player continuously for more than one second results in a foul in the following situations: A defensive foul occurs when one of the defensive players bumps into the ballhandler. The penalty is either ball out of bounds to the offense or free throws. Charging occurs when the ballhandler bumps into a defensive player. The penalty is change of possession or three throws. Fouls and other penalties are displayed on the scoreboard in flashing letters right after they occur. However, if a player is fouled while shooting, the foul will not be displayed on the scoreboard until after the shot has either gone in for a field goal or missed. Fouling the shooter results in one free throw if the basket is good and two free throws if he misses his shot. The number of TEAM FOULS is also displayed on the scoreboard. Team get five fouls per half; the count is reset to zero at halftime. If a team accumulates more than five fouls in a half, this results in bonus free throws for the other team. OTHER VIOLATIONS The three-seconds rule is invoked if an offensive player stays inside the key for more than three seconds at a time. However, when the ball is in the air or up for grabs, all players can stay in the key for as long as they like, until someone comes up with the ball. Staying in the key too long results in change of possession. The 24-seconds shot clock gives the offensive team 24 seconds to make a shot after they bring the ball into play. The scoreboard has a SHOT CLCOK which counts down the seconds. Failure to make a shot in time results in change of possession. Here is a summary of all violations and penalties:
WITH FIVE OR FEWER TEAM FOULS:
* Fouling the ballhandler:
* Charging:
* Three seconds in the key:
* 24-seconds shot clock time up:
WITH FIVE OR FEWER TEAM FOULS:
* Fouling the ballhandler:
* Charging:
* Three seconds in the key:
* 24-seconds shot clock time up: A WORD ABOUT FREE THROWS THE QUARTER CLOCK AND OVERTIME You then go immediately into the next quarter. At the start of the game, the home team always takes the ball out (player one is always the home team). The visiting team brings the ball into play in the second quarter. The home team again takes the ball out when the third quarter begins, and the visiting team starts off the fourth quarter. CALLING TIMEOUTS AND PAUSING THE GAME You can call a timeout only when you are on offense. If you want to call a time-out, first press the "F7" key, then press the fire button. Each team is allowed five timeouts per half. On the scoreboard you will notice five little yellow lights on the HOME and VISITOR sides of the board. Each time you call a timeout, one of the yellow lights will go out. Calling timeouts saves precious seconds at the end of the game. If your team is behind and the clock is about to run out, you should call a timeout right after you have called a play. When you call a timeout, your player do not have to take the time to run down the court and set up the play; they will just appear on the court, in position, when play resumes. To quit a game in progress and start over, you must turn off your computer and reload the game - unless, you are playing the practice mode, where you can press the "F7" key to quit.
Here is what the numbers mean: FIELD GOALS PERCENTAGE REBOUNDS STEALS BLOCKED SHOTS LEADING SCORER |