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.