TV Sports: Basketball manual
-------------------- TV SPORTS BASKETBALL -------------------- THREE AND FOUR PLAYER OPTION TV Sports: Basketball allows up to 4 players to play simultaneously during exhibition games. To play with more than 2 platers, you must plug a Parallel port joystick Adapter into your parallel port. You may use the F6 key to toggle joysticks three and four on and off during the substitution screen. Activating the third and fourth joysticks automatically turns on the Roleplaying option. The first press of the F6 key places these new players in the available spaces on the home team. The next press places them on the visiting team, and the third press removes them. For example, in a three-on-three Teammates game the first press places J3 (joystick three) on the home team. The second press places both J4 and J4 on the visiting team, and the third press eliminates them. TIPOFFS At the beginning of all five-on-five, full-length games, the tipoff appears. The jumper on th left is on the home team; the one on the right is from the visiting team., Press your button to crouch and release it to jump for the ball. In a two-player game, the referee does not throw the ball until at least one player crouches. If you do not release the button, the computer will eventually jump for you, but you are unlikely to win the tipoff. TO MAKE SUBSTITUTIONS: Move the basketball cursor to the player you want to rest and press the button. This player is now highlighted. Move the cursor to the player on the bench you wish to put in the game and press the button again. The two players switch places. TO CHANGE DEFENSIVE ASSIGNMENTS: Use the cursor to select your player,then move it to the other team and select the opponent you wish your player to guard. You may use this method to double-team an opponent, or just to switch the assignments of your players. TO HAVE PLAYERS TRADE POSITIONS: Use the cursor to select one player, then select another player. The two players trade positions. You may, for example, have your forwards switch sides or have the center and a guard trade positions. TO CHANGE THE PLAYER YOUR JOYSTICK CONTROLS: When using the Roleplaying option, select the player you want to control and press the button, then move the basketball back to him and press the button again. The joystick indicator appears in the box under that player. Each change take effect as soon as you make it. THE PLAYCALLING SCREEN The playcalling screen appears during the game whenever the players are crossing mid-court. During this screen, you do not control the players, but are setting up the next play. At the top center of the screen is a small half-court diagram that represents the offensive players' positions; it does not show their actual positions on the court. On either side of this diagram is a roster of the players in the game for each team. One side is highlighted; that team is on offense. The basketball icon is positioned next to the current ballhandler between his points (PTS) and personal fouls (PF). For each offensive player, there is a red arrow or dot located between their number and their name on the roster. These show the direction to push the joystick (the doc indicates a button press) to select that player. The offensive team selectes a player to try to get open, and the defensive team chooses an opponent to guard move closely. When you choose a player, your team's name flashes to confirm that you have made a selection. PASSING: Passing is the fastest way to move the balll around the court, although it is a bit more risky than dribbling. When one of your teammates thinks he is open he will raise his hands to signal for the pass. (You always have one player that is at least partially open). Tap your button to throw the ball to him. Time your passes carefully to avoid having the ball stolen. SHOOTING: Shooting basically involves two moves: jumping up and releasing the ball. Holding down the button causes your player to jump up and releasing the button him to release the ball. Release the button when he reaches the top of his jump to shoot most effectively. If you do not release the ball, you will be called for traveling and the ball is turned over to the other team. Remember to hold the button while the player is going up; if you just tap the button you pass the ball whether there is a safe pass or not. NOTE: If some of your opponent's players are directly between you and the basket, do not push the joystick toward the basket when you shoot or you may be called for charging. FREE THROWS: Push and hold the button then release when the green line is centered. The closer to the middle, the more chance of making a free throw. Shooting ability affects this. A player with poor ability may miss the shot if the line is dead center. PLAYING DEFENSE: "Offense sells tickets;defense wins games" When playing defense, try to do three things. First, when guarding the ballhandler, try to force him to pick up his dribble. To do this, keep getting in his way. Once he picks it up, he must pass or shoot. Stay close to him and stay in front of him. Make him go around you. If he gets by you press your button to switch to the player closest to him (unless of course, you are in Roleplaying mode) Also, try for the turnover. There are several ways you can take the ball away from the other team. When guarding the ball handler, press the button to attemp to steal. If you can force a violation, your team gets the ball. If your attempts fail, you may be called for a foul. Finally, when the man shoots, try to block his shot. To do this, press the button when he goes up for the shot. Timing is a big factor -- if you can jump at the samr time as your opponent, your chances increase. As in stealing, unsuccessful block attempts often result in foul calls. TIME-OUTS Only the team in possession of the ball can call a time-out.First you must press the spacebar(pausing the game), then press your button. You are prompted to press a button so a time-out is not called by mistake. The game can be paused at any time by pressing the spacebar. The number of time-outs each team gets depens on the length of the game. Length Number of Timeouts per half. 3 mins 2 6 mins 3 9 mins 4 12 mins 5 FOULING OUT A player is allowed to commit a limited number of personal fouls before he fouls out of the game. The number of fouls permitted depends on the length of the game. Length of each quarter Fouls to foul out 3 mins 3 6 mins 4 9 mins 5 12 mins 6 OVERTIME No game can end in a tie. in 9 - 12 minute games overtime is 5 minutes, in 3-6 minute games, the overtime period is 2 minutes. INSTANT REPLAY During play,you may press the F10 key to view an instant replay of the last sequence. Your joystick controls the action just like the buttons on a VCR. Push forward on with joystick to replay forward at normal speed. Pull back to reverse at normal speed. Right will play forward at double speed while left will reverse at double speed. Press the button and move the joystick forward to see the replay in slow motion forward, or pull the joystick back with the button depressed to see the slow motion replay in reverse. Press F10 again to resume play. When you resume play, the play will continue as if it were not interrupted. PASSING F2: This lets you toggle between Player-controlled Passing and the simpler computer-assisted passing. If player-contrlled passing is selected , you have complete control of the passing game. When one of your teammates gets open, he raises his hands. Move your joystick in the direction you want to pass the ball and tap the button. The computer selects the safest pass to a player in the direction you're facing. Player-controlled passing is more difficult than computer-assisted passing and should only be used by advanced players. Turn on the cursor for help in selected a safe pass. CURSOR F3: When you are using player controlled passing, turning on the cursor on makes passing easier. (this is always on in comp-assisted), The passing cursor is an orange circle that appears on the player who is most open,and the cursor has that player's number on it. The color of the number inside the curson indicates the relative safety of the pass. A green number represents a safe pass. A red number marks a somewhat-risky pass, a white number means a very-risky pass. If you are not using this you can only watch to see if the players hands go up to indicate that he is open. A green cursor does not stay green for long; it can change to red or white or even disappear altogether. Therefore, pass the ball as soon as you can. ROLEPLAYING F4: The Roleplaying function lets you select a player and 'become' that player. You can only control that selected player. On the substitution screen, move the basketball cursor to the player you want to control and press the button once. The cursor moves to DONE, so move it back to the player and presss the button again. The joystick indicator is now on this player. When you return to the game and think you are open for the pass, tap the button to call for the ball. FATIGUE F5: This turns on whether fatigue will be factor. To switch a player out select the man to be switched and then pick a player on the roster. RATINGS SHOOTING: The shooting rating refers to outside shooting. Whether a shot is made is determined by his shooting ability, proximity of a defender and his defensive ability, jumping, momentum, and the timing of the button release. PASSING/BALLHANDLING: The passing rating affects the number of passes stolen, the chance of the defender to stop you while you are dribbling, and the number of passes showed as safe(green). A player with good passing rating has more opporunities to make safe passes. DEFENSE: The defense rating affects the player's ability to force the ballhandler to pick up the dribble, to steal passes and the number of fouls called againse the player. REBOUNDING: The higher the rebounding rating, the more likely player is to get a rebound. Rebounding is also affected by height and jumping ability. QUICKNESS: The quickness rating does not have any direct correlation to a particular skill, but affects how fast a player moves around on court, how often he gets open for passes, how effective he is on the fast break, and how closely he can guard a opponent. JUMPING: Overall, this determines how high a player jumps, but also has an impact on rebounding, blocking shots, and shooting. Better jumpers are more effective in these areas. The ranking of a team's coach has a subtle effect on the game. A well- coached team shoots free throw more accurately, makes more steals, and turns the ball over less frequently. PRINTING STATISTICS: You may print out statistics for the last game player and for the current league season, as well as the team rosters. Reel 2 contains three files: Gamestats.prt, Seasonstats.prt and Rosters.prt. These are normal text file. To print them, you may use any word processing program or the following AmigaDOS command: copy REEL2:(filename) prt: SUMMARY OF GAME KEYS [F2] - At substitution screen, TOGGLES BETWEEN player-controlled and computer-assisted PASSING MODES. [F3] - At substitution screen, TOGGLES PASSING CURSOR on and off. [F4] - At substitution screen, TOGGLES ROLEPLAYING MODE on and off. [F5] - At substitution screen, TOGGLES FATIGUE on and off. [F6] - At substitution screen, TOGGLES JOYSTICKS 3 AND 4 from home team to visiting team to off. [F10] - During play, cuts to INSTANT REPLAY. During instant replay, returns to game. [SPACE BAR] - During play, PAUSE GAME, during pause, button for timeout.
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