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.

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�1987, 1998 Intellivision Productions, Inc.