BASKET MASTER
CONTROL OF THE PLAYERS ADVANCE AMD DIRECTION The keys make the player advance in the desired direction. So if the player Isn't carrying the orientation of his body will coincide with the direction in which he advances. However if the plaver is carrying the ball the orientation ol his body doesn't change, but he will move in the chosen direction, thus being able to keep the ball away from the opponent. If when carrying iht bail you wtsh to change the orientation of the player's body press the key of the direction <Ý--.Ý-and. right after, without letting the key go. press the Function key. Once the player has rcacr -.- : the desired orientation release the Function key. THROWING When you have the ball you can throw towards the basket in the following manner: Pressing the Function key only the plaver will jump: with a second press the player will throw the ball in the way best suited to the orientation of his body. Example: 1. Skyhook 2. Turning half way around 3. Forward etc SLAM-DUNKS To perform a slam-dunk it is necessary to be in the lone directly under the basket. By pressing the function key the player will rise until he slams the ball in the basket. White rising decide which type of slam-dunk we want to perform by using the control keys. STEALING THE BALL In order to take the ball away from the opponent, approach him. pressure him. watch his movements and. at the moment he isn't covering the ball, snatch it away by pressing the function key. REBOUNDS To capture a rebound you must pay close attention to the shadow of the ball in order to detect where it is going. Jump up and capture the ball using the function key. STRUCTURE OF THE SCOREBOARD A - Energy bar indicates the physical state of the player. B - Personal foul counter indicates how many fouls a player has committed. C - Indicates how close the ball is to you when a ball appears it means that you are in on ideal position to capture it. D - Scoreboard counter keeps track of each player's points. E - Message area indicates the name of the player who has committed foul and type of foul. F - Chronograph times the 5 minutes of each period. PLAYING STRATEGIES STEALING THE BALL Cover ihe ball whenatiacking right after stealinq it. thus preventing the Opponent Irom getting it uac. DRIBBLING Controlling the orientation of the player's body will allow you to change direction and thus dribble-the bail away from the opponent and gain a good position for throwing. COVERING THE ZONE The computer simulator's strong point is slamming the ball down the basket when in the zone. To avoid this, cover the *one and force him to throw from farther away. INTERCEPTING THE BALL Pay attention to your opponent when he throws from far away. Get near him. jump and you will intercept an otherwise sure basket. TIREDNESS AND ENERGY Take advantage of your moments of maximum energy and recover your strength when you ate feeling weak. Try to tire out your opponent. The effectiveness oi your throw is determined in par: by tiredness, and remember, you can't perform a slam-dunk i( you are tired out. Keep an eye on the bar on the scoreboard indicating your energy level. INFRACTIONS The software reorganises the following infractions: 1. Travelling back-court 2. Out 3. Personal fouls. Avoid commitinq any ol them. PERSONAL FOULS They can be committed when attacking or defending. When attacking you miAV/avoid contact with the opponent when approaching the basket. Be careful with slam-dunks when the opponent is defending his zone. When defending you must avoid stealing the ball if it is properly covered by the opponent and never pressure Irom behind. ' ACTION REPLAYS Whenerver a slam dunk takes place the repetition ol the play will appear in close-up and slow-motion HALF-TIME, STATISTICS AND END OF THE MATCH The match is made up of two periods of 5 minutes playing lime with a hall-time rest. During the hall hme<indal the end of the game a statistical table with percentages and results of each player will appear on the screen. The game can also end when one of the players is expelled because he has commit ted too many fouls, which means that even if you're ahead on the scoreboard, you still lose. GOOD SHOOTING! BASKET MASTER Its program code, graphic representation and artwork are the copyright of Imagine Software and may not be reproduced, stored, hired or broadcast in any form whatsoever without the written permission of Imagine Software. All rights reserved worldwide. This software product has been carefully developed and manufactured to the highest quality standards. Please read carefully the instructions for loading. IF FOR ANY REASON YOU HAVE DIFFICULTY IN RUNNING THE PROGRAM. AND BELIEVE THAT THE PRODUCT IS DEFECTIVE. PLEASE RETURN IT DIRECT TO: Mr. Yates, Imagine Software. 6 Central Street. Manchester M2 5NS- Our quality control departmeni will test (he product and supply an immediate replacement il we find a fault. If we cannot find a fault the product will be returned to you. at no charge. Please note that this does not affect your statutory rights. CREDITS Game design Dinamic Produced by D.C. Ward 1987 Imagine Software. ------------------------------------------------------------------------------ Retyped in 2011 by hERMOL Visit my website at http://CPCRULEZ.fr ------------------------------------------------------------------------------ |