GBA CHAMPIONSHIP BASKETBALL

Typed in by RICKY of BELGIUM. Edited by PARASITE.


GETTING STARTED
DO NOT write-protect your GBA Championship Basketball: Two-
on-Two disk.

You must use a joystick to play GBA Championship
Basketball: Two-on-Two. For a one-player game, plug a joystick
into port 2 on your computer; you may leave your mouse plugged
into port 1. For a two-player game, plugh another joystick into
port 1.

To bypass the introductory music and credit screens, press
your joystick button while the game loads.

SELECTING OPTIONS AND DRAFTING PLAYERS
Moving the joystic will will highlight the various options on
the screen when you're making selections from the chalkboard menus
and player draft pool.

PRACTICE OPTIONS
GBA Championship Basketball: Two-on-Two keeps score when
you're playing in either of the two practice modes.

THE SCOUTING REPORT
When you're rating your abilities on The Scouting Report
screen, the ratings categories are grouped as follows:

INSIDE OUTSIDE
DRIBBLING QUICKNESS
STEALING JUMPING

You also select the RACE of your player.

UNIFORM COLORS
Player One and his teamate are always in blue; Player Two and
his teammate are always in red.

THE PLAYCALLING SCREEN
On the PLAYCALLING SCREEN, the home team is always on the
left and the visiting team on the right.

TO PLAY ANOTHER GAME
When a game ends, press your joystick button to return to the
chalkboard menus.

KING OF THE COURT
Basketball. The lightning-paced sport for super-athletes.
The game of strategy, guts, stamina, and -- most of all --
teamwork.

It's all here, in GBA Championship Basketball: Two-on-Two.

Two-on-Two helps you develop the strategies and skills to
make you play like a pro. You can play with a teammate and lear
teamwork. You can pick your offensive allignment 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 tea, two
players against each other, practice sessions, and even a 23-team
league competition climaxing in the GBA Championship Game.

This Player's Guide includes all the information you'll need
to play Two-on-Two. The first section, "Getting Started", tells
you how to load the program into your computer.

"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 from inside and outside shooting, dribbling, stealing,
quickness, and jumping. In addition, you'll get your first look
at your computer opponents -- all the teams you'll have to beat to
make it to the GBA Championship game.

In "How to Pass and Shoot", you'll find all the information
you need to develop your passing game and become a team player.
And you'll 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'll need to outsmart and outplay your opponents.

The "Penalties" section explains fouls and other violations
and describes how you can use the clock to 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.

THE CHALKBOARD MENUS
Following the introductory music and credit screens, a green
chalkboard appears on your screen with two choices; GAME or
PRACTICE. You make your selection by joystick; the chosen option
will become backlit.

Once you have made the above selection, a new chalkboard
appears, allowing you to select ONE PLAYER or TWO PLAYER action.
(If you select the two-player optionm, joystick number 2 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.

PRACTICE OPTION
No one wants to hit the courts cold. Just as in real
basketball, it's a good idea to warm up a little before playing a
game. Two-on-Two offers you two different practice modes.

ONE PLAYER (one player on the court by himself)
Make sure that your joystick is plugged into port 1. You can
practice shooting inside and outside and work on your hook shots,
jump shots, slam dunks, tip-ins, and rebounds. Although there's a
scoreboard above the basket, in the practice mode the scoreboard
doesn't work. There are no penalties or time clock either. When
you make a basket or the gol goes out of bounds, the ball is
automatically returned to you. Press F7 when you want to return
to the chalkboard menus.

TWO PLAYER (two players on the court)
Player Two should plug his or her joystick into port 2.
Notice that Player One is always in the blue jersey and Player Two
is in green. You can practice different shots, from hooks to
dunks, as weel as dribbling, rebounding, and tip-ins. You can
play straight one-on-one, or you can play other "pick-up" games
like "Around the World" or "Horse".

How to play "Around the World". Player one tries a shot from
the baseline -- say, at the edge of the key (the key is the area
between the inner white line and the basket. Every time the
player makes a basket, he or she moves further along the edge of
the key, working around the key to the baseline on the other side
of the basket. If Player One misses a shot, Player Two gets a
turn. 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". Player One makes a shot from anywhere
on the court. Player Two must then make the same shot or he will
het an "H". When Player One misses, Player Two can make a shot
from wherever he or she wants, and Player One has to make the same
shot. Every time a player misses, he gets another letter until
the word HORSE is spelled. Whoever gets all the letters first,
loses. (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.

THE SCOUTING REPORT
Once you're warmed up and ready to play ball, you still have
to rate your playing abilities on a screen called The Scouting
Report. It might look like this:

INSIDE 2 OUTSIDE 6
DRIBBLING 3 STEALING 5
QUICKNESS 4 JUMPING 4

INSIDE refers to your shooting accuracy inside the key.

OUTSIDE refers to your shooting accuracty 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're 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 lowest is 2 (minimally skilled). Notice the INSIDE and
OUTSIDE are grouped together, as are DRIBBLING and STEALING and
QUICKNESS and JUMPING. Within each of these three groupings, the
total always equal 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'll only be a 2 at dribbling. After all, you can't be great at
everything. Remember, too, that in a game situation you'll want
to select your offensive and defensive strategies accourding to
your strengths and weaknesses.

Use your joystick to move among the categories on The
Scouting Report, and press the joystick button to change the
numbers. As the number on the left goes up, the number on the
right automatically goes down.

NOTE: In the practice modes, all palyers are given a 4 rating
in all categories.

GAME OPTIONS

TWO PLAYER HEAD-TO-HEAD
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 Player Draft, which includes ten
pros, each one patterned after a real-life basketball superstar.

Player One and his teammate are always in blue; Player Two
and his teammate are always in green. On yhr dvtrrn, yhr plsyrtd
you vonytol str trptrdrnyrf in yhr lighter uniforms; the players
the computer controls are in darker uniforms. For example, if you
are Player One, you'll wear a light blue jersey and your computer
teammate will wear dark blue.

TWO PLAYER TEAMMATES
When you select this option, you and a friend team up against
a hard-driving computer team. You first type in a TEAM NAME of 12
letters or less, then pick a DIVISION to play in. The division
you choose determines the caliber of your computer opponents.
NORTH is the easiest division, SOUTH is tougher, EAST is tougher
still, and WEST is the toughest of all.

Take a look at your COMPUTER OPPONENTS CHART (coming along
shortly). It gives you a breakdown of all the teams in every
division. Notice that the rating tools are higher in the tougher
divisions. 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 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 jersey.

ONE PLAYER EXHIBITION GAME
You and your computer-controlled teammate challenge a
computer team. Type in your TEAM NAME and YOUR NAME and pick a
DIVISION. Again, the division you select determines how tough
your opponents will be. Next, rate yourself on inside and outside
shooting, dribbling, stealing, quickness, and jumping.

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'll want a player whose talents will
complement your own, someone who's going to be effective against
your opponents. (Again, use the chart "Your Computer Opponents"
to scope out your opponents' strengths and weaknesses).

Your team will always be the HOME team, with the player you
control in the light blue uniform.

ONE PLAYER LEAGUE PLAY
This game mode allows you and a computer teammate to play in
league competition that can take you all the way to the GBA
Championship.

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've 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'll continue to play with a team you're already
created -- tha 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's 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'll play a five-game schedule. The computer will select
your opponents within your chosen division until you've played all
five. Playing in the easier division will of course mean 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're tied for the division lead and have beaten
your co-leader, you'll advance to the playoffs. The playoff
schedule is set up so that the easiest division (NORTH) plays the
hardest divison (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.

YOUR COMPUTER OPPONENTS

+----------+---------+-----------+-----------+
Divisions Teams: | OUTSIDE | INSIDE | STEALING | JUMPING |
| #1 #2 | #1 #2 | #1 #2 | #1 #2 |
+----------+---------+-----------+-----------+
NORTH Cougars | 4 | 3 | 4 | 3 | 4 | 3 | 3 | 4 |
Unicorns | 2 | 5 | 5 | 2 | 2 | 5 | 5 | 2 |
Wildcats | 5 | 2 | 2 | 5 | 5 | 2 | 2 | 5 |
Sharks | 4 | 3 | 3 | 4 | 3 | 4 | 4 | 3 |
Generals | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 |
| | | | | | | | |
SOUTH Dazzles | 4 | 4 | 4 | 4 | 5 | 3 | 3 | 5 |
Hammers | 3 | 5 | 5 | 3 | 3 | 4 | 4 | 3 |
Kernals | 5 | 3 | 3 | 5 | 5 | 2 | 2 | 5 |
Steamers | 5 | 3 | 3 | 5 | 2 | 5 | 5 | 2 |
Masters | 3 | 5 | 5 | 3 | 4 | 3 | 3 | 4 |
| | | | | | | | |
EAST Condors | 5 | 4 | 4 | 5 | 5 | 3 | 3 | 5 |
Mystics | 4 | 5 | 5 | 4 | 4 | 4 | 4 | 4 |
Marvels | 4 | 4 | 4 | 4 | 3 | 5 | 5 | 3 |
Hawks | 4 | 5 | 5 | 4 | 3 | 5 | 5 | 3 |
Wizards | 5 | 4 | 4 | 5 | 4 | 4 | 4 | 4 |
| | | | | | | | |
WEST Stars | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 |
Dragons | 5 | 5 | 5 | 4 | 5 | 5 | 5 | 5 |
Cosmics | 5 | 5 | 4 | 5 | 5 | 5 | 5 | 5 |
Waves | 4 | 5 | 5 | 5 | 5 | 4 | 4 | 5 |
Lazers | 5 | 4 | 5 | 5 | 4 | 5 | 5 | 4 |
+----+-----+-----+---+------+----+-----+-----+

HOW TO PASS AND SHOOT
Naturally, good teamwork means getting the ball to your
teammate when he's in the open. And to do that, you've got to
become a good passer.

To pass to your teammate when you have the ball, quickly
press and immediately release the joystick 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
and then. Your teammate may also pass the ball to you if he sees
that you're open, even if you don't press the joystick button --
unless you're moving, in which case he'll never pass to you unless
you press the joystick button. If you pass to your computer
teammate while he's moving, he'll 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 will be stolen
by your opponents.

SHOOTING

SHOOTING BASICS
When you have the ball and want to make a shot, first hold
down the joystick button. Your player will begin his shot by
jumping and will release the ball at the same time you release the
button. You must time the release to the jump. If you release
the ball at the top of the jump, you have a better chance of
scoring.

So your success in shooting depends on your ability to
release the joystick button at just the right moment. If you look
very closely, you'll 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'll be charged with
traveling (See "Penalties"). In addition to your timing, the
other factor that will determine your shooting percentage is your
Player Scoring Report -- that is, your rating as an inside and
outside shooter.

HOOK SHOTS
To make a hook shot, you must be downcourt, near the
baseline, with your back to the basket (as you look at your player
on the screen, he must be facing 9 o'clock or 3 o'clock). With a
hook shot, the ball is released as the player's arm "hooks" over
his head. The advantage of this type of shot is that is cannot be
blocked.

SLAM DUNKS
A slam ducnk may be the most satisfying shot in basketball.
What could be better than actually stuffing the ball through the
hoop? To slam dunk, you must have a 4, 5, or 6 rating as a inside
shooter. You must be at the baseline, as far downcourt as you can
go, and you must shoot when you're in one of three areas: under
the basket, half a step left or low post left (LPL), or half a
step right of low post right (LPR) (See "Zones on the Court" chart
that will follow shortly). 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
If an offensive player grabs a rebound while directly facing
the basket (as you look at him on the screen, facing 12 o'clock
with his back to you), he'll tip the ball in for a basket. As
long as the player is facing the basket and underneath it, the
tip-in will be automatic if you make your player jump. Again,
only an offensive player can tip the ball in. (In the practice
mode, either player can tip the ball in).

REBOUNDS
A player can rebound only when he's in the area immediately
surrounding the basket. To rebound, press the joystick button in
the same way you do to make a shot -- your player will jump for
the ball. Timing your jump is the key to successful rebounding.

SHOOTING PERCENTAGES
Nobody can make every kind of shot every time. But you can
increase your shooting percentage by working on the timing of your
release. (Of course, it also helps to have a high rating). The
following charts show the percentage of outside and inside shots
you'll make based on the timing of your release and your outside
shooting ability.

OUTSIDE SHOOTING PERCENTAGES

Outside Rating: 6 5 4 3 2

When release is:

very early...............10% 10 10 10 10

early....................30% 20 10 10 10

a little early...........50% 40 30 20 10

perfect..................70% 60 50 40 30

a little late............60% 50 40 30 20

late.....................40% 30 20 10 10

very late................20% 10 10 10 10

INSIDE SHOOTING PERCENTAGES

Inside rating: 6 5 4 3 2

very early...............30% 20 10 10 10

early....................50% 40 30 20 10

a little early...........70% 60 50 40 30

perfect..................90% 80 70 60 50

a little late............80% 70 60 50 40

late.....................60% 50 40 30 20

very late................40% 30 20 10 10


3-POINT SHOTS
If a player shoots a basket from outside the white 3-point
line (See court illustration to follow shortly), that basket is
good for 3 points instead of the usual 2. Successful 3-point
shots are based on a player's outside shooting rating and the
timing of his release. However, if a player shoots from outside
the white 3-point line, the odds of that shot's 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
Whenever a player shoots from directly under the basket, his
chance of scoring is based only on his inside rating, not on his
timing. As long as he releases the ball before he's called for
traveling, it's assumed that his timing is perfect.

NOTES ON DEFENSE: STEALING THE BALL AND BLOCKING SHOTS
To steal the ball from the offense, you must "bump" the
ballhandler on the side on which he's dribbling or holding the
ball. Any player's success at stealing the ball will be based on
his rating at STEALING (See "The Scouting Report", previously
shown).

To block a shot, move in close to the ball handler and press
your joystick 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 your rating at JUMPING -- (Also see, "The
Scouting Report" previously shown).

YOUR COMPUTER TEAMMATE
Your computer teammate is an intelligent player. If he's
under the basket, he'll shoot. If he sees that you're open under
the basket, he'll pass the ball to you. If the clock is about to
run out (either the 24-second shot clock or the quarter clock),
he'll shoot if he has the ball. If he's being covered and he
realizes he can't drive to the basket, he'll pull up and shoot
from as close as he can get.

Remember, 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 an
individual player, you'll never make it to the GBA Championship
unless you learn to play as a team.

THE PLAYER DRAFT
After you've rated your abilities, you get to draft a
computer-controlled teammate. In the two-player mode, each player
gets to draft a computer teammate unless you're playing the TWO
PLAYER TEAMMATES option. You have ten players from which to
choose, each patterned after a real basketball superstar.

When the player draft screen appears, you'll 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 joystick button. This will highlight your choice in
yellow. Finally, move the balls down to the word CONTINUE and
press the joystick button to go to the next screen.

YOUR SUPERSTAR TEAMATES
Here are the computer stars you can play with:

Magic Lyndon. One of the best players in the game, famous
for his sleight-of-hand passing. Now you see it, now you don't.
Magic provides that extra magic that can take you all the way to
the GBA Championship.

Jerry Orr. A consistently high scorer, Orr has been known to
score over 50 points in a game. He know how to draw fouls from
opponents and almost never misses from the free throw line.

Elgin Cutter. Some say he's the best pressure player in the
game. He once scored 61 points in a GBA playoff game -- a record.
Cutter has some dealy inside moves.

Joh Madland. An excellent defensive player. When Madland's
on the court, expect lots of turnovers. Also a dynamite outside
shooter.

Larry Berg. If you want a teammate who can do it all, Berg's
your man. A real team player who knows how to win. Great all-
around abilities. Berg can shoot and pass with either hand. He
received the GBA Most Valuable Player Award two years in a row.

Walt Barnett. A superb rebounder and one of the best
defensive players around.

Julius Keith. Dr. K. When he's not selling basketball shoes
or soft drinks on TV, Keith can be found driving defenders crazy
on the court. He averages over 30 points a game and has some of
the best moves in the game.

Oscar Dunbar. A player with all the right moves, Dunbar is
considered the best guard of all time. A great player at any
position, he's equally adept at inside and outside shooting.

Wilt Dulmage. a.k.a. Wilt the Tilt. This man is great at
blocking shots and coming down with the ball. Also one of the few
unstopable inside shooters.

The Super 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 excellent 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, Dribbling and Stealing, and Quickness and Jumping) totals
10 for your superstar teammate, as opposed to 8 for your other
player.

SUPERSTAR TEAMMATE PLAYER DRAFT

PLAYERS: Outside Inside Dribbling Stealing Quickness Jumping

Magic Lyndon 5 5 5 5 5 5

Jerry Orr 6 4 5 5 6 4

Elgin Cutter 4 6 5 5 6 4

John Madland 6 4 4 6 5 5

Larry Berg 6 4 4 6 4 6

Kareem Ugrin 4 6 5 5 4 6

Walt Barnett 5 5 4 6 4 6

Julius Keith 4 6 6 4 5 5

Oscar Dunbar 5 5 6 4 5 5

Wilt Dulmage 4 6 4 6 4 6

CALLING PLAYS
In all the game modes except two-player teammates, you must
choose an offensive and defensive alighment every time you're on
offense or defense. The PLYACALLING SCREEN comes up when ever
there's a change of possession because of a basket, steal,
defensive rebound, or penalty.

Although the game is actually played on a full court, you see
only half the court at a time. Every time there's a change of
possession or a basket is good, the players run down the court and
the offensive 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 the ball back into play. The playcalling screen
disappears when the ball handler 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 can see in the screen below (Well, you can't because I
can't put a picture into the middle of this document), 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 abreviations 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 for RHT or MMD, and left for LFT
or MML. On offense you can also use the joystick button if you
want to select the SCRN play.

When you're 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 wordDEFENSE 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 teams themselves; they merely
indicate when a play has been selected.

If you've 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'll hear a tone at the same time the word OFFENSE or DEFENSE
turns blue.

Whanever 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".

ZONES ON THE COURT
+----------------------------------------------------------+
| |
| BASELINE |
| +-------+-----------------+-------+ |
| | LPL | BKT | LPR | |
| | | | | |
| | | | | |
| LFT | | <--- KEY ---> | | RHT |
| | | | | |
| | | | | |
| | | | | |
| | HPL +-----------------+ HPR | |
| | \ TOP / | |
| | \_______________/ | |
| | | |
| | | |
| \ / |
| \ / |
| \ / |
| ----------------------------- |
| 3-POINT LINE |
| |
+----------------------------------------------------------+

OFFENSIVE PLAYS
You have five offensive plays from which to choose:

Left Wing LFT
Right Wing RHT
Top of Key TOP
Basket BKT
Screen SCRN

LEFT WING (LFT). Your teammate runs to the high post left or
high post right (HPL or HPR) and stays there for one second. Then
he runs to the left wing (LFT), stays there for two to four
seconds, and runs a random pattern on the left side of the court.

RIGHT WING (RHT). Your teammate begins by running to the
high post left or high post right (HPL or HPR) and waits there for
one second. Then he runs to the right wing (RHT) and waits there
for two to four seconds before running a random pattern on the
right side of the court.

TOP. Your teammate runs to either the right or left high
post (HPR or HPL), waits there for a second, and then runs to the
top. He stays there for two to four seconds and then runs a
random pattern at the top of the key.

SCREEN (SCRN). You use your teammate as a screen to block
out any defenders trying to cover you. Your teammate runs to HPL
or HPR and stays there for six seconds, allowing you to dribble
around him as he blocks the defender. Then he runs a two-step
pattern between the high posts.

BASKET (BKT). Your teammate runs to the high post left or
right (HPL or HPR), then drive under the basket. He waits there
for two seconds and then runs a random three-step pattern under
the basket.

DEFENSIVE PLAYS
You have four defensive plays to choose from:

Low Zone LZN
High Zone HZN
Man-to-Man Zone MML
Man-to-Man Dark MMD

LOW ZONE. When you call low zone, your teammate will stay in
the key (between the basket and the inner white line on the
court). When an offensive player enters his zone, he covers him
man-to-man. If the offense floods the low zone (which means both
offensive players enter the key), your teammate will cover the
ball handler. In this case, you should cover the offensive player
withou the ball. When your opponents are not flooding the low
zone, your teammate always take the man in the low zone, and you
take the man outside the key in the high zone.

HIGH ZONE. If you assign your teammate to the high zone, he
cover the ball handler when that player is in the high zone. When
the ball handler enters the low zone area around the key, you must
cover him, and your teammate covers the player without the ball.

MAN-TO-MAN LIGHT. Your teammate covers the opposing player
who wears the light-colored uniform. He stays with that player
everwhere on the court. You cover the player in the dark uniform.
The goal in man-to-man coverage is to stay between the man you're
guarding and the basket, trying to keep him from getting under the
basket and making an easy shot.

MAN-TO-MAN-DARK. This is the reverse of man-to-man light.
Your teammate covers the man in the dark uniform, and you cover
the man in the light uniform.

STRENGTHS AND WEAKNESSES OF ZONE DEFENSE
The zone defense is very effective against inside shooters.
If the ball handler breaks away from the man playing the high
zone, the man playing the low zone can usually cover the ball
handler before he can get into position near the basket. The
weakness of the zone defense is that one defender is always in the
key, resulting in a two-on-one situation outside the key. This
sometimes means that one of the offensive players can take an easy
outside shot.

If you're playing against the computer, it's 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
If nobody grabs a rebound and the ball is loose, the computer
will sometimes allow you to regroup your offense and call another
play. You'll know this is happening if the playcalling screen
appears.

PENALTIES

FOULS
Bumping into an opposing player continuously for more than
one second results in a foul in the following situationa:

A defensive foul occurs when one of the defensive players
bumps into the ball handler. The penalty is either ball out of
bounds to the offense or free throws.

Chargin occurs when the ball handler bumps into a defensive
player. The penalty is change of possession or free 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 won't 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.
Teams 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
TRAVELING is called if you jump to shoot but don't release
the ball in time. It won't be called if your shot is blocked by
an opponent and you come down with the ball. Traveling results in
a change of possession.

THE THREE-SECOND 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-SECOND SHOT CLOCK gives the offensive team 24 seconds
to make a shot after they bring the ball into play. The
scoreboard has a SHOT CLOCK which counts down the seconds.
Failure to make a shot in time results in change of possession.

Here's a summary of all violations and penalties:

With five or fewer team fouls:
Fouling the Shooter:
if ball goes in.........1 free throw
if ball misses..........2 free throws
Fouling the Ball
Handler.................Ball out of bounds to the offense
Charging....................Change of possession
Three Seconds in Key........Change of possession
24-Second Clock.............Change of possession

With more than five team fouls:
Fouling the Shooter:
if ball goes in.........1 free throw
if ball misses..........2 free throws
Fouling the Ball
Handler.................2 free throws
Charging....................2 free throws
Three Seconds in Key........Change of possession
24-Second Clock.............Change of possession

A WORD ABOUT FREE THROWS. Players don't have control over
free throw accuracy. It's based on the outside shooting rating.
To make a free throw, just push the joystick button and release
it. All players can rebound after the last free throw attempt.

THE QUARTER CLOCK AND OVERTIME
You'll play four 6-minute quarters in each game. If the
teams are tied at the end of the fourth quarter, you'll
automatically go into overtime, which is another 6-minute quarter.
The amount of time left in each quarter is shown on the clock in
the middle of the scoreboard. At the end of each quarter, a
buzzer rings and the screen displays which quarter has just been
played. 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
To pause the game, simply press the F7 key on your keyboard;
TIMEOUT OR F5 TO RESUME wil be displayed on the scoreboard. If
you merely want to pause the game, press the F5 key when you're
ready to resume.

You can call a timeout only when you're on offense. If you
want to call a timeout, first press the F7 key, then press the
joystick button. Each team is allowed five timeouts per half. On
the scoreboard you'll 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've called a play. When
you call a timeout, your players don't have to take the time to
run down court and set up the play; they'll just appear on the
court, in position, when play resumes.

To quit a game inprogress and start over, you must run off
your computer and load GBA Championship Basketball: Two-on-Two
again -- see "Getting Started", previous discussed.

AFTER THE GAME
At the end of every game, you can read all about it. The
sports page of the Gamestar Gazette appears on the screen with the
following boxscore writeups: the team names, the final score, the
total field goals for each team, shooting percentages, rebounds,
steals, blocked shots, and the name of the leading scorer.

Here's what the numbers mean:

FIELD GOALS. This is the total number of baskets that each
team made. Each basket is worth either 2 or 3 points, depending
on where the player was on the court when he made the shot. Free
throws do not count as field goals.

PERCENTAGE. The field goal percentage is calculated by
taking the total number of actual field goals and dividing it by
the total number of field goal attempts. This number is the team
percentage.

REBOUNDS. Every time your team pulls down a rebound, it's
recorded here.

STEALS. This number records the number of times your team
stole the ball from the opposition.

BLOCKED SHOTS. There are two type of blocked shots. After
the shot is blocked, either the defender comes down with the ball
or the offensive player retain possession. Blocked shots are only
recorded here when the defender gains possession of the ball.

LEADING SCORER. The top scorer's name will be displayed with
the number of points he scored.

TO PLAY ANOTHER GAME

When a game ends, press F7 to return to the chalkboard menus.
If you've just played any game (except in league play) and want to
play the same game again, you don't have to type in your name
again or select a new computer teammate unless you want to. Just
press RETURN or move the basketballs to CONTINUE and press the
joystick button as you move quickly through the menus.