Basketball Two-on-Two
Document created by [email protected] on 13th Dec 99 for
World of Spectrum: http://www.void.demon.nl/spectrum.html

Taken from the Ocean compilation 'Game Set and Match'.

It's the lighting-paced sport played only by super athletes. A game of
strategy, guts, stamina, and most of all teamwork. It's all here, in GBA
Championship Basketball: Two-on-Two. Develop the strategies and skills to
make you play like a pro!

GBA Basketball: Two-On-Two was
and KEITH ORR. Developed for Spectrum and
Player's Guide By: MARD NAMEN.
A Software Studios Production.
(c) 1987 Activision, Inc. All Rights Reserved.

1. Place the cassette in your recorder ensuring it is fully rewound.
2. Ensure that the MIC socket is disconnected and that the volume and tone
controls are set to the appropriate levels.
3. If the computer is a Spectrum 48K or Spectrum + then load as follows. Type
LOAD""(ENTER). (Note there is no space between the two quotes). The " is
obtained by pressing the SYMBOL SHIFT and P keys simultaneously.
4. Press PLAY on your recorder and the game will load automatically. If you
have any problems try adjusting the volume and tone controls and
consulting Chapter 6 of the Spectrum manual.
5. If the computer is a Spectrum 128K then follow the loading instructions
on-screen or in the accompanying manual.

Basketball Two-on-Two(TM)
Pre-Game Briefing
Basketball. It's the lightning-paced sport played only by super athletes. A
game of strategy, guts, stamina, and - most of all - teamwork.

Two-on-Two helps you develop the strategies and skills to make you play like
a pro. Choose to play one player against the computer, two players against
a computer team, or two players against each other. This Player's Guide
gives you all of the vital information you'll need, so keep it with your
Basketball will load into your computer memory. Cassette versions will load
in stages, and you will see a variety of flashing colours around the screen
as loading occurs.

Joystick Notes
Interfaces that may be used by Spectrum owners are Kempston, Interface II and
cursor compatibles.

All controls and movements allowed are listed throughout the Player's Guide
as JOYSTICK controls or FUNCTIONS. Players may prefer to use keyboard keys
instead for Player 1 whilst Player 2 must always use keyboard. Refer to the
table below when playing by keyboard. P1 indicates Player 1, P2 indicates
Player 2, and functions A-C are specific features that may be used.

Keyboard control table for GBA Championship Basketball

Player No./Function Spectrum Key
P1 - Joystick FORWARD Q
P1 - Joystick BACKWARD A
P1 - Joystick LEFT X
P1 - Joystick RIGHT C
P1 - Joystick BUTTON Z
Function A ENTER
Function B SPACE BAR
Function C CAPS SHIFT & T
P2 - Joystick FORWARD U
P2 - Joystick BACKWARD J
P2 - Joystick LEFT O
P2 - Joystick RIGHT P
P2 - Joystick BUTTON M

Selecting Your Game
Select your game by pressing the SPACE BAR until your required play is

Practice Sessions
Just as in the real sport, Two-on-Two offers you the chance to warm-up before
the game. The scoreboard and the time clock are not active and there are no
penalties. Use FUNCTION B to exit the practice sessions.

1 Player Selected
You can practice shooting inside and outside and work on your hook shots,
jump shots, slam dunk, tip-ins and rebounds.

2 Player Selected
You can practice various shots as well as dribbling, rebounding and tip-ins.
You can play straight one-to-one, or you can play "pick-up" games such as
"Around the World" or "Horse"

Around The World
Player 1 tries a shot from the baseline - say, at the edge of the key. Every
line the player makes a basket, he moves further along the edge of the key,
working around the baseline on the other side of the basket. If Player 1
misses a shot, Player 2 gets a turn. When a player misses a shot, he must
shoot again from that same spot on his next turn, and so on. The first player
to go "Around the World" wins.

Player 1 makes a shot from anywhere on the court. Player 2 must then make the
same shot or they will get an "H". When Player 1 misses, Player 2 can make a
shot from wherever they wish, and Player 1 must make the same shot. Every
time a player misses, they get another letter until the word HORSE is
spelled. Whoever gets all the letters first, loses. The letters of HORSE do
not appear upon the screen, you will need to keep note of them yourslef,
just as you would on a real court.

Head-To-Head (2 Player)
[] With this option, two players play against each other, but each has a
computer teammate to help, dressed in a similar colour jersey.

Teammates (2 Player)
[] If you choose this option, both players play together as a team, up
against a hard-driving computer team.

Challenge (1 Player)
[] Player 1 pairs with a computer-controlled teammate, and challenges a
mighty computer duo. Player 1's team will play as the HOME team.

Tactical Tips
You're in the big-time now. You've got to get out there and give it all
you've got. You face some stiff competition, and your teammate depends on
you... so remember the club saying... "tactical tips and timing for top

To pass the basketball to your teammate, quickly press and immediately
release the joystick button.

If your teammate has possession of the basketball, you can request they pass
it to you by quickly pressing the button. Your teammate will usually pass
the ball, but not always - after all, any player can hog the ball now and
then! Your teammate may pass the basketball even if you haven't requested it
(unless you are moving) as you are open.

To catch the basketball, you must be directly in line with it, otherwise the
ball will go out of bounds, or to the opposition.

When you have possession of the basketball and want to make a shot, first
hold down the joystick button. Your player will jump in the air. Release the
button when you want your player to make a shot. Timing here is critical -
if you release the ball at the top of the jump, you have a better chance
of scoring. If you fail to shoot before your player lands, you'll be charged
with travelling, an offence on Basketball.

[Hook Shots]
To make a hook shot, you must be downcourt near the baseline, with your back
to the basket. With a hook shot, the ball is released as the player's arm
"hooks" over his head. The advantage of this shot is that it cannot be

[Slam Dunks]
Probably the most satisfying shot in Basketball - remaining the ball through
the hoop! 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 of low post left (LPL) or half a step right of low post right
(LPR). Finally, there must be no defenders under the basket. If these
conditions are met, a slam dunk will always be successful.

If a player shoots, misses, and then grabs the rewound while directly facing
the basket, he'll try again (a tip-in). As long as the player is facing the
basket and underneath it, the tip-in will be automatic once the player jumps.

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 did to
make a shot - your player will jump for the ball. Timing the jump is the key
to successful rebounding.

[3 Point Shots]
If a player shoots a basket from outside the white 3-point line, that basket
is good for 3 points instead of the usual 2! Timing is again critical, and
a basket difficult from this distance.

Stealing & Blocking
To steal the ball from an opponent, you must "bump" the player on the side on
which he's dribbling or holding the ball.

To block a shot, move in close to the player in possession of the basketball
and press your button to jump (as if you were shooting). Your success will
depend upon your timing and how close you are to the other player.

Your Computer-Controlled Teammate
Never underestimate your computer-controlled teammate. He's intelligent and
fast. No matter how good you are as an individual player, you'll never make
it in the Championship unless you play as a team.

Gameplay in Gamestar's Championship Basketball: Two-on-Two shows one half
of the full basketball court at a time. Each team may attack the opposition's
basket (OFFENCE), and in turn defend their own (DEFENCE) whilst abiding by
the rulebook. So gameplay switches from one end of the court to the other
each time there is a change of possession or a basket is good.

[Directing your Teammate - the Playcalling Screen]
To instruct your computer teammate how to play when play resumes at the other
end of the court, use the Playcalling Screen. The scoreboard is replaced for
approx. 7 seconds by the Playcalling Screen while the players automatically
run down the court and bring the ball back into play. Within this 7 seconds,
you must select an offensive and defensive alignment from the Playcalling
screen otherwise the computer will choose one for you.

The Playcalling Screen is divided into OFFENSIVE on the left and DEFENSIVE
on the right. The offense screen shows the abbreviations BKT, RHT, TOP, LFT
and SCRN, which represent the five offensive plays you may select now. The
Defense screen is sinister, showing your options of LZN, HZN, MMD and MML -
the four defensive alignments you can choose from.

Select a play by moving your joystick forward, back, left or right depending
upon the play you wish to select. For example, 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 to select the SCRN play.

----- ---------- -----
| LPL | BKT | LPR |
| | | |
LFT | | < KEY > | | RHT
| | | |
| |----------| |
| HPL | TOP | HPR |
| ---------- |
| |
| |

Zones On The Court
[Offensive Plays - LFT, RHT, TOP, BKT, SCRN]
You have 5 offensive plays from which to choose. Study them carefully - they
will help you choose your team tactics.

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

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

TOP (Top of Key): Your teammate runs either to the right or left high post
(HPR or HPL), waits for 1 second then runs to the top. He waits at the top
for up to 4 seconds and then runs a random pattern at the top of the key.

BKT (Basket): Your teammate runs to the high post left or right (HPL or HPR),
then drives under the basket. Waits for 2 seconds then runs a random three-
step pattern under the basket.

SCRN (Screen): 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 6
seconds, allowing you to dribble around him as he blocks the defender. Then
he runs a two-step pattern between the high posts.

[Defensive Plays - LZN, HZN, MML, MMD]
LZN (Low Zone): Your teammate will stay in the key (between the basket and
the inner while line on the court). When an offensive player enters his zone,
he covers him man-to-man. If both offensive players enter the key (flooding)
your teammate will cover the player processing the ball. In this case, you
should cover the player without the ball. When your opponents are not
flooding the low zone, your teammate always takes the man in the low zone,
and you take the man outside the key in the high zone.

HZN (High Zone): Your teammate covers the player processing the ball when
that player is in the high zone. You cover the player with procession when
he enters the low zone area around the key, allowing your teammate to cover
the player without the ball.

MML (Man-to-Man Light): Your teammate covers the opposing player who wears
the light coloured jersey.

MMD (Man-to-Man Dark): Your teammate covers the opposing player who wears the
dark-coloured jersey.

[Playcalling & 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.

Basketball - The Rule Book
You'll play four 6-minute quaters in each game. If the teams are tried at the
end of the fourth quater, you'll automatically go into overtime, which is
another 6-minute quater. The amount of time left in each quater is shown on
the clock in the middle of the scoreboard. At the end of each quater a buzzer
rings and the screen displays which quater has just been played. You then go
immediately into the next quater.

[Ball into Play]
At the start of the game, the home team (Player 1) always takes the ball out.
Each team takes each quater thereafter to bring the ball into play.

[Timeouts and Pause]
To pause the game use the FUNCTION B key on your keyboard. If you merely
want to pause the game, just use the FUNCTION B when you're ready to resume

You can call a timeout when you're on offense. If you want to call a timeout,
first use the FUNCTION B 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 these 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. Your players don't have to run down court now,
they'll appear in court in position just as soon as play resumes.

[Quit Game]
To quit a game, press FUNCTION C key.

Fouls and other penalties are displayed upon 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

The number of team fouls are 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.

Bumping into an opposing player continuously for more than one second results
in a Defensive Foul or Charging penalty.

[Defensive Foul]
Defensive player bumping into player with possession of ball. The penalty is
either ball out of bounds to the offense or free throws.

Player with possession of ball bumping into defensive player. Penalty is
change of possession or free throws.

Called if you jump to shoot but don't release the ball. Results in a change
of possession.

[Three-Second Rule]
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. Staying in the key too long results in change
of possession.

[24-second Shot Clock]
Gives the offensive team 24 seconds to make a shot after which 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.

[Free Throws]
To make a free throw, just push the joystick button and release it. All
players can rebound after the last free throw attempt.