From TV Animation Slam Dunk 2: Zenkoku e no Tip Off
Game Boy
Developer: Bandai Publisher: Bandai
By: GammaBetaAlpha
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Table of Contents
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How to Play [HELP]
Story Mode [STOR]
Passwords [PASS]
Donations/Amazon [DONT]
Contact Info [CONT]
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How to Play
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[HELP]
Main Screen Options
-------------------
On the front screen, by pressing right and left, you have four separate
options you can go through.
Story Mode ストーリーモード
--> New Game はじめから
--> Password つづきから
This allows you to engage in the 6-match story mode, either from
the start or in a later match by using a password.
One Player Match わんしゅうじあい
--> 1P vs. CP
--> 1P vs. 2P
You can play a full game match-up against either a computer-
controlled team, or use the link cable to engage against a human opponent who
owns a second cart of the game.
Dr. T Hour Dr. T アワー
This appears to just be several separate blurbs of information,
whether on the game of basketball or on the Slam Dunk universe.
Options コンフィグ
--> Music
--> Password パス
You can turn the music on and off. Apparently you can also
chance the passwords on and off, though the author is unsure why.
Gameplay
--------
Slam Dunk follows fairly standard basketball gameplay of two teams of
five players each, throwing a basketball into a net, and the one side that has
more points after two halves winning. Given that the game is on the Game Boy,
you can expect that the controls are extremely simplified.
Instead of a full-court match-up brawl, you move a single player
around under your own control, either as the ball-carrier or on the defense.
When you meet up with a member of the opposing team, you engage in a one-on-one
engagement. To this game's credit, it does away with the weird rock-papers-
scissors-esque format the original Slam Dunk Game Boy game used, and instead
does a more arcade-like scenario.
The main ending for the game involves winning the Story Mode, which
involves progressing through 6 different scenarios which start you partways
through a match with a certain point lead or deficit. Passwords for the game
also exist, so you could skip right ahead to Match 6.
Slam Dunk is Super Game Boy functional, and the colouring helps to
distinguish between the two teams when playing. Finally, there is apparently 2-
Player connectivity to the game, unlike the original.
Moving
------
On the mini-map that takes up most of the screen, you will have ten
circles, five shaded and five white, along with the numbers of each player. If
one of your own members has the ball, that circle will be shaded white, while an
opposing team member holding the ball will be a totally dark circle with no
number. You will have to make use of the mini-map to follow play.
You can move the ball upfield to attempt to get closer to the net to
shoot. If on defense, you can move a member of Shohoko around and attempt to
touch the current ball-carrier to initiate contact. If your ball-carrier gets
intercepted by an opposing team member, or you touch the circle of the opposing
ball-carrier, you will enter a showdown.
When on offense, you can pass to one of your teammates by double-tapping
the B button.
While playing defense, you can switch between your own members by
pressing the B button.
Showdowns
---------
Whenever a ball-carrier's circle icon is touched on the mini-map by
another player of the opposing team, a showdown will occur.
In a showdown, you get a graphically impressive over-the-shoulder view
of the ball-carrier. The ball-carrier has up to 9 seconds to make one of three
choices: he can either pass, attempt to dribble the ball around the defender, or
make a shot from where he is right now.
In making a pass, the numbers of the ball carrier's teammates will be
displayed on the border of the graphical display in tiny smaller boxes, and a
basketball icon in one of the boxes will indicate which would be the default
player the ball is passed to if a pass is attempted. If you are the ball-
carrier, pressing the B button makes a pass attempt.
To make a shoot attempt, all you need to do is press the A button.
However, in making your shot attempt, not only do you need to make a good shot
attempt, but your opponent can also attempt to block your shot.
Finally, in dribbling, you can move left and right slightly, and then
up. If your opponent is slow to react, then you can dribble right by him, but
otherwise he may intercept you and steal the ball.
As the defender, the situation is reversed. You can move around left and
right, which will change the ball-carrier's reaction. Pressing the B button
allows you to raise your arms up and catch any forward pass the ball-carrier
attempts to make (you can do nothing if the ball-carrier tries a side pass or
passing back downfield, as it is away from you). If the ball-carrier tries to go
past you, you can move left or right with him and press the A button to try
stealing the ball.
Shooting
--------
Shooting can be done through one of two ways: when engaged in a showdown
as the ball-carrier, or on your own as the ball-carrier with no opponent while
moving across the court. In both cases, you initiate your shot by pressing the A
button.
When you make your throw attempt, a bar will be shown with a small
section shaded in, with a cursor quickly moving left and right. To get a shot
in, you need to have the cursor at least partially within the shaded section,
and even if you are completely in it is still not a guaranteed shot.
The closer you are to the net, the larger the shaded section becomes. At
an extremely close distance, however, the shaded section shrinks, so stay back a
slight bit. From behind the three-point line your shaded margin is fairly
small, but past the three-point line it expands, and becomes especially big
right in front of the net. Again, however, even if you land within the shaded
section your shot is still not guaranteed to go in, though your chances go up
substantially. If you get an animation prior to shooting, however, you will know
you made it.
It should be noted that while you CAN make a shoot from behind the
centre line, it will never go in - your shot will always be too low to make it
in the net.
If you attempt a shot while in a showdown, after you make your shot
attempt, your opponent has the same bar and cursor play, with the chance for him
to block your shot and intercept the ball, returning play to his team.
Similarly, of course, if an opponent makes a shot attempt while you are in a
showdown, you can try to block him.
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Story Mode
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[STOR]
In Story Mode, you appear to reprise possibly what may be matches out of
the manga. Instead of starting you at the beginning of a full game, however, you
are instead put into scenarios with a certain amount of time left and a score
already run up. For example, in the very first match you start with 9 minutes
left and a 7-point deficit. You have to win each match to progress to the next
one. After winning Match 6, the Story Mode ends with an ending.
The main option under Story Mode is to start from Match 1. The second
option is to enter a password and start from Matches 2 through 5.
Match 1
-------
9 minutes left, behind 61-68
Match 2
-------
12 minutes left in the second half, behind 4 - 16
Password: HANAM Match 2
Match 3
-------
Start of the 2nd half, behind 40 - 52
Password: TAKEN
Match 4
-------
14 minutes left, ahead 36-35
Password: KAEDE
While running around with the ball, double-tap B to automatically pass
Rebounds A to jump B to grab
Match 5
-------
Start of the 2nd half, 49 all
Password: RYOTA
Match 6
-------
Start of the 2nd half, behind 26-32
To enter these passwords, on the front screen, go Story Mode (first
option) --> Passwords (second option).
HANAM Match 2
TAKEN Match 3
KAEDE Match 4
RYOTA Match 5
HISAS Match 6
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Contact Info
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[CONT]
Although I believe I have found everything there is to find in this
game, there is occasionally the possibility of some super secret level in an
obscure game that was never found because it was too obscure, or the like. If
you have anything that you feel needs to be includes, feel free to email me at
gammabetaalphafaqs AT gmail DOT com
If you have any other information to contribute or notice any errors,
again, shoot me a notice at gammabetaalphafaqs AT gmail DOT com
If you wish to host this guide, or use information from it, consider the
FAQ semi-public domain: you can host it without asking and derive information
from it word-for-word if you wish, but keep the document unchanged if hosting it
and give credit where due if using information