From TV Animation Slam Dunk: Gakeppuchi no Kesshou League Game Boy Developer: Bandai Publisher: Bandai By: GammaBetaAlpha ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- Table of Contents -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ How to Play [HELP] Passwords [PASS] Donations/Amazon [DONT] Contact Info [CONT] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- How to Play -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ [HELP] 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. To wit: instead of a full-court match-up, 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 matchup with a set of commands that are almost but not quite rock-paper-scissors in nature to dribble by or block/steal the ball. When shooting the ball, you do not engage in any fancy controls, just a simple bar and cursor with a shaded area to land the cursor in. The main ending for the game involves winning the Tournament Mode. Slam Dunk is Super Game Boy functional, and the colouring helps to distinguish between the two teams when playing. MAIN MENU --------- These are the following four options on the main overview menu for the game. Tournament Mode --------------- In Tournament Mode, you play a total of 4 matches, with the game ending being determined by a round-robin. The order of teams you play is as such: vs. Ryonan vs. Shoyo vs. Kainan vs. Ryonan (2) There are a total of 9 passwords for the game, three for each mode of difficulty, one for each of the latter three matches. To see the official ending, you need to defeat Ryonan in the second match-up. Single Match Mode ----------------- In Single Match, you can play as any of the four teams vs. one of the remaining three teams. Team Information ---------------- With this option, you are given a brief blurb on any of the four teams in the game. Options ------- Difficulty ---------- Switches between Easy, Normal and Hard Difficulties. Music ----- Turns Sound effects and music on and off. Showdown Time ------------- When in a showdown, you have the option of having 5 seconds to make your decisions before the game makes one for you automatically, 9 seconds, or unlimited time. Half-Time Length ---------------- Allows you to toggle the length of each half-time between 5 to 20 minutes. Super Game Boy Functions ------------------------ If you are playing the game using Super Game Boy functions, the game colours in your uniforms, which can be especially handy in remembering whether you are blocking or attacking when in a showdown. Shohoku is red, Ryonan is blue, Shoyo is green and Kainan is red. Additionally, all your own teammates on the mini-map are coloured red. Moving ------ On the mini-map on the lower side 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 dark, while an opposing team member holding the ball will be a totally white 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. 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 can input up to two different functions as the ball- carrier, or three different controls as the defender. More information on what these functions are is shown below in the Offense and Blocking descriptions. For the most part, the first input describes the main action of the play, while the second (and third) inputs modify the first input. As the ball-carrier, either you make it around the defender, or you get your ball taken away. The reverse is true for the blocker: either you steal the ball away, or you allow the ball- carrier to get past you. Because the opposing player also will have the same set of inputs when you face-off, there is almost a rock-paper-scissors sense to the showdown, but not quite. Notably, in Easy Mode you are far more likely to get by/block your opponent, but your success rate drops dramatically in Normal and Hard Mode. Furthermore, what your opponent does seems to be fairly randomised, though he is of course more likely to perform some actions more often than not in certain situations: for example, attempting to take a jump-shot while close to the net, but never behind the centre line. Occasionally, a foul will occur by the defense. This appears to be totally randomised as to when it happens. When it does, the ball is moved upfield, and the fouled player gets to throw the ball in to a teammate of choice. As a result, if you were fouled, you can throw the ball in to a teammate and set up for a quick shot on net. Shooting -------- Shooting can be done through one of two ways: when engaged in a showdown as the ball-carrier, or pressing the B button to initiate a showdown with no opponent. In the former case, you must first select either a Fake or Attack input, then follow it up with a Shot. In the latter case, you can select Shoot directly. 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. For example, 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. Offense ------- When you have the ball, your ball carrier will be highlighted in dark. If you move around and get intercepted by a member of the opposing team, a menu will open up with the potential to input two functions. The first function, Fake or Attack, determines your first action, while the secondary input determines the second action. For example, a Fake - Cut-In involves you faking your opponent out to one side, while dribbling the ball around to his other side. Attack - Shoot is an aggressive straight-up attempt to shoot at the net. If you initiate an action yourself by pressing the A button, however, the Right Function will be Shoot from the start, and the Left and Bottom Functions become Dribble, which lets you move around again. Primary Input: -------------- Fake フェイク  (Left Function) As the name suggests, you will start by attempting to fake your opponent out to one side. Attack  こ゛ういん (Right Function) With Attack, you do not bother to fake, and instead engage directly in your secondary input. Secondary Input: ---------------- Cut-In カットイン  (Left Function) With a Cut-In, you will do a dribble around your opponent. Pass パス  (Top Function) In passing, you can choose one of your four remaining teammates to pass the ball to. Note that if you are past the centre line and pass the ball back past the centre line, you will of course go offside. Shoot シユート  (Right Function) Shooting makes a shoot attempt right at the net, opening up the Shot attempt bar and cursor. Blocking -------- When facing off as the defense, blocking mechanisms seem a little weird. You have 3 possible inputs in a row you can enter, though some inputs will finish the whole sequence. For the first input, you can either choose: Guard ガード  (Left Function) Attack こ゛ういん  (Right Function) Where Guard seems to leave your player standing where he is, while Attack causes him to be aggressive, and can somewhat modify your later inputs. You can choose neither of them by pressing Up or Down and skipping to the second input. For the second input, you can choose: Steal スティール  (Left Function) Steal is not very aggressive, as you do not make a forward attempt at stealing. Rather, it seems to steal the ball if the opponent attempts to dribble around you, or intercepts passes to the side. Basket  バスケット (Upper Function) Basket is an aggressive steal. Instead of waiting for your opponent to move, you move forward and try to steal the ball from him before he can do anything. Block ブロック  (Right Function) This Function appears to mostly be for blocking shots at the net, though it does sometimes cause a steal from in front. If and only if you chose the Steal Function can you enter a third input, and this results in being able to either end your inputs by pressing the left or down button, or add a third input of either Basket or Block. Blocking Inputs --------------- Right - Right: High-Jump Block against a throw Up - Right Down - Right Left - Right Right - Up: Steals from in front Up - Up Left - Right - Up Right - Left: Steals from the opponent dribbling around you Up - Left Down - Left Right - Left - Right: Moves to intercept a pass along your right side Up - Up Left - Up Right - Left - Left: Moves to intercept a pass along your left side ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- Passwords -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ [PASS] Thanks for these passwords goes to the user Keiji Nanjo off of GameFAQs. To use these passwords, on the main menu screen, hit the first option (Tournament Mode), then the second, right option for Passwords. Shohoku vs. Shoyo (Easy) TENSA Shohoku vs. Shoyo (Hard) SLAMD Shohoku vs. Shoyo (Normal) GEKIS Shohoku vs. Kainan (Easy) ISAKU Shohoku vs. Kainan (Hard) UNKDE Shohoku vs. Kainan (Normal) ENIHY Shohoku vs. Ryonan (Easy) RAGIH Shohoku vs. Ryonan (Hard) WINER Shohoku vs. Ryonan (Normal) OSENN ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- Contact Info -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ [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 ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- Credits -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ [CRED] Thanks go to the atwiki website for information on this game: http://www14.atwiki.jp/gball/pages/687.html Thanks for the passwords goes to the user Keiji Nanjo off of GameFAQs. ________________________________________________________________________________ ゥ2014 GammaBetaAlpha FAQs