Disney Sports Basketball FAQ for GameBoy Advance By: HouseT (houset@ignmail.com) DISCLAIMERS -------------------- This FAQ is copyrighted by me (Thomas Houston AKA HouseT) and may be not be reproduced under any circumstances except for personal, private use. It is currently posted on the following website(s): GameFAQs.com. It may not be placed on any other web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. ==================== VERSION HISTORY ==================== 05/15/03 Ver. 0.80 This version is my first attempt, and is sure to end up having some edits and additions as time goes on. I only plan to make a few revisions before I deem this done, but since we all know how that goes... ==================== TABLE OF CONTENTS ==================== 1.0 ABOUT THE GAME 2.0 CONTROLS 2.1 Offense 2.2 Defense 2.3 Free Throws 3.0 PLAYERS 4.0 ARENAS 5.0 MAGIC ABILITIES 6.0 TRICKS/SECRETS ==================== 1.0 ABOUT THE GAME ==================== This game is part of Konami's series of Disney sports games. While I have heard good things about this game, I am still surprised at how much I ended up enjoying it. The game has a good degree of depth to it with a lot of variety as far as player control and scoring. The Disney characters all have their own unique strengths and abilities, and combine with magic abilities and the gameplay to make for a enjoyable game with lots of depth. In short, I like it. :) ==================== 2.0 CONTROLS ==================== 2.1 Offense -------------------- D-Pad: Player movement A Button: Pass B Button: Shoot Tap B Button: Shot fake Note: If you use a shot fake after moving with the ball, you'll be unable to move with the ball again. A Button during shot attempt: Jump Pass B Button immediately after rebound: Rebound Dunk B Button during dunk or lay-up: Double Clutch R Button + A Button: Alley-Oop L Button without ball: Screen (2 Player Game Only) L Button: Back-Down Dribble This move automatically places your back to the goal, a useful way to protect the ball while close to the basket. More powerful characters can move towards the basket while in this position (hence the name 'Back-Down Dribble') R Button: not used alone R Button + Double Tap on D-Pad (hold direction): Crossover Essentially a flashy dribble move that helps to drive you past the defensive player. It also includes a small burst of speed, so even slower players can utilize it to some degree. R Button + Double Tap on D-Pad: Crossover Fake The player leans forward as if they are about to perform a Crossover, then stays put. Good for trying to trick a defender into guarding against the Crossover, which should provide the opportunity to do something else. L Button + R Button: Activate Magic 2.2 Defense -------------------- D-Pad: Player movement A Button: Switch Player B Button (Tap): Block/Rebound B Button (Hold): Prepare to Block/Rebound Note: Release button to jump for block/rebound. Players jump higher when they perform this move. R Button (Hold): Hands-Up Defense The defensive player stops, holds their hands up (duh!), and attempts to block the path of the offensive player. I find this useful for helping set yourself defensively, and use it for setting up steals and blocks. A Button (during Hands-Up): Guard When timed right, this block a Crossover drive by knocking the ball loose. I have no luck with timing this maneuver, but it's important to note since the computer AI uses it better than I can. L Button + D-Pad: Hand Check More of a shove than a check, you have to use a D-Pad direction or it doesn't work properly. Note that if you use this at anytime other than when an opponent is backing down, it will most likely result in a foul (it may be a foul if they're backing down, but the odds are much higher otherwise). B Button + D-Pad: Steal L Button + R Button: Activate Magic 2.3 Free Throws -------------------- L Button: Adjust power balance and distance of left gauge R Button: Adjust power balance and distance of right gauge A Button: Determine power, balance, and distance (attempt shot) The easiest way I've found to take free throws is this method: The gauges are basically the halves of two arrows. The left gauge moves towards the top and can be lowered by holding the L Button. The right gauge moves towards the bottom and can be raised by holding the R Button. A line moves up and down along the gauge space, and seems to vary speed depending on factors (I'm pretty sure which player is shooting is one). What works for me is holding R to send both gauges to the top. One gauge usually moves slower than the other (again depending on which player is shooting). The trick is to lower the slower gauge first, then drop the quicker gauge right behind it. It should be pretty easy to hit A when both halves of the arrow are on or directly under the moving line. I've never missed a free throw with this method. ==================== 3.0 PLAYERS ==================== Player stats are based on the beginning stats from the Player Training mode, which seems to be an accurate assessment of each player's abilities. Point values are based on a scale of 1 to 10, or maybe 2 to 9 since no player has a beginning stat beyond those ranges. MICKEY Team: Superstars SPEED: 5 POWER: 5 JUMP: 5 DUNK: 5 2 POINT: 5 3 POINT: 5 ATTITUDE: 5 STEAL: 5 BLOCK: 5 CONTROL: 5 To say that Mickey is a good all around player would be an understatement. His base stats are all at the average, although it seems to make him a just above average player. Mickey can do just about anything you want him to, which makes him a good partner for rounding out any team. MINNIE Team: Charmers SPEED: 5 POWER: 3 JUMP: 5 DUNK: 5 2 POINT: 6 3 POINT: 8 ATTITUDE: 6 STEAL: 6 BLOCK: 3 CONTROL: 5 Minnie takes a hit in the power and block department, but makes up for it with an above average shooting skill. Minnie's strength is distance shooting, so feel free to fire away from the perimeter. DONALD Team: SeaDucks SPEED: 9 POWER: 4 JUMP: 6 DUNK: 7 2 POINT: 5 3 POINT: 4 ATTITUDE: 5 STEAL: 5 BLOCK: 4 CONTROL: 4 Donald is the speedster of the group. No one motors around faster than him (even his character sprite looks to be in permanent high gear. He also excels in the jump and dunk areas, so feel free to utilize him with penetrating defenses and quick scores on the inside. DAISY Team: Belles SPEED: 5 POWER: 4 JUMP: 5 DUNK: 5 2 POINT: 6 3 POINT: 6 ATTITUDE: 5 STEAL: 5 BLOCK: 5 CONTROL: 6 Daisy is another character with good balance, skewed to have slightly above average shooting ability. She's good for moving the ball and taking shots, so do that. (Really, what more is there to say about it? She's a duck. Woo.) MAX Team: Shifters SPEED: 6 POWER: 3 JUMP: 5 DUNK: 6 2 POINT: 7 3 POINT: 5 ATTITUDE: 4 STEAL: 7 BLOCK: 3 CONTROL: 6 A strong defensive player, Max also has good speed and ball control skills. His combination of skills and size makes him a versatile player, but his lack of power can lead to some embarrassing moments (or at least getting bullied by Minnie on the inside seems embarrassing). GOOFY Team: SpaceNuts SPEED: 4 POWER: 7 JUMP: 6 DUNK: 8 2 POINT: 4 3 POINT: 3 ATTITUDE: 5 STEAL: 5 BLOCK: 7 CONTROL: 4 Goofy's strength lies in his inside game, as he has the size and power to push through and score. He's also a good defender whose natural height makes for easier shot blocking. MORTIMER Team: Imperials SPEED: 4 POWER: 4 JUMP: 7 DUNK: 4 2 POINT: 6 3 POINT: 6 ATTITUDE: 5 STEAL: 4 BLOCK: 7 CONTROL: 5 The first unlockable character you come across. He's... tall. Seriously, it's the first thing that stands out about him. His stats say he's a pretty decent shooter, and his height leads to an obvious shot blocking ability. Plus, he's got that Boogity-Boo hands-up defense pose. Well, you look at it and tell me what it is he's doing. PETE Team: Steamrollers SPEED: 3 POWER: 9 JUMP: 4 DUNK: 7 2 POINT: 3 3 POINT: 2 ATTITUDE: 8 STEAL: 3 BLOCK: 8 CONTROL: 4 The second (and presumably last) unlockable character. Pete... is huge. While it can be good for defense, it's also a detriment as there's no way you'll lose track of him on the screen. If it weren't for him, I never would have figured out that you can stop the alley-oop magic ability. ==================== 4.0 ARENAS ==================== Under Construction - Your Ad here (Just kidding!) Note: Aside from appearances, there appear to be no major differences between the arenas. ==================== 5.0 MAGIC ABILITIES ==================== Also Under Construction Note: I have yet to come close to unlocking a complete list of all the magic items available, but I'm working on it. ==================== 6.0 TRICKS/SECRETS ==================== Unlock Mortimer & Aero Field: Finish Challenge Mode in Level 2 Unlock Pete & SteamRoller Dome: Finish Challenge Mode in Level 3 Copyright 2003 Thomas Houston