Omni play basketball manual




















Team Timeouts can only be called from the Pause Screen. The Pause Screen This screen enables you to pause a game in play, to see how many Team Timeouts each team has remaining, or to actually call a Team Timeout.

Press the F6 function key to pause the game. The Pause Screen always displays the number of timeouts each team has remaining. If the Timeouts Remaining number is flashing, that team is then eligible to call a Team Timeout. To resume the game without calling a Team Timeout, press the F6 key once again.

However, to call a Team Timeout, press the fire button. The whistle will stop play and the Coaching Screen will appear. After using the Coaching Screen, the team that called the Team Timeout will inbound the ball underneath their opponents' basket. Timeouts A T. Timeout is a special timeout created for the END-VIEW Module which will not interrupt the normal flow of the game but will periodically allow the coaches of each team to make player substitutions and strategy without using up a Team Timeout.

For example, the referee will never stop play after one team scores a basket because that would prevent the other team from inbounding the ball for a quick breakout pass. On the other hand, he may call a T. Timeout if the ball has just gone out of bounds because that is already a complete interruption of the game.

Timeout will never occur more than once per minute, and since only the Referee can call a T. Timeout, they have no effect on either teams' supply of Team Timeouts. The Coaching Screen First, decisions regarding the Offensive and Defensive "attitudes" of the team are now made from this screen. Play substitutions, if any, are then made. Finally, the Coaching Screen changes back to show the court and play resumes from the point that you left the game.

The game clock is stopped during this entire process. If a player substitution is required to replace an injured player, but not enough time on the game clock has passed for a T. Timeout, the coach will only be allowed to replace the necessary player and make other lineup changes; he cannot change either the Offensive or Defensive "attitudes. Press the F8 key again to return to the game.

Strategy Selection The coaching options you select on the Coaching Screen are going to dictate how your whole team will play. Move the joystick in the direction of the one option you want.

Release the joystick so it returns to the center position. Press the fire button to select. After each selection, you will automatically progress to the next option.

This means you won't need to move the joystick to make the same selection the next time. Just press the fire button with the joystick centered to repeat your selection from the last time you were in the Coaching Screen. The Coaching Screen allows you to make various decisions when the following coaching options appear in this order : 1.

While the Coaching Screen is displayed, press the F2 function key to speed up the selection process or the F4 function key to slow it down. The keys may be pressed several times for added affect. If both coaches are computer-controlled, pressing the function keys will affect the rate at which both teams' selections are made. The following will show the various sets of Offensive and Defensive options in the exact order that they appear while on the Coaching Screen.

Next to the name of each possible selection is a brief description of the effect that choice will have on your team. Offensive Coaching Options 1. This is also known as "crashing the boards" and will increase the odds of a team remaining on offense but will also leave them vulnerable to a fast break by the other team if they don't come down with the rebound. This aggressive play may result in more offensive fouls as well.

Slam dunks have a good chance of occurring. In addition, there is a higher chance of sinking these short range shots - even for bad players. However, the increased shooting percentage will be offset by fewer open shots, and you give up the 3-point shot setups altogether.

Most defenses will give the outside shot because the distance alone decreases the chances of a successful bomb. The team's center is the only inside man but even he stays outside the key. If the computer is controlling your players, these additional choices will appear: 3.

As coach, you're telling your players to deliberately allow the shot clock to run down by passing the ball around before attempting a shot. However, frequently open shots won't be taken and sometimes playing around with the ball too much can get it stolen from your team or cause the shot clock to reach zero.

It will cause the ball ot be shot as soon as that team gets up the court. However, this sometimes results in "forced" or "rushed" shots of low probability. Defensive Coaching Options 4. Chances of coming down with the ball are increased but there is no opportunity for your team to make a fast break. You also increase the chances of incurring a defensive foul.

FOUL: A strategy usually chosen when a team is losing. This selection causes your players to deliberately foul the opponent as soon as possible, but only once.

As coach, you know that sometimes it is better to stop the clock and hope that your opponent misses one of his two free throws then to let him use up valuable time. Even if he makes both free throws, you'll still get the ball back quicker and you can always unload a 3-pointer. Rebounding is not an issue because the intent is to stop the field goal try from ever being taken.

Therefore, you should call a Team Timeout immediately to repeat this strategy. However, the chances of your team coming down with the ball to make the quick outlet pass are not as good. Also realize that the offensive team could now have open men to take a shot if they get the rebound instead. Watch out for your opponent blowing past you, and take note that your players won't be able to block any shots or otherwise lower a shots' possibility of scoring while in this defensive mode.

There will also be reduced body contact. MAN TO MAN: Usually employed if the defense is ahead, it provides basic but solid coverage as each defensive player is responsible for a single offensive player. But this action also always leaves at least one offensive player open, occasionally resulting in easy baskets. More fouls usually result as the defense harasses the man with the ball. Yet the defense should be able to block more shots and steal more balls.

MIX: Combines basic man-to-man defense with occasional double-teaming pressure. Roster Options 7. PLAY: This means that you are finished with your coaching selections and are ready to either begin or resume play. The names of the five players who will be out on the court are listed along with their positions and current skill levels for the team that selects this option first. When both coaches have selected this option, the court will appear and the ball can then be inbounded.

All stats are for the current game only. More stats are available at the end of each game. AUTO: You decide which skills your team should emphasize, and the computer automatically selects the top five players in those areas and puts them out on the court. You can then "fine-tune" these substitutions if you'd like by selecting "SUBS. Choosing AUTO as a Roster Option means that you want the computer to automatically select the best five players according to whatever skill categories you choose to maximize your lineup by.

Similarly, if you just choose SPEED, the computer will simply select the five fastest players on your team for the positions they can play without regard for how well they can shoot. To Maximize Your Lineup: 1. Move the joystick in the direction of each category that you want to use.

Release the joystick following each selection so it returns to the center position. After choosing the categories that you want to Maximize Your Lineup by, press the fire button to start all of the substitutions. You will then be returned to the Roster Options choices again. Once here you may wish to select "SUBS" to view the player substitutions made automatically or to then "fine-tune" those substitutions with your own individual choices.

Substitutions Players can be removed from the game any time the "SUBS" option is activated with the following exceptions: 1. Injured and ejected players must be removed before the game can resume. Players about to shoot free throws cannot be removed from the lineup. Injured players cannot be inserted into the starting lineup. When a player needs to be replaced immediately due to injury or ejection , his name will appear as a different color in the roster.

Otherwise, the first player's name on the list the center's will be highlighted when this option is first chosen.

Each roster consists of two centers, four guards, four forwards and two reserves. The reserves can play any position. The initial procedure: 1. Press the fire button to select it. Your team will then be displayed in the lower half of the screen with each player's name, position and current skill levels.

The first five names listed area always the players who will be out on the floor when play resumes. The remaining seven names are the players on the bench. Choose the players wisely so that their abilities and ages are used in a strategic manner.

The substitution process: 1. To remove a player from the lineup, use the joystick to move the highlighted bar until it illuminates the name of the player you wish to bench or move to a new position.

You can only select from the five players currently in the lineup. If a player was just injured or ejected from the game, his name will already appear highlighted. Press the fire button once. If you move the joystick up or down now, you will notice a second highlighted bar. This second bar indicates the player you will be switching the first player with. To change the second player, use the joystick to move the highlighted bar until it illuminates the name of the player you wish to use.

You'll notice that you can only choose players who are Reserves R or who play the same position as the player you are substituting. That is, the highlighted bar will only stop on the names of the players who are eligible to replace or switch with the first player selected.

Press the fire button once again. The two players automatically switch places in the roster listing. If you want to make more substitutions, repeat the above directions. If you are finished making substitutions or examining your players: a. Move the joystick to highlight any player. Highlight that same player again no need to move the joystick.

This substituting of a player with himself is the only way to leave the "SUBS" option. It pays to watch this figure as it will indicate which players are cooling off even before you notice their shots missing more than usual. All players' start the game with a Hot Value of 1. A player's Hot Value can go down for a number of reasons: the mounting pressure of sinking the big basket in the heat of the game which causes the shot to be off the mark, the same player "hogging the ball" by repeatedly taking the shots for his team his teammates will resent this and "get on his case" , the player not passing the ball to an open teammate for an easy bucket or even the crowd getting unruly and making their presence felt by turning against a player.

As the Hot Value decreases, the accuracy of the players' shots declines as well, but always relative to his natural shooting abilities. A player's Hot Value can increase for a number of reasons, too: passing up a shot to make the quality pass to an open teammate, sacrificing the body to "take the charge" and draw the foul for the good of the team or even playing tight defense that denies their man the ball.

Remember, basketball is a team game that requires all five players to work as one cohesive unit. Therefore, it pays to let all of your players participate in the offense instead of relying on a few good players. This involves a lot of routine and sometimes unimportant joystick activity while playing. Still, this traditional approach to game design is a whole lot of fun and running a player around the court offers a lot of strategy too.

You should notice the difference immediately. We call it, Flow-Control. Whether the sport is basketball, football, hockey or another, haven't you even noticed how you or your friends react when watching an exciting game on T.

Don't you, at time, find yourself yelling at the screen as if the players can actually hear you? Thanks to quality camerawork, we at home can usually see things that the players can't. Even with fast paced games like basketball, 45 opportunities and developing dangers always seem so obvious to us. Haven't you ever yelled at a player, "Hey, take the shot already! With the END-VIEW Module, the coaching assistance you give your players will be just enough for them to move the ball, set picks, develop plays and handle some defense all on their own.

But with the magic of Flow-Control, it is up to you to make the brief, split-second decisions that make all the difference from play to play. The ability to affect all the critical moments during a game, and only those critical moments, remains in your capable hands.

Now when you "yell" instructions to the players out on the court, they will "hear" them! But you must make your decisions at the instant an opportunity or problem presents itself.

A split second too soon or too late can blow chances or get your players into trouble. Therefore, with Flow-Control, the action will always continue to flow, but it's up to you to "control" that "flow"! Otherwise, your team will accomplish little As a result, only half of the court is displayed at any one time.

However, because this is a full-court, five-on-five game, you may experience some problems when first playing this Module. You see, the basket you are looking at changes as soon as the ball crosses over the center-court line. That is, the screen flips, changing to another as the ball travels from one half of the court to the other. But don't worry.

Knowing where your players are on the court and which basket you are currently viewing requires a little getting used to by everyone in the beginning. Even though you may initially become confused, rest assured that you'll get much better after just a few games. Since a basketball court always looks the same on both halves, there is very little about the court itself to distinguish when this change occurs.

So, you must learn to pay attention to other clues to help keep you properly oriented. They will appear to be located on different sides of the court for each half of the court even though they are not. Each half court has its own color strip of "paint" on the wall behind each basket.

See how their orientation changes on screen whenever the half court flips. The court screen displays along the top: 1. Current score of the game on either side of the game clock 2.

Game clock above each basket 3. Shot clock displayed on the wall on either side of each basket near the baseline of the court The court screen displays along the bottom: 1.

Team names 2. Current score of the game 3. Time remaining in the quarter 4. Current quarter 5. Teams' Effective Power see next section 6. Player's names shown by their positions as currently seen on the court The highlighted player's name is either the player with the ball or the last player to have touched it.

When on offense and in the attacking zone, a teams' two forwards are listed on top, the center is shown in the middle and the two guards are listed on the bottom. As the players run up and down the court, the position of these names on the screen changes to relate to the actual position of the players on the court. When defending their basket, they "switch" sides also, so the left guard or forward is now shown on the right side of the screen, etc.

The Players The players are only allowed to play in their assigned positions. This means that they all have specific areas on the court in which they roam during the course of a game. For example, when on offense in the opponents zone: The forwards play down low by the baseline closer to the top of the screen. The guards are up high between the top of the key and half court near the bottom of the screen. The center patrols both the high and the low post in and around the key.

Try to use the bottom of the Court Screen which displays your player's names, to tell where a specific player is on the court at any moment. A lousy team and a great team will both have E. A teams' Effective Power is totally influenced by the age of their players and how long they have been out on the court. Older players fatigue faster, thereby lowering the E. A teams' Effective Power is calculated by looking at the current skills of the 5 players on the court and comparing those skills with what the skills would be if each player was completely rested.

You'll notice that if you were to substitute some tired players with some rested players from the bench the E. A good coach will watch this E. Offense When your team is in possession of the ball, you are on offense. At that time, you must decide when your players pass or shoot the ball.

Remember that the special properties of Flow Control allow the players to run automatically in their own patterns as dictated by your coaching instructions. It's up to you, to see passing outlets and shooting opportunities whenever they occur during a game and to tell the players to pass or shoot at those precise moments!

Passing is also very important for keeping a player out of trouble. To pass the ball: 1. Move and hold your joystick in the direction of the player you wish to receive the pass. The names displayed at the bottom of the screen can help you find a particular player. Quickly tap the fire button.

The ball will now be sent to the player you chose with the joystick. NOTE: Except for the center, only the diagonal directions of the joystick pick the exact player you want. Moving the joystick in a non-diagonal direction either up, down, left or right and tapping the fire button will cause the ball to be passed to the closest player in that direction.

The center can be passed to by merely tapping the fire button without moving the joystick in any direction in other words, the joystick is centered. A quick tap of the fire button means the difference between an attempted pass and a shot see upcoming section. Any player can pass to any other player at any time so long as that other player is actually shown on the screen.

Following a basket, however, only two players usually remain in the back court to take the ball into the attacking zone.

After the ball is inbounded, both players progress up court toward the bottom of the screen. There is no time limit for inbounding the ball. Since you cannot pass the ball back from the back court to an unseen player in the attacking zone, be careful not to let one player get trapped in the back court without a teammate to whom he can pass the ball! To shoot the ball: 1. Press and HOLD the fire button down for a moment.

The extended length of time that the fire button is depressed signifies that a shot will be attempted. With a little practice you will soon learn the difference between pressing the fire button to pass or to shoot. The player with the ball will attempt a shot when you let go of the fire button. If the fire button is already pressed when a player receives the ball, a shot will be taken instantly.

Be careful when rebounding! There is no way to cancel a shot once the fire button is pressed, so be sure of your intentions whenever the ball is in your possession. All shots travel toward your opponents' basket no matter the running direction of the shooter, where he is on the court or the joystick direction. Types of Shots When you tell a player to "take a shot", the player will automatically choose between set shots, slam dunks, jump shots, layups and hook shots.

Set shots are the selection of most of the players in the game. However, when a player has the ball very close to the basket, he will automatically do a layup or slam dunk the ball when you "tell" him to shoot. It could be an easy jam or a spectacular, running, over-the-head reverse stuff, but whatever the shot, the result is usually two points. Of course, the bad Inside shooter can and will miss the easy slam more often than the better Inside players.

Players will take jump shots or hook shots automatically if they are closely guarded by a defender. Jump shots can be swatted away if the defender times his leap correctly, but hook shots are impossible to block. However, the unnatural style of releasing the ball from behind the head decreases the chance of a successful field goal.

Occasionally during a slam dunk, the backboard will shatter and shards of glass will rain down on the court. Players with a low Control skill level will break the backboard more often than players with a high Control skill level! This is why a player with a low Control skill level will also foul a lot.

If the backboard breaks, a one-shot Technical Foul will be assessed against the team of the player who broke the backboard. What this means is that the basket will not count and the defensive player who was covering the offending player will then shoot the one free throw.

Whether his shot goes in or not, his team then receives the ball out of bounds underneath their opponents' basket! Defense When your team does not have possession of the ball, you are playing defense.

The players always position themselves to cover their opponents according to the coaching instructions received, but with Flow Control there are some defensive things you can "tell" your players to do to benefit your team. Press the fire button and the player guarding the man with the ball will jump to block a shot.

Continue pressing the fire button for continuous jumping, depending on the age of the player. Older players will need a longer "rest" between jumps than the younger players. This is because the veterans have lost the "spring" in their legs that they once had in their youth.

So sad Press the fire button after a shot is taken, and the player who is closest to the ball will jump and try to rebound the loose ball. Press the fire button while a pass is being made, and the player guarding the passer will raise his hands to intercept as will the player guarding the intended receiver of the pass. To double-team the player with the ball: 1. Move the joystick up and hold it in that position. Press and release the fire button. The closest player will run over and help double-team the ball carrier.

Pressing the fire button during a double-team causes both players to jump or raise their hands. You can maintain the double-team each time the ball is passed to another player by pressing and releasing the fire button while the joystick is held in the up position. The down side of this strategy is that it always leaves at least one player open who can possibly score quite easily. Sometimes as you repeatedly double team you will actually leave two players temporarily open.

Be careful! Move the joystick down and hold it in that position. The player who had come over to help out returns to his original position. A change of team possession or a shot will also automatically chancel the double team. Fouls Be careful not to defend with too much intensity or a foul will be called. As the following chart illustrates, players are ejected after a certain number of personal fouls depending on the length of the quarters in the game.

Minutes per quarter of Fouls which cause ejection 3 3 6 4 9 5 12 6 Whenever a foul is called, the screen displays the name of the player who committed the foul, how many personal fouls that player now has and who shoots the free throws for the other team the name of the fouled player. If the foul causes the player to be ejected from the game, an "E" is displayed next to his name. If a team is ever reduced to only five players because of injuries and ejections, those five have to play the remainder of the game.

Additional injuries won't occur, but fouls probably will. If a player cannot be ejected from the game: 1. A "T" is displayed next to his name and a one-shot technical foul is assessed to his team in addition to the personal foul against him. Teams are allowed to receive an unlimited number of technical fouls, all of which cause one shot to be awarded to the opposing team from the free throw line. Additional fouls by that player will cause another one-shot technical foul to be assessed along with the personal foul.

The player who was fouled then attempts the technical shot and the free throw s. The technical foul is shot before any free throw s , yet players on both teams are allowed at this time to assume their rebounding positions on either side of the key. The ball will not be "dead" no rebound allowed, whether it's made or missed following the technical foul shot. The free throw s are then attempted, and the ball will be "live" and in play if the last free throw shot is missed.

If the final free throw attempt is good, the ball is then inbounded by the opposing team. The total number of personal fouls that a player has collected beyond the accepted level will not be displayed here but can be seen on the Team Statistics screen at the end of the game. Personal fouls cause either one or two free throws to be awarded to the other team as detailed in the following chart: Type of foul Basket made? He automatically appears at the free throw line bouncing the ball, and players from both teams are poised on either side of the key to get the rebound.

Press and release the fire button and the player stops dribbling the ball, cocks his arm back and releases the ball toward the basket. If the shooter has one more free throw to attempt, no players in the lane can move and the ball will automatically be returned to the free throw shooter at the line for his next attempt.

If the final free throw attempt is missed, the game clock starts again and the players scramble to get the rebound. If the final free throw attempt is good, the opposing team will inbound the ball and the game clock will start at that time. The outcome of a free throw depends on the shooter's Inside I and Outside O skills. The average of these two skills form the player's shooting skill at the free throw line.

Players with a low average shooting skill level will miss more free throws than players with a high average shooting skill level! Game: 1hr 3 x 20mins Cleaning Ice 40 mins 2 x 20mins Commercial, stopage time and timeouts: 1hr 20 mins Basketball is ridiculous at the end of a game.

Kills all of the excitment. If you mean the NCAA soccer championships where your question is listed , the men's was played in Berkeley, California and the was played in Dallas Texas. Its weird I love the orange LOL totally hot I could totally imagine a guy wearing a really hot pair of basketball shorts and those shoes And so hot for the summer!!!

Get 'em! I think you like them too. Enjoy sweetie!!!!! Keep me posted and let me know if you got them or not They are specifically made for low arches. If you were looking for a comfortable shoe for walking, then your choices are even larger. Once you decide on the type of shoe you need, try on several different ones in that type to see which fits you best.

Thy're all just a little different. Some are narrower, some are narrower in the heel and wider in the toe. Some are softer, some a little firmer. All will be very good to walk or run in. I buy running shoes, which last about miles. Then I buy new ones and make the old ones my walking shoes.

They are extremely comfortable to walk in, even after they've been pounded for a few months. Audio Software icon An illustration of a 3. Software Images icon An illustration of two photographs. Images Donate icon An illustration of a heart shape Donate Ellipses icon An illustration of text ellipses. Omni-Play Basketball Item Preview.

EMBED for wordpress. Want more? Advanced embedding details, examples, and help! Publication date Released Genre Sports Perspective Side view Sport Basketball Misc Licensed Description Two distinct basketball games are offered in this package, with 3 skill levels and sets of players. There are no reviews yet.



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