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White Men Can't Jump - Atari - Atari Jaguar     HTML Manual   

White Men Can't Jump Manual
White Men Can't Jump
--------------------

INTRODUCTION
------------

Whatcha got, chump? Are you ready for the most hyped up, monster jammin',
bruisin' elbows, rebound snatchin', rim stuffin', skying over suckers, down
your throat, money making game of street ball you never thought possible?
Well, here it is, in your face, 'n it's time to get it on!

Welcome to WHITE MEN CAN'T JUMP(TM)!


THE STORY OF THE SLAM CITY TOURNAMENT

The SLAM CITY TOURNAMENT's history is long and rich. Originally started back in
the early 70's by a group of con men and hustlers as a way to make more money,
it has grown into THE premiere street ball event. Everybody who's anybody is
there. If you can make it through the tournament, you'll have the most kickin'
rep from Venice Beach to Compton, and every asphalt jungle-sandlot-half court
in between!


WHERE YOU COME IN

You play the team you choose against other teams out there hustling for the big
bucks and bad reps; each trying to raise the $5,000 entry fee to the SLAM CITY
TOURNAMENT. In your case, you've had to borrow $500 from the local loan sharks,
THE BREAKLEG BROTHERS, in order to start working your way up through the
circuit to enter the SLAM CITY TOURNAMENT.

Unfortunately the BREAKLEG BROTHERS, TANGLE and CASH, love their money, but
don't care so much about the love of the game. If you can't make it to the
Tournament (and win) in 30 games, they'll be back to make you pay one way or
another, brother.


GETTING STARTED
---------------

1. With the POWER turned off on your JAGUAR 64-BIT INTERACTIVE MULTIMEDIA
   SYSTEM, insert your JAGUAR WHITE MEN CAN'T JUMP(TM) cartridge into the
   cartridge slot.

2. Press the POWER button.


MEMORY SAVE

Game Settings, Tournament Keys, Joypad configurations and sound settings are
retained in the cartridge even if you have turned off your JAGUAR 64-BIT
INTERACTIVE MULTIMEDIA SYSTEM. The cartridge will store up to 100,000 changes.
After 100,000 changes have been recorded, no more changes will be retained. To
clear the currently saved changes, press *, # and Option while on the WHITE MEN
CAN'T JUMP(TM) Title Screen.


MAIN MENU
---------

The MAIN MENU gives you five choices: VS. MODE, TOURNAMENT MODE, RESUME GAME,
OPTIONS and JOYPAD.


VS. MODE

VS. MODE lets you pair off with up to three friends (four players total) to
play a hard and fast game of 2-on-2 street ball. You choose your team, your
opponent's team (if you're playing the computer), even what court you play on.


TOURNAMENT MODE

TOURNAMENT MODE lets 1 or 2 players compete in the street ball circuit. You
keep betting and winning more and more money until you've raised enough cash
and your reputation's good enough to let you enter the SLAM CITY TOURNAMENT to
earn the title of the baddest b-ball players in town!


RESUME GAME

This menu choice allows you to resume play from where you left off by bringing
up any previously saved Tournament game.


OPTIONS
-------

The Options menu allows you to customize many of the settings in the game when
playing in VS. MODE or TOURNAMENT MODE.

Some options affect VS. MODE only. They are: STANDARD SCORE/STREET SCORE,
TIME/SCORE, and STANDARD PLAY/MAKE IT/TAKE IT. The options for both modes are:
MESSAGES ON/OFF, TIMED PLAYER ARROWS/ALWAYS ON, and CHANGE ON FALLS ON/OFF. Any
changes you make are stored on the cartridge so that the settings are preserved
from the last time you played.


STANDARD SCORE/STREET SCORE

You can choose the amount of points you earn when making a regular basket or a
shot from the 3-point line. You can choose STANDARD SCORING (2 points for a
basket, 3 points for a 3-point shot), or STREET SCORING (1 point for a basket,
and 2 points for a 3-point shot).


TIME/SCORE

This option allows you to select whether or not you want to play to a set score
(11, 15 or 21) or play until the clock runs out (5, 10, or 15 minutes). You can
also choose a combination of both - playing until you've reached a set score,
or until the clock runs out. (21 points or 15 minutes, 15 points or 10 minutes,
11 points or 10 minutes).


STANDARD PLAY/MAKE IT/TAKE IT

Select between STANDARD PLAY or MAKE IT/TAKE IT. In STANDARD PLAY, once you've
made a basket, the ball is left for the opposing team to clear. In MAKE IT/
TAKE IT - you make the shot - you get the ball again!


MESSAGES ON/OFF

Turn the messages that are displayed across the screen during gameplay ON and
OFF.


TIMED PLAYER ARROWS/ALWAYS ON

Leave the floating player identification arrows on or restrict them to appear
only at the start of the game or when you switch control over to the other
player.


CHANGE ON FALLS ON/OFF

Player Autoswitch controls whether the computer automatically switches to your
other player if you get knocked down. If you leave the option off, you will
have to switch manually by double-tapping the SPEED BOOST BUTTON.


JOYPAD

This option brings up the CONFIGURE JOYPAD screen. It allows you to configure
the JOYPAD settings for each JOYPAD you have connected. Press the JOYPAD UP/
DOWN to move between button assignments and press the corresponding FIRE BUTTON
to change them to the configuration you would like. To exit back to the MAIN
MENU, highlight the X on EXIT and press any FIRE BUTTON.


PLAYING THE GAME
----------------

VS. MODE

When you select the VS. MODE option from the MAIN MENU, your next choice is how
many players there will be. The following is a breakdown of how gameplay
behaves, depending on the number of players you select. You can only play with
3 or 4 players if you have the JAGUAR TEAM TAP(TM) ADAPTER (otherwise, that
option is dimmed out and unselectable).


TEAM TAP (TM)

If you have the JAGUAR TEAM TAP (TM) Adapter you can play with up to 3 of your
friends. Player 1 plugs into Controller Port #1. The JAGUAR TEAM TAP Adapter is
plugged into JOYPAD Port #2, with players 2, 3, and 4 plugged into ports A, B,
and C on the TEAM TAP (TM) respectively. Players 1 and 2 are always teammates,
and will play against player 3. Player 4 is player 3's teammate. All players
are identified with numbered arrows that float above the characters.

Players 1 and 3 control team and court selection.

1 Player    Human with Jaguar-controlled teammate vs. computer
2 Player    2 Humans vs. one another with Jaguar-controlled teammates
3 Player    2 Humans vs. 1 Human with Jaguar-controlled teammate
4 Player    4 Humans (2 per team) vs. each other


TEAM SELECTION

This is where you'll find the different teams, their stats, and their logos and
choose the one you want to play. To scroll through the list of teams press
either UP/DOWN on the JOYPAD. Press any of the FIRE BUTTONS (A, B, or C) to
select your team.

Beneath each player's picture is a three-line bar graph that depicts their
stats. The three categories: SHT, NRG, and SPD relate to the players' Shooting
Accuracy, Energy (stamina), and overall Speed. The longer the bar is in their
graph, the greater their ability in that category.

Note: Choosing a team that has a lot of enegry means you can pull of SUPER
DUNKS more often!

Once you have selected your team, you have the option of choosing the team the
JAGUAR will control. You can still press the JOYPAD UP/DOWN to scroll through
the teams, but now you can also select their SKILL LEVEL by pressing the JOYPAD
either LEFT to decrease the number of STARS, or RIGHT to increase the number of
STARS - to adjust the computer player's SKILL.

Once you've selected the JAGUAR's team (by pressing any of the FIRE BUTTONS),
you can choose the court you're going to play on.

You can rotate the courts in the diamond from court to court by pressing LEFT
or RIGHT on the JOYPAD. The court at the bottom of the diamond is the one that
will be selected when you press any of the FIRE BUTTONS (A, B, or C). The game
will start after you pick your court.


TOURNAMENT MODE
---------------

HOW TO PLAY

You start out with the $500 you get from the BREAKLEG BROTHERS, and the
smallest amount of money you can bet per game is $50. Only teams of your
approximate level of reputation and money will take you on. As you progress
through the brackets, earning more and more cash, you'll have to keep betting
more and more to keep the good teams interested in playing you.


STARTING TOURNAMENT MODE

After selecting TOURNAMENT MODE from the MAIN MENU, you can choose either a one
player ot two player game.

Once you've selected the number of players, you come to the KEY SCREEN.


KEY SCREEN

When the KEY SCREEN comes up, the default is the first KEY. (A KEY is a
placeholder that lets you store the progress of your game team, matches played,
and money won in TOURNAMENT MODE so that you can resume playing later if you
decide to quit in the middle of your game.) Your information is saved through
the last complete game. Unused KEYS are dimmed out. If you choose one when you
start a tournament game, that KEY will be the default the next time you start a
new tournament.

If you've used all 3 KEYS, but want to save additional games, you have to
choose one of the old ones and save over it.

Either player can choose between KEY SLOTS 1, 2, 3, or the NO KEY option by
moving the JOYPAD UP/DOWN.

Select your choice by pressing any FIRE BUTTON.

NOTE: If you select a KEY before starting TOURNAMENT MODE and turn off the
 system while playing, you can come back to play it later by reselecting the
 same key number wehn you choose RESUME GAME from the MAIN MENU.

Once you've made your selection, you'll go to the PLAYER SELECT SCREEN.

To scroll through the list of teams, press up or down on the JOYPAD.

To select your team, press any FIRE BUTTON.

After the BREAKLEG BROTHERS, TANGLE and CASH hand you your $500 in cash to get
you started in the tournament, you can press any FIRE BUTTON to progress to the
COURT SELECTION SCREEN.


COURT SELECTION SCREEN

Shows the amount of money you've got (in green), and what each of the teams are
worth (in orange).

In general, the bid amounts per team run from the right to left, lowest to
highest.

As the bid amounts increase, so does the talent and difficulty of the team
you're going to play.

Select the team/court you want to play against by moving left or right on the
JOYPAD, and pressing any FIRE BUTTON to make your choice.

Once you've chosen the team and made your bid, you'll see a STATS SCREEN that
shows the stats of each player on the team you'll be playing.

The dollar amount you're playing for is in the lower-middle section of the
screen.

Because the BREAKLEG BROTHERS want their money back in full (with interest!),
they're only gonna let you play 30 games before they come after you looking for
a payback. If you don't make it to the SLAM CITY TOURNAMENT by then, you're
gonna be in a WORLD O' HURT. Get the picture?

The entry fee for the SLAM CITY TOURNAMENT is $5,000. Once you've earned at
least $5,000 you'll automatically be entered into the SLAM CITY TOURNAMENT.
The Big Time. The Grand Finale. The Payoff.

The number in the lower left-hand corner of the screen is the number of the
game you're about to start. If you slip up so bad that it counts up to 30,
well, you know what happens already.

You can press any FIRE BUTTON to skip past the STATS SCREEN and start playin'
ball.


GAMEPLAY

At the top of the game screen you'll see: the stats of each player, the team's
logo, the points for each team, and icons showing information such as who has
the ball, if you need to clear the ball, and so on.

The player stats consist of a picture of each player, with a bar on either side
- one red, one green.

The green bar represents your energy. The more energy you have, the more likely
you are to pull off a SUPER DUNK at a distance from the basket. The energy also
depletes quickly when you run (SPEED BURST BUTTON).

The red bar represents your anger level. The more you push around the opponent
players, the higher the level goes if they haven't been attacking you as well.
If they've knocked you down a lot and you strike back, your meter won't
increase much.

Also, any fouls commited (traveling, goaltending, etc.) will increase the
level. Goaltending and traveling are the only fouls called. You can beat up and
"dis" your opponent at will. The higher the level, the longer it takes you to
get up when you get knocked down by an opponent.

The rules are simple. Do what you can to make baskets and score points.

Whenever you get the ball after a basket, you need to clear it (take it back
past half-court) before you attempt to shoot again.

You can shoot before you clear the ball, but the shot won't count towards your
score. This is indicated by the basketball icon near the logo of the team that
has possession of the ball. If the pick icon appears near a team's name, it's
their turn to take possession of the ball.


GAME CONTROLS
-------------

JOYPAD

Controls your player's movement in all directions. Cycles through choices in
menus.


PASS/PUNCH

Tap once on offense, lets you fake a pass. Tap and hold on offense, lets you
pass the ball to your teammate.

On defense, lets you try and knock down the opponent.


SHOOT/JUMP

On offense, lets you shoot the ball. On defense, lets you jump for a rebound or
block.


SUPER DUNKS

Each character in WHITE MEN CAN'T JUMP (TM) can pull off a variety of SUPER
DUNKS.

You activate your players Super Dunk by moving the JOYPAD in a series of
directions when you hold down the JUMP/SHOOT BUTTON. When you release the
button your character will attempt their dunk. Each character has a specific
SUPER DUNK listed in their team information, but there are other, more
complicated, dunks that are harder to pull off and less likely to be blocked by
your opponent. Try to discover them all.


SPEED BOOST

On offense or defense it gives you a brust of speed, but drains your energy
quicker.

Hit twice on offense or defense lets you switch control to the other player on
your team.

Tap and hold on defense, assumes a defensive stance when covering your man.


PAUSE BUTTON

Pauses gameplay.


OPTION BUTTON

During PAUSE mode lets you change volume levels of the music and sound effects.
(You can also use any of the FIRE BUTTONS to bring up the menu as well). Press
the JOYPAD UP/DOWN to move from MUSIC, SOUND F/X and VOICE, and the JOYPAD
LEFT/RIGHT to increase or decrease the level of each. Pressing any FIRE BUTTON
will toggle the selected category ON/OFF.


CHARACTERS & TEAMS
------------------

3PT. KINGS

The 3PT. KINGS grew up playin' ball to the sounds of George Clinton and Bootsie
Collins. They are the former champions of Slam City '78. They're back and as
funky as ever, ready to reclaim some of their former glory.

SUPER DUNKS:

JULES: D,D: The Splittsville '78
FREAKY: L,U: The Phunk Jam


6TH STREET SHOOTERS

The 6TH STREET SHOOTERS are in it for the money! Not for themselves, mind you!
Both SABER and RUSH hail from a rough side of town, and want to put their
winnings into cleaning up the neighborhood and bringing back some of that old
community pride!

SUPER DUNKS:

SABER: L,D: The Around Town Jam
RUSH: D: The Takin' Out The Trash Slam


COOL CATS

The COOL CATS consider themselves the refined old-school artistes of street
ball hustling. If they're not out dunkin' on dopes, they're jamming' some of
the livest jazz in town down at their favorite local hotspot.

SUPER DUNKS:

O.G.: U,D: The Old School Slam
G.LOVE: L: The Airborne Improvisation Jam


DIS MASTERS

The DIS MASTERS are truly masters of their game, but are looking to roll their
winnings into starting a new Rap label, with themselves as the hot act, of
course! When they're not cutting down on the local action, they're wipin' 'em
all over the court!

SUPER DUNKS:

TOWER: U,U: The Mack Daddy Dolemite Jam
EGGMAN: R,R: The Superfly TNT Slam


DUNKIN' DEMONS

You might have seen the DUNKIN' DEMONS, TITAN and WISP before but never knew
it. They both had promising high school basketball careers but didn't make the
college cut. They love the game and are using the money they win to pay for
college.

SUPER DUNKS:

TITAN: U: The All-Star Slam
WISP: L,L: The Dunkin' Twist


URBAN ANGELS

The URBAN ANGELS, MACE and STRESS are the darlings of a local-access cable show
that deals with life in the inner city. They're entering the SLAM CITY
TOURNAMENT to help raise money for their show and a local youth organization
trying to get kids off the street.

SUPER DUNKS:

MACE: U: The Folks-At-Home Slam
STRESS: L,R: The Around The Block Jam


BEACH BUMS

The BEACH BUMS are slackers with attitudes! Nothing's as interesting as taking
a coupla' suckers in a fast game of roundball. If they weren't doin' this, they
wouldn't doin' nothin'.

SUPER DUNKS:

DR.ED: R: The Slacker Spin Slam
SLAG: L: The Lazy Leapin' Jam


METAL HEDZ

The METAL HEDZ were former roadies for Jimi Hendrix with a passion for the
game. They came together to raise enough cash to purchase a custom van and open
the Traveling Heavy Metal Hall of Fame and Musical Revue.

SUPER DUNKS:

GRUFF: D,D: The Air Guitar Jam
SCRAPE: D,U: The "Hey Joe" Jam


MUSCLE BOYZ

The MUSCLE BOYZ are tired of the girlie-men they see on the courts at their
local beach. They're determined to win the SLAM CITY TOURNAMENT with their
superior physiques and strong b-ball style. Then they'll open the Muscle Boyz
Gym to promote their standards of physical fitness.

SUPER DUNKS:

BURGER: R,D: The Steroid Slam
STOMP: D,U: the Pump-U-Up Jam


PSYKO SQUAD

The PSYKO SQUAD intimidate by force of their unorthodox (some say psycho)
methods of play. Their style approaches the closest thing to moshing in sports
there is. Their highly physical style of play disorients their opponents as
they whip around the court and land buckets from the way outside. RABIES and
TWITCH were made for each other! In fact, they plan to use their SLAM CITY
TOUNAMENT winnings to get married.

SUPER DUNKS:

RABIES: R,D: The Half-Court Vivisection Jam
TWITCH: L,L: The Psychlone Slam


SCREAMIN' WHEELS

The SCREAMIN' WHEELS are a couple of East-side thrill seekers looking to roll
their winnings into fixing up their tricked out hot-rod "Fat Chick" so they can
enter the DRAG CITY TOURNAMENT(TM).

SUPER DUNKS:

HAIL: L,R: The Around the Way Dunk
GOOSE: U,U: The Both-Hands-On-The-Wheel Slam


SLAMMERS

The SLAMMERS have been hustlin' for years with the Tounament running right in
their own backyard. They've hot-dogged their way into the competition to show
the world nobody can come to their part of town and not expect some schooling
from these former all-stars.

SUPER DUNKS:

SKIN: D: The Classic Slam
SMACK: L: The Air Jam


STREET SHARKS

The STREET SHARKS wrote the book on "Zen and the Art of Hoops". Most people
underestimate these cats until they go up against em' 2-on-2 and end up leavin'
with their wallets several Jackson's short of the Jackson 5. If they win, GRIP
and FENCE will probably start the Church of The Pump Sneaker and Walk the
Earth, conventing the faithful.

SUPER DUNKS:

GRIP: R,R: The Confucian Egg-Drop Slam
FENCE: D,D: The Tao of Dunk


SURF CREW

The SURF CREW are the Annette Funnicello and Frankie Valli of the modern beach
street ball scene. They play ball just to see and be seen by the other
hustlers. VAN and RIO have been takin' all comers for years. They're good and
they look good doin' it. If they win they're going to blow their wad on surf
wax, tanning lotion, and the inevitable series of plastic surgery.

SUPER DUNKS:

VAN: L: The Air Adonis
RIO: R: The Debutante Dunk


THE COURTS
----------

VENICE BEACH

This ocean-side half court is also affectionately known by the local hustlers
as "The Sand Box". The cool breezes and pretty girls make this court a favorite
among some of the more outgoing hustlers.


COMPTON

This court in the rough inner-city has given start to many of the most flashy,
in-your-face hustlers ever to enter the Slam City Tournament. Only the toughest
players need apply.


TORRANCE

This comfortable suburban nicely-maintained half-court is where the hustler's
come to play for the real high stakes. The affluent teams hone their skills
here and take all comers. Usually right to the cleaners!


DOWNEY

This quiet park has been the place where hustlers come to hone their game. It's
tranquillity allows them to focus their energies on the splendor that is the
monster dunk.


INGLEWOOD FORUM

This is the end of the line where you put it all on the line. This is where the
Slam City Tournament is held. Those who make it this far have got to be good!


HINTS & TIPS
------------

PASSING

If you're having a lot of trouble passing to your teammate (i.e. the other team
always gets the ball), you can double-tap the SPEED BURST BUTTON and switch
control to your teammate. This gives control of the teammember with the ball to
the computer, who will pass to you as soon as possible - usually with more
accuracy!


SHOOTING

Timing is one of the most important factors in making baskets from both near
and far. If you time your shots so that you release them at the top of your
jump, your success rate will be much higher.


DEFENSIVE COVERAGE

When trying to cover the person who's got the ball, don't just run up to that
player - chances are if you're playing with a computer-controlled teammate
you'll just end up getting in each other's way. The trick is to let your
computer controlled player cover his man, and then double-tap SPEED BURST
BUTTON to switch to that player, and then try to steal the ball.


CREDITS
-------

ATARI

PRODUCER: Bill Rehbock
LEAD TESTER: Lance Lewis
TESTERS: Hank Cappa, Chris Charles, Frank Coles, Tal Funke-Bilu, Harry Kinney,
   Sean McInnes, Dan McNamee, Manual Sousa, Nathan Tan

TRIMARK INTERACTIVE PRODUCERS:

Allen Edwards
Kevin Hunt

HIGH VOLTAGE SOFTWARE

PRODUCER: Kerry J. Ganofsky
PROGRAMMER: Adisak Pochanayon, Brian McGroarty, Nate Troast
LEAD ARTIST: Eric Nofsinger
ARTISTS: Cary Penczak, Damion Davis, Pat Dolan
SOUND: Aardvark Action Audio
BASKETBALL COACH: Robert B. Ganofsky
MANUAL WRITTEN BY: Christan Wright, Eric Nofsinger
ADDL. INPUT BY: Harold Merrell
PACKAGE & MANUAL DESIGN: Beeline Group, Inc.
BOX ART: Damion Davis and Pat Dolan
SPECIAL THANKS: Bill (The pizza is great out here!), Kelly, Kevin and Allen
   (Trimark's Trio), Beverly (How do you put up with the boss?), the entire
   staff of High Voltage Software, and of course. . .Mom!