Two on Two is the third basketball simulation
to appear on the 64. Up to two players can play with
or against each other, or one player can play against
a computer team. Each team has two members, one computer
controlled and the other directly under the control
of the player. If one player is playing then the opposing
team is completely computer controlled.
Before
a game can begin the players must go through a series
of options. The first option gives you the choice between
having a game or practising shooting and dribbling.
Then, the number of players is decided and whether the
game is a league or exhibition match. With that sorted
out the program asks you to input the names of the teams
and 'manager' (the player) and which league they come
from (North, South, East or West).
Once
the teams are chosen, six elements of play, such as
jumping and dribbling, are shown and the player is asked
to donate points to each element (from a pool of twenty
four). It's up to the player to sort out which is best,
only practise will tell. Your team-mate can be chosen
from a list of ten; each player on the list has a different
characteristic, so it's a case of working out which
player is most suited to your playing style.
The
game is played over four six-minute quarters on two
3D flick screens, each with a view of one team's basket.
When one screen is in operation the other remains inaccessible
to any team member until the attack fails or a basket
is scored. When this happens, all the players are put
under computer control and run to the opposite end of
the pitch.
Your
player runs around bouncing the ball directly under
control of the joystick. When you want him to shoot
for goal keep your finger on the fire button and then
let go when he has jumped into the air. Passing is achieved
by pressing the fire button twice very rapidly. Getting
the computer player to behave just how you want him
to is another kettle of fish.
After
an attack, whether it has been successful or not, you
have the opportunity to select which pattern of play
the computer player will follow. If you are attacking
perhaps you would like him to run straight for the basket,
or you might want him to hang back so you can make a
break for yourself. The same principle applies when
you're defending and four different play patterns are
made available to both computer players.
The
game continues over the four quarters until the final
whistle blows, whereupon the winning team is printed
up on screen for all to see.
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