NBA COMPUTER BASKETBALL 1970 Transogram INSTRUCTIONS The play in Computer Basketball proceeds just as it does in real basketball. The object of the game is to get possession of the ball and work it down court as close to the opponent's basket as possible for the easiest shot on the basket. To do this the Offensive team calls play and the Defensive team tries to guess what strategy and what plays will be used. The Computer decides the outcome of each play. BATTERY INSERTION Turn stadium upside down and then move offense slide to far right thus positioning battery compartment under opening in the bottom. Place one (1) "AA" battery (read end-negative-first) under the metal clip. Then push front (positive) of battery down into battery compartment. Battery should then slide under two (2) small tabs in battery compartment. HOW TO START PLAY Place the score board in the rear slots of the computer base, and set all dials to "0". Flip a coin and decide what player will be the Red Team and what player will be the Blue Team. Each player will have 5 men (plastic discs numbered 1 to 5). The players place their men in the color-matching circle around the Playmakers Circle on the board; each team will place one man in the Playmakers Circle. Insert cards (Blue and Red card #1) into computer and select a Jump Ball position. On the Blue Team Selector of the computer, press button after each selection and the computer will supply an answer. In each case of a Jump Ball the computer will indicate by an arrow that appears on the side of the board the team that is in possession. by the direction of the arrow. (A plastic ball marker is supplied and should be placed on the man that is in possession of the ball.) EXAMPLE: DEFENSIVE MAN in Playmakers Circle gets ball OFFENSIVE MAN in Playmakers Circle gets ball PLAY AFTER FOUL SHOTS If last foul shot is good, Defense takes the ball in Playmakers Circle. If last foul shot is missed, use REBOUND rules. SCOREBOARD Keep score: total of baskets scored. TIME: Time clock advances 1 mark after each rebound. FOULS: Keep track of fouls by each team. After a team has 5 fouls in one period, BONUS FOUL SHOT rule applies (see foul section). Reset foul dial at the start of each quarter. SUMMARY OF PLAY 1. Jump Ball 2. Call Play-Position Men 3. Call Play-Move ball to man shown Start again at #1 4. Shoot or Call Play 5. Score basket or Rebound PLAY SELECTOR KNOBS Play selector knobs have been taped to the bottom of the game base to protect them from breakage in shipment. Before starting play, remove tape. When using the play selector knob, always push in while sliding it along when making play selections. LEGEND LB—Loose Ball B—Basket N—No Basket OF—Offensive Foul DF—Defensive Foul BDF—Basket Defensive Foul COMPUTER CODE No. Alone—Offensive team (in possession of the ball) D & No.—Defensive team OF—Offensive foul DF—Defensive foul LB—Loose Ball (nearest Defensive man gets ball in Playmakers Circle). HOW TO OPERATE THE GAME Throughout the game, the proper cards must be inserted by both players. The player that is the Blue team has two cards; Card No. 1 for Jump Ball, Plays. and Shots, Card No. 2 for Rebounds. Red team has three cards; Card No. 1 for Jump Balls and Plays, Card No. 2 for Rebounds, Card No. 3 for Shots. PLAYS The player that first gains possession of the ball must call a play to determine the position of his men in the opponents court. If a number alone lights up, he must look up the number on the Play Chart (located on the Playing Field). This shows how many men he must place in each of the opponents Zones, and he places his men as indicated. The man with the Ball remains in the Playmakers Circle and counts as one man in Zone 3. The Defense places his men in guarding position, next to the Offensive men. The Offensive team may decide to try to get the ball closer to the basket for a better shot, he may call a play, the ball goes to the man indicated by the number that lights up. (If a Defensive number, D number, lights Up the Defense has intercepted and the Defensive man gets the ball as indicated in Playmakers Circle.) Offense may call as many plays as he wishes. (If the Offensive number lights up and that man is in possession of the ball, call another play.) The best chance to score is in Zone 1, the poorest in Zone3. SHOTS The man in possession of the ball may shoot for the basket at any time as long as he is in the Playmakers Circle or in the opponent's court. Both players insert the proper cards and use the slots indicated for the Zone. REBOUNDS Whenever a shot on the basket is missed, players insert Cards Number 2 into the computer and select a rebound position. The ball goes to number man indicated. No. Alone—the team that just missed the shot gets possession. D Number—the defense gets possession. COMPUTER CODE-SHOOTING B—Basket Good; 2 points scored, other team takes Ball in Playmakers Circle. DF—Defense foul: no basket, offense shoots 2 shots. OF—Offensive foul: no basket, nearest defense man takes ball in Playmakers Circle. BDF—Basket good: defense foul, offensive shoots 1 shot. N-No basket, REBOUND FOUL SHOTS Foul shots are taken from the opponents foul line and are worth 1 point OFFENSIVE FOULS Defense gets ball in Playmakers Circle. DEFENSIVE FOULS In Back Court—(your own court) Offense gets 2 shots. In Fore Court—(defense court) Offense gets 1 shot During Shooting—If Basket Good: Offense gets 1 shot. If No Basket: Offense gets 2 shots. BONUS FOUL SHOT When fouling team has more than 5 fouls in one quarter, foul shooting team gets an extra chance to make 1 or 2 points as above.