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FAQ by HouseT

Updated: 05/21/03


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


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