Bulls vs Lakers and the NBA Playoffs
From Sega Retro
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Bulls vs Lakers and the NBA Playoffs | |||||||||||||||||||||||||
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System(s): Sega Mega Drive | |||||||||||||||||||||||||
Publisher: Electronic Arts (US, Europe), Electronic Arts Victor (Japan) | |||||||||||||||||||||||||
Developer: Electronic Arts | |||||||||||||||||||||||||
Licensor: NBA Properties | |||||||||||||||||||||||||
Genre: Sports[1][2] (Basketball) | |||||||||||||||||||||||||
Number of players: 1-2 | |||||||||||||||||||||||||
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Bulls vs Lakers and the NBA Playoffs, called NBA Pro Basketball: Bulls vs Lakers (NBAプロバスケットボール ブルズ VS レイカーズ) in Japan, is a 1991 basketball game for the Sega Mega Drive by Electronic Arts and the successor to Lakers versus Celtics and the NBA Playoffs.
The title is a reference to the Chicago Bulls and the Los Angeles Lakers, who were the two teams in the 1991 NBA Finals.
Contents
Gameplay
The game is a five-on-five basketball simulation featuring teams from the 1991 NBA playoffs. It can be played by one or two players. Compared to the previous entry, it includes an updated team roster, revised graphics, an announcer (EA's Bing Gordon), a two-player cooperative mode, an instant replay function (invoked when the game is paused with START ), a visible shot clock, signature moves for one player from every team, and a revised free throw system.
There are eighteen teams and one court. Games are broken into four periods, and the team with the most points at the end wins. A basket from inside the three-point line is worth two points, and any other basket is worth three points. In the event of a tie, the teams play five-minute overtime periods (two minutes when playing with two-minute periods) until a winner is decided.
Fouls are called for traveling (if a player moves after he stops dribbling), charging (running into a defensive player who is set), failing to shoot the ball after having it for 24 seconds, failing to advance the ball into the defense's half of the court within 10 seconds, crossing back into the offense's side of the court after crossing into the defense's side, failing to throw the ball back into play within 5 seconds, and running out of bounds with the ball. Most fouls give possession of the ball to the other team, but under some conditions, the fouled player gets a free throw.
Tip-Off | |
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At the beginning of the first period, the teams meet in the center of the court and try to gain possession of a jump ball to start the game on offense. The tip-off starts by pressing START , then a player from each team jumps with when the whistle is blown and the ball is thrown. | |
Defense | |
The player under control has a star follow him on the ground (white for player one, black for player two) and moves in any direction using the D-Pad. The player under control can be switched by pressing ; the game initially changes to the player closest to the ball, but repeated presses of cycle through all of the players on the team. The player can jump with to try to block a shot by the opponent. The player can try to steal the ball from an opponent by pressing . | |
Offense | |
The player with the ball has a star follow him on the ground (white for player one, black for player two) and moves in any direction using the D-Pad. The player dribbles automatically while moving.
The player starts a jump shot by holding and shoots the ball when is released. Releasing quickly does a fake shot (but moving again after this is a traveling foul). The player's accuracy is determined by his statistics, his position (guards and forwards are better at shooting), and how closely he is being guarded. One player from every team has a "marquee shot" that he performs when shooting from a certain spot on the court.[7] The player can always do a jump shot (instead of a fake shot or a marquee shot depending on the situation) by holding instead. The player can pass to ball to a teammate by pressing . Passes are made to the nearest teammate who is facing the player with the ball, and control changes to the player who receives the pass if the player is under control of the computer and not the other human player (in two-player coop games). After the other team scores or commits a foul, the player's team gets possession of the ball. A player stands on the sidelines and throws the ball to the nearest teammate he is facing by pressing . The player can rotate using the D-Pad to face a different player. Holding causes a star to flash under the player who will receive the pass when is released (but the player cannot move while doing this). When the player's team has possession of the ball, the player can call a time-out by pausing the game with START , then pressing . This brings up the player statistics screen, where players can be substituted. This screen is also shown before every period. Each team can call up to five time-outs per half. Substitutions can also optionally be made after a foul has been called. | |
Free Throw | |
An offensive player is given free throws if fouled by a defensive player. The offensive player gets one free throw if fouled while shooting and the shot goes in; the offensive player gets two free throws if the offensive player is fouled while shooting and the shot does not go in or if the offensive player is fouled when the defensive player reaches in and there have already been 4 defensive team fouls. The second free throw is only done if the first makes it in.
Free throws use a "T-meter" that works similar to a golf game. A basketball moves back and forth through the horizontal bar first. Pressing stops the ball and decides the aim of the shot. Then a basketball moves up and down through the vertical bar. The ball moves slower for players with higher free throw percentages (which makes the shot easier). Pressing stops the ball and determines the power of the throw. For both bars, the optimal area is in the center and marked by white lines. |
Modes
There are two game modes:
- One Game: Plays a single game. It can be played by a single player against the computer, by two players (on the same team) against the computer, or by two players (controlling separate teams) against each other. There are three difficulty levels (Pre-Season, Reg-Season, and Showtime) for computer players, and players can select the length of each period (2, 5, 8, or 12 minutes) and the play mode (Arcade or Simulation). Players can select the same team twice for a mirror match.
- Tournament: Plays a playoff series. There are three rounds: quarter-finals, semi-finals, and finals. All rounds are played to the best of seven games against each team. This mode can be played by a single player or by two players cooperatively against the computer. It is always played at Showtime difficulty and using Simulation rules, but players can select the length of each period (2, 5, 8, or 12 minutes). The player is given an eight-character password after each game for continuing.
There are two play modes:
- Arcade: Players never tire. The game does not keep track of fouls. This mode is not available for Tournament games.
- Simulation: Players become fatigued over the course of the game. Players have a fatigue level (FTG) from 1 to 4 (with 4 being full strength) and start to move slower, jump shorter, and miss more shots when their fatigue level decreases to 2. Slams tire players out faster. Players must be rotated in and out of the game during time-outs or between periods so they can rest. The game keeps track of fouls and ejects a player after committing six fouls.
Teams
All sixteen NBA teams from the 1990 playoffs are present in Bulls vs Lakers. Each conference also has an all-star team consisting of its best players, which cannot be used in the Tournament mode.
Conference | Team | Players |
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Western | Los Angeles Lakers | |
Portland Trail Blazers | ||
Utah Jazz | ||
Houston Rockets | ||
San Antonio Spurs | ||
Phoenix Suns | ||
Seattle SuperSonics | ||
Golden State Warriors | ||
All Stars West | ||
Eastern | Chicago Bulls | |
Milwaukee Bucks | ||
Boston Celtics | ||
Atlanta Hawks | ||
New York Knicks | ||
Indiana Pacers | ||
Detroit Pistons | ||
Philadelphia 76ers | ||
All Stars East |
Versions
Localised names
Language | Localised Name | English Translation |
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English | Bulls vs Lakers and the NBA Playoffs | Bulls vs Lakers and the NBA Playoffs |
English (US) | Bulls vs Lakers and the NBA Playoffs | Bulls vs Lakers and the NBA Playoffs |
Japanese | NBAプロバスケットボール ブルズ VS レイカーズ | NBA Pro Basketball: Bulls vs Lakers |
Production credits
- Genesis Programming by: Lisa Ching, Jeff Lefferts, Edwin Reich
- Graphics and Animation by: Cynthia Hamilton, Paul Vernon
- Sound and Music by: Michael Bartlow
- Technical Director: Edwin Reich
- Produced by: Don Traeger, Happy Keller
- Assistant Producer: Gerald McLane
- Original Design by: Robert Weatherby
- Special Thanks to: Nels Anderson
- Additional Design: Happy Keller
- Product Management: Sue Goerss
- Package Design: E.J. Saraille
- Documentation: R.J. Berg and J. Poolos
- Documentation Layout: Jennie Maruyama
- Testing: Randy Delucchi and Scott Gilliland
- Quality Assurance: David Costa
Magazine articles
- Main article: Bulls vs Lakers and the NBA Playoffs/Magazine articles.
Promotional material
also published in:
- GamePro (US) #36: "July 1992" (1992-xx-xx)[10]
- Sega Visions (US) #9: "August/September 1992" (1992-xx-xx)[11]
- Electronic Gaming Monthly (US) #bg93: "1993 Video Game Buyer's Guide" (199x-xx-xx)[12]
Physical scans
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74 | |
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Based on 30 reviews |
Technical information
- Main article: Bulls vs Lakers and the NBA Playoffs/Technical information.
References
- ↑ File:BvLatNBAPO MD JP Box.jpg
- ↑ 2.0 2.1 https://sega.jp/history/hard/megadrive/software_l.html (Wayback Machine: 2020-07-02 23:21)
- ↑ Beep! MegaDrive, "May 1993" (JP; 1993-04-08), page 15
- ↑ Sega Visions, "May/June 1992" (US; 1992-xx-xx), page 58
- ↑ 5.0 5.1 GamePro, "August 1992" (US; 1992-xx-xx), page 76
- ↑ 6.0 6.1 6.2 MegaTech, "August 1992" (UK; 1992-07-20), page 18
- ↑ File:Bulls Vs Lakers MD US Manual.pdf, page 11
- ↑ File:Bulls versus Lakers and the NBA Playoffs MD credits.pdf
- ↑ File:Bulls Vs Lakers MD US Manual.pdf, page 25
- ↑ GamePro, "July 1992" (US; 1992-xx-xx), page 50
- ↑ Sega Visions, "August/September 1992" (US; 1992-xx-xx), page 67
- ↑ Electronic Gaming Monthly, "1993 Video Game Buyer's Guide" (US; 199x-xx-xx), page 26
- ↑ 1700 igr dlya Sega, "" (RU; 2001-xx-xx), page 40
- ↑ Beep! MegaDrive, "April 1993" (JP; 1993-03-08), page 21
- ↑ Consoles +, "Septembre 1992" (FR; 1992-0x-xx), page 94
- ↑ Electronic Gaming Monthly, "June 1992" (US; 1992-xx-xx), page 30
- ↑ Entsiklopediya luchshikh igr Sega. Vypusk 1, "" (RU; 1999-xx-xx), page 299
- ↑ Mean Machines: The Essential Sega Guide, "" (UK; 1993-11-18), page 29
- ↑ Famitsu, "1993-04-09" (JP; 1993-03-26), page 1
- ↑ Game Zone, "October 1992" (UK; 1992-09-24), page 36
- ↑ Hippon Super, "April 1993" (JP; 1993-03-04), page 46
- ↑ Hobby Consolas, "Diciembre 1992" (ES; 1992-xx-xx), page 154
- ↑ Joypad, "Octobre 1992" (FR; 1992-10-xx), page 58
- ↑ Joystick, "Octobre 1992" (FR; 1992-xx-xx), page 161
- ↑ Sega Mega Drive Advanced Gaming, "January 1993" (UK; 199x-xx-xx), page 90
- ↑ Mega Force, "Octobre 1992" (FR; 1992-xx-xx), page 66
- ↑ Mega Play, "August 1992" (US; 1992-0x-xx), page 65
- ↑ MegaTech, "October 1992" (UK; 1992-09-20), page 54
- ↑ Mean Machines, "September 1992" (UK; 1992-08-27), page 66
- ↑ Mean Machines Sega, "October 1992" (UK; 1992-09-xx), page 137
- ↑ Player One, "Octobre 1992" (FR; 1992-10-10), page 76
- ↑ Play Time, "12/92" (DE; 1992-11-04), page 96
- ↑ Power Up!, "Saturday, September 12, 1992" (UK; 1992-09-12), page 1
- ↑ Sega Pro, "July 1992" (UK; 1992-06-18), page 64
- ↑ Sega Pro, "April 1993" (UK; 1993-03-11), page 64
- ↑ Sega Force, "September 1992" (UK; 1992-08-13), page 64
- ↑ Sega Saturn Magazine, "September 1995" (JP; 1995-08-08), page 87
- ↑ Supersonic, "Septembre 1992" (FR; 1992-xx-xx), page 19
- ↑ Tricks 16 bit, "Tricks Sega Gold 800 igr" (RU; 1998-03-20), page 33
- ↑ Video Games, "8/92" (DE; 1992-07-22), page 50
- ↑ Zero, "October 1992" (UK; 1992-09-xx), page 26
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