Difference between revisions of "Basketball Nightmare"
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Revision as of 10:13, 15 May 2022
Basketball Nightmare | ||||||||||||||||||||||||||||||||||||||||||||||||||
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System(s): Sega Master System | ||||||||||||||||||||||||||||||||||||||||||||||||||
Publisher: Sega | ||||||||||||||||||||||||||||||||||||||||||||||||||
Developer: Sega | ||||||||||||||||||||||||||||||||||||||||||||||||||
Genre: Sports[1] | ||||||||||||||||||||||||||||||||||||||||||||||||||
Number of players: 1-2 | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Basketball Nightmare is a sports game developed and published by Sega for the Sega Master System.
Contents
Story
The player is the captain of the hometown basketball team. Before he could prepare his team to win the All-American Championship, he started to have strange dreams about playing basketball in exotic locations against exotic creatures.
Gameplay
The game is a 5-on-5 basketball game where the player attempts to defeat various teams based on monsters from Japanese mythology. Matches are not broken down into quarters; instead, players choose between a 15-minute game, a 30-minute game, or a 45-minute game. The clock ticks down faster than real time. The active team member is indicated with an arrow and moved with the D-pad. Each match begins with a tip-off where a player from each team tries to jump with to obtain possession of the ball.
On defense, the player can try to steal the ball when near a member of the opposing team with . The player can change the current team member with . The other members of the team flash in sequence, and control changes to whichever player is currently flashing.
On offense, the player can pass the ball with . The other members of the team flash in sequence, and the ball is passed to whichever player is currently flashing. The player jumps by pressing . While in the air, the player can shoot the ball by pressing again or pass it with . The key to making baskets is correctly timing the amount of time in the air. Too little and the shot is too low or too short; too much and the ball overshoots. Shots from within the three-point line are worth two points; shots from outside it are worth three points. If the player is near the basket when the shot is made, the game sometimes plays a special, full-screen dunking animation. When the player takes possession of the ball (after the opposing team makes a basket or commits a foul), the player can choose to pass it to any team member.
In single-player mode, the player faces each team of monsters in sequence and must have a higher score when time is called to advance to the next team. If the game ends in a defeat or a draw, it must be replayed to continue. In two-player mode, the monsters are not available and players can only play as human teams of various countries. Each player must select a different team. There is also a CPU vs. CPU mode where the player can watch the computer play itself.
Several basketball fouls can be called, including traveling (moving without dribbling, usually committed when the player jumps but fails to shoot or pass), charging (the player with the ball intentionally collides with a defender), and pushing (the defending player intentionally colliding with the ball handler). Committing a foul awards possession of the ball to the opposing team.
Monsters
In single-player games, the player faces each team of monsters in sequence.
Forest | |
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The player faces the Werewolves. | |
Lake | |
The player faces the Little Turtles (Kappas). | |
Waterfall | |
The player faces the Little Cyclopses (Hitotsume-Kozō). | |
Cave | |
The player faces the Blood Suckers (Vampires). | |
Cemetery | |
The player faces the Witches of Northwick (Yūrei). | |
Shrine | |
The player faces the Tengun Terrors (Tengus). |
Teams
These teams are selectable in two-player games. They all play the same and use the same sprite but with different palettes.
- United States (USA)
- Japan (JPN)
- China (CHN)
- East Germany (DDR)
- Cuba (CBA)
- Soviet Union (URS)
- Canada (CAN)
- France (FRN)
Production credits
- Game Design: Yoshiyuki
- Programmer: Battler Fairlady Twin Turbo, 300ZX Nkoichi
- Designer: Tommy Ha Okorarenai, Ore Tensai Yamguchi, Watashi Tomocyan Ga Iina, Yasuo Te Wakatuki
- Music: Tokiwa Dota, Ice Nagakura
- Copyright 1989 by: Sega Enterprises
Magazine articles
- Main article: Basketball Nightmare/Magazine articles.
Promotional material
Physical scans
Sega Retro Average | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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63 | |
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Based on 15 reviews |
Master System, BX† |
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Technical information
ROM dump status
System | Hash | Size | Build Date | Source | Comments | |||||||||
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? |
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256kB | Cartridge (EU) | |||||||||||
? |
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256kB | EPROM cartridge | Page |
References
- ↑ File:BasketballNightmare EU cover.jpg
- ↑ 2.0 2.1 Computer & Video Games, "December 1989" (UK; 1989-11-16), page 159
- ↑ Computer & Video Games, "March 1990" (UK; 1990-02-16), page 56
- ↑ 4.0 4.1 Player One, "Octobre 1990" (FR; 1990-xx-xx), page 50
- ↑ File:Basketball Nightmare SMS credits.pdf
- ↑ ACE, "March 1990" (UK; 1990-02-01), page 70
- ↑ ACE, "April 1990" (UK; 1990-03-xx), page 64
- ↑ ACE, "May 1990" (UK; 1990-04-xx), page 12
- ↑ Aktueller Software Markt, "Januar 1990" (DE; 1989-1x-xx), page 62
- ↑ Complete Guide to Consoles, "Volume IV" (UK; 1990-11-xx), page 92
- ↑ The Complete Guide to Sega, "" (UK; 1991-05-xx), page 53
- ↑ Console XS, "June/July 1992" (UK; 1992-04-23), page 138
- ↑ Computer & Video Games, "January 1990" (UK; 1989-12-16), page 118
- ↑ The Games Machine, "July 1990" (UK; 1990-06-xx), page 57
- ↑ Micromanía (segunda época), "Junio 1990" (ES; 1990-0x-xx), page 60
- ↑ Mean Machines Sega, "October 1992" (UK; 1992-09-xx), page 132
- ↑ Power Play, "2/90" (DE; 1990-01-25), page 65
- ↑ S: The Sega Magazine, "February 1990" (UK; 1990-01-04), page 20
- ↑ Sega Power, "October 1991" (UK; 1991-09-05), page 55
- ↑ Sega Pro, "November 1991" (UK; 1991-xx-xx), page 39
- ↑ Sega Pro, "April 1993" (UK; 1993-03-11), page 70
- ↑ Zero, "March 1990" (UK; 1990-0x-xx), page 54
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