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Genesis Manual Notes
Our own summary of Lakers vs. Celtics and the NBA Playoffs (Genesis, US manual, 40 pages). The manual is hosted at Sega Retro: https://segaretro.org/images/1/1d/Lakers_Vs_Celtics_MD_US_Manual.pdf. It is copyrighted, so the PDF is not stored in this repository; page numbers below refer to the printed page numbers in it. The Genesis version differs from the 1989 DOS original in places (it uses 1990 playoff rosters and a 3-button pad), so treat this as a close relative, not the exact reference.
A 3-button pad plus START. You always control the player wearing black shoes (player 2 gets gray shoes in a two-player game). On offence that is always the ball handler.
| Button | Offence | Defence |
|---|---|---|
| D-pad | Move/dribble; diagonals allowed | Move the controlled defender |
| A | Shoot: quick tap = fake, slow press and release = shot (release at the top of the jump) | Jump to block |
| B | Pass (to the player closest to and facing the passer, or to whoever the D-pad points at) | Switch to the defender nearest the ball; repeated presses cycle the others |
| C | Time out (must have possession) | Steal attempt ("rip") |
| START | Pause (and open the stats/substitution screen) | Pause |
- The receiver of a pass gets the black shoes, i.e. control follows the ball. (NtBA does this.)
- Press A before dribbling to fake out a defender who is right in your face.
- Once the ball handler stops dribbling he cannot dribble again (see travelling below).
- A shot's success depends on (1) the player's statistics, (2) how closely he is guarded, (3) the timing of the A-button release. The game picks the shot type (hook, jumper, slam, finger roll…) from the player's position and distance.
- Defenders can be double-teamed or sent to box out; the controlled defender only follows the action "with his eyes" unless the player moves him.
- Steals that reach in too aggressively draw fouls.
- Free throws: 2 when fouled while a defender reaches in; 2 when fouled shooting and missing; 1 when fouled shooting and scoring.
- Turnovers/violations: travelling (including double-dribble); 24-second shot clock (the shot clock is shown above each backboard; it resets on a shot); charging (offensive foul); 10-second backcourt; backcourt violation (cannot cross back over halfcourt once advanced); 5-second inbound; out of bounds.
- Time outs: 5 per half, unused ones do not carry over, plus a free time out after each period.
- Fouling out (Simulation mode): 6 personal fouls, offensive fouls included.
- Fatigue (Simulation mode): a 4-to-1 rating drops as players tire; tired players are slower, jump lower and shoot worse. Slam dunks tire players the most.
- Game type: single game or playoff tournament (tournament forces Simulation, Showtime, 1 player, 12-minute periods; best-of-5 early rounds, best-of-7 final, 6-character passwords to resume).
- Players: 1, 2, or demo (computer plays both sides).
- Play mode: Arcade (no fatigue, fouls don't count) vs Simulation.
- Play level: Pre-Season (forgiving refs, weaker opponents), Regular, Showtime (tight refs, physical).
- Period length: 2, 5, 8 or 12 minutes; four periods; 5-minute overtime (2 minutes if playing 2-minute periods).
- Music on/off — with music off you hear the ball, the whistle and the crowd.
- Title screen with scrolling credits, then a short self-playing exhibition game.
- Pre-game "EA Sports Network" broadcast: starting-lineup introductions with season stats.
- Starting tip-off: press A to send the big man up for the jump ball.
- Stats screen between periods (substitutions, fouls); halftime report on other games.
- Foul/violation calls shown in a text box with a portrait of the referee ("CHARGING").
- Home team wears mostly white; no built-in home-court advantage.
- Scoreboard shows the shot clock above each backboard.
| Original | NtBA POC today | Candidate follow-up |
|---|---|---|
| A = shoot with release timing, tap = fake |
X shoots instantly |
Hold-and-release timing, tap to fake |
| B = pass, C = steal/time out |
Z = pass, C = switch player |
Remap to the original's three-button model (pass / shoot / action) |
| Travelling, 10 s backcourt, 5 s inbound, out of bounds | Not modelled | Add once there is a defence and inbounding |
| Shot quality from stats + defender closeness | Distance only | Needs opposition and player attributes |
| Free throws, fouls | None | After defence exists |
| Periods 2/5/8/12 min, OT | One 5-minute period | Configurable periods, overtime |
| Shot clock above each basket | Shown on the scoreboard | Optional |
Rosters, team names and player data in the manual are deliberately not reproduced here: NtBA ships with generic fictional teams.