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Genesis Manual Notes

github-actions[bot] edited this page Oct 15, 2026 · 1 revision

Notes from the Sega Genesis manual (1990 release)

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.

Controls (pp. 2–3, 17–21)

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.

Rules the game enforces (pp. 18–19, 28–30)

  • 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 options (pp. 10–13, 22–27)

  • 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.

Presentation worth borrowing (pp. 8, 15–16, 24)

  • 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.

How NtBA's proof of concept compares

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.

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