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Dunk Mania attract intro 1.png

Once you insert your coin(s) into the cabinet of Namco's Japan-only 1995 two-on-two basketball arcade game Dunk Mania and press any (or all) of the Start Buttons, the game shall proceed to its team selection screen, on which you will have twenty seconds to choose which team you want to control; if you'd pressed player 1 and/or player 2's Start Buttons that side's highlight will be on Orlando by default (with both of that team's players' portraits in the top-left of the screen and their star ratings in its bottom-left) as its players drop down into view in front of its logo on its left side (depending on which of the Start Buttons you pressed, the first player will also have a blue inverted triangle with a 1 in it over his head if he's to be under your control while the second player will have a red one with a 2 in it over his head) but if you had pressed player 3 and/or player 4's Start Buttons that side's highlight will be on Seattle by default (with both of that team's players' portraits in the top-right of the screen and their star ratings in its bottom-right) as its players drop down into view in front of its logo on its right side (once more, depending on which of the Start Buttons you pressed, the first player shall have a yellow inverted triangle with a 3 in it over his head if he is to be under your control, while the second player will have a green one with a 4 in it over his head). All ten teams' uniforms shall also be determined by the "UNIFORM COLOR" setting in the game's options menu (which is set to "JAPAN" by default in "Revision DM1" but in "Revision DM2" it is set to "USA") - and if either side of the cabinet is completely inactive, a monochromatic image of the locker room seen in the attract mode shall be displayed on the screen's inactive side. As you push your joysticks up or down to select the teams you want to control, the players' portraits and star ratings shall change, as the players themselves drop down into view in front of the teams' logos; once you have pressed any button on your side of the control panel to confirm your choice, both your chosen team's players will high-five each other then start doing warmups (if either side of the cabinet is still completely inactive at the point a team is chosen on the active one, the CPU will randomly choose one of the other nine teams to predetermine the movements of as its players' portraits and star ratings appear on the screen's inactive side, while its players drop down into view in front of its logo, immediately high-five each other and start doing warmups). If only a single person is playing on either side (or both sides) of the cabinet, but another person inserts their coin into it then presses the active (or either) side's other Start Button at this point, the text "You have a teammate!" (if only one side of the cabinet is active) or "New player!" (if both sides of it are active) shall flash on the screen - and if just one person is playing on either side of the cabinet, but another person inserts their coin into it then presses either of that formerly-inactive side's Start Buttons, the text "You have been challenged!" shall flash on the screen (if two people are playing on the same side, that text "New player!" will also flash on the screen if another person inserts their coin then presses either of that formerly-inactive side's Start Buttons), causing the CPU's randomly-chosen team to disappear, and the timer to get returned to 20 for letting the newcomer(s) pick which of the nine remaining teams they want to control.

Dunk Mania attract intro 2.png

The first match will then begin as both teams' logos roll into view from the left and right sides of the screen while the text "VS" appears between them and either "GAME 1" (if only one side of the cabinet is active) or "CONFRONT 1" (if both sides of it are active) beneath them; both teams' scores and names will also be displayed in the top-left and top-right of the screen with the match's timer (the amount of time on which shall be determined by the game's "GAME TIME" setting in the options menu, and it is set to "2 MINUTES" by default in both versions but it can be changed to "1 MINUTES", "3 MINUTES", "4 MINUTES" or "5 MINUTES") between them, and all human-controlled players on the court will again have their inverted triangles over their heads (the lines on the court itself shall also be in the colours of the right side's team, and their logo will be in the centre of it). Once both teams' first players have jumped up to gain control of the ball by tipping it off to their teammate the second player of the team whose first player reached the ball first will catch it - and after a few seconds, the inverted triangles over all human-controlled players' heads will disappear, only to be replaced with three outward-pointing triangles in their colour surrounding an instance of their number around their feet (if any human-controlled player is off-screen there'll also be a left- or right-pointing numbered triangle in their colour at the appropriate altitude on the respective screen side). A few seconds after either team gains control of the ball a "SHOT" timer shall appear in the bottom-right (for the left team) or bottom-left (for the right team) of the screen and start counting down from 09 until they either attempt a field goal or the other team manages to steal the ball (at which point it disappears again); however, if it reaches 00, the text "SHOT CLOCK VIOLATION" will flash on the screen, and the other team will get possession of the ball. After each basket, both teams' scores and names will be displayed at the bottom of the screen, and the other team will get the ball at half-court - and after each dunk, the dunk will be replayed from two different camera angles (indicated by the text "REPLAY" flying into view from the left side of the screen and flashing after it stops in the top-right, but you can skip the replays if you wish by pressing your Start Button). Once the match's timer expires, the text "TIME UP!" will flash on the screen as the winning team celebrates while the losing one despairs (however, in the case of a draw, all four players will despair); both teams' names and scores will then be displayed at the top of the screen as the text "WINNER" flashes below the winning team's score (however, in the case of a draw, the text "DRAW" shall flash below the instance of the game's name which is displayed between both teams' scores).

Dunk Mania attract intro 3.png

The text "RESULT" will now appear at the top of the screen as both teams' logos, all four players' portraits (with the texts "1P", "2P", "3P" and "4P" in the cases of them being human-controlled, or "CPU" in the cases of any of them being CPU-controlled, below them), both teams' scores, and all four players' amounts of points, three-point field goals, dunks, rebounds, blocks, and steals fly into view from all four corners of the screen and stop in the appropriate places; the texts "WINNER" and "LOSE" will then fly up into view from the bottom of the screen (obscuring the winning and losing team's statistics respectively) as the winning team's mascot does a celebratory dance in the centre of the court and all other objects fly off all four corners of the screen again. If only one side of the cabinet was active (and the team with at least one human-controlled player were the winners), the game will return to the team selection screen (which will now have the text "NEXT GAME" at the top of it as opposed to "TEAM SELECT", the timer will not be present, both of your team's players will automatically be doing warmups again, and the name of the team you had just beaten will be crossed out in red), as the CPU randomly chooses one of the other eight (or nine, if you'd happened to be challenged by up to two other people just before the first match had begun) teams to predetermine the movements of - however, if both sides of the cabinet had been active, the losing players shall have ten seconds to insert up to two more coins and press their Start Buttons before their "Continue?" timers at the bottom of the screen expire (if they do so, then the text of "You have been challenged!" shall flash on the screen for a second time, and it shall be returned to its initial state in preparation for another "CONFRONT" match, but if they do not, another "GAME" match shall start with your team against the CPU's second randomly-chosen one).

Dunk Mania attract intro 4.png

However, in the case of a draw, both teams' logos again roll into view from the left and right sides of the screen, while the text "VS" appears between them for a second time and "OVER TIME" appears beneath them; both teams' scores and names will again also be displayed in the top-left and top-right of the screen with the overtime period's timer (the amount of time on which will always be 15 seconds) between them, and all human-controlled players shall once again have their inverted triangles back over their heads. Once both teams' first players have jumped up to gain control of the ball through tipping it off to their teammate for a second time, the second player of the team whose first player reached the ball first will catch it, and both teams shall have fifteen seconds in which to score the winning basket - and if either team manages to do so, both teams' names and scores shall be displayed at the top of the screen as the text "WINNER" flashes below the winning team's score, followed by the result screen like usual. However, if neither team manages to score the winning basket within fifteen seconds, the text "TIME UP!" shall appear on the screen as all four players despair; both teams' names and scores shall then be displayed at the top of the screen as the text "DRAW" flashes below them for a second time, and on the result screen, the text "DRAW" shall fly up into view from the bottom of the screen (obscuring neither team's statistics), as the left team's mascot just stands to the right of the logo in the centre of the court. All the players will then have ten seconds to insert up to four more coins and press their Start Buttons to continue before the joint "Continue?" timer (which the players' individual ones at the bottom of the screen are synchronised with) expires - and if only one side of the cabinet was active, the team with at least one human-controlled player must replay the match against that CPU-controlled team they drew against (they will also have to do this if they should choose to continue after being unfortunate enough to any CPU-controlled team).

Dunk Mania attract intro 5.png

After the team with at least one human-controlled player has beaten all nine of the others as a result of the CPU's random choices for predetermining their movements (in a case of only one side of the cabinet being active), the text "And now, we invite you to the DUNK CONTEST" shall appear on the screen; you will now be treated to a cutscene featuring the player who performed best (or the human-controlled one, if only one person had been playing on the active side of the cabinet) for your chosen team going up to the visiting team's basket, performing a dunk and celebrating, as the texts "DUNK" and "Contest" fly down and up into view from the top and bottom of the screen respectively (as this player will be the only one taking part in the contest), followed by a tutorial (which has the text "DUNK Contest Explanation" in the screen's top-right and also features the partaking player):

STEP 1
The first input
(button A or B)
will determine
the course of
the dunk.
↖ A   B ↗


STEP 2
Push several
buttons to
make up a command
for dunk.
Course
A
Command example
AACCBBAA


STEP 3
...and Watch!!


You get two
traials per
contest

The text "1ST TRY" will now appear at the top of the screen, followed by the texts "READY?" and "GO!!", so you shall have to press either the Shift or Shoot/Block Button to determine the course of the dunk, then use all three buttons to make up a command for this dunk; if you miss the visiting team's basket, the text "MISS!!" shall appear at the top of the screen with the text "X PTS" (X being a minimum of 0) below it, and five instances of the text "X pts" (X again being a minimum of 0) below that as your player despairs. However, if you succeed, the text "SUCCESS!!" shall appear at the top of the screen, with the text "XX PTS" (XX being a maximum of 40) below it, and five instances of the text "X pts" (X, this time, being a maximum of 8) below that as your player celebrates, but regardless of whether you succeeded or not, the text "2ND TRY" will then appear at the top of the screen, followed by the texts "READY?" and "GO!!" for a second time, so you will have to try again - and after this attempt, the text "CONTEST FINISH" will appear on the screen. If you missed the visiting team's basket on both tries, the texts "1ST X pts" and "2ND X pts" (X, once again, being a minimum of 0 in both cases) shall appear on the screen, with the text "X pts" (X yet again being a minimum of 0) beneath them, and the text "CAN'T YOU DUNK?!" above them as your player despairs for a third time; however, if you succeeded on either try (or even on both) the texts "1ST XX pts" and "2ND XX pts" (XX again being a maximum of 40 in both cases) shall appear on the screen, with the text "XX pts" (XX, this time, being a maximum of 80) beneath them, and the text "SMOOTH DUNKER!" above them, as your player celebrates for a second or third time (depending on how many times you succeeded).

Dunk Mania attract intro 6.png

The game shall now proceed to its ending sequence, which features highlights of your chosen team's performances against the other nine (indicated by the texts of "VS BOS/CHI/HOU/IND/L.A/N.Y/ORL/PHO/SAN/SEA" flying into view from the screen's left side and flashing after they halt in its top-right); however, if you are using MAME to play the game (which you almost certainly will be unless you are a native inhabitant of the "Land of the Rising Sun"), both versions crash at this point as a dark blue screen displaying four scrambled-looking gray Kanji characters appears instead of the ending sequence:

DUNK MANIA
STAFF


GAME DESIGN by
YUTAKA TOYA
PLAYER'S DATA by
NAOKI WATANABE


MAIN & GAME PROGRAM by
YOSHINOBU SAO
SYSTEM & EFFECTS PROGRAM by
SHIZUKA MATSUDA


VISUAL MANAGEMENT by
SHIGEO SASAKI
GRAPHIC DESIGN by
HIDEAKI ITOH


MODEL & MOTION DESIGN by
MIKI MAEMORI
KANAKO DOI
YUKIKO YOKOO


MOTION MANAGEMENT by
AKIRA NAKAJIMA
MOTION DESIGN by
TARO OKAMOTO


GAME MUSIC
NOBUYOSHI SANO
SOUND EFFECT
HIROTO SASAKI


PROGRAM SUPERVISER
KATSUO NAKAMURA
MASANORI YAMADA
YOSUKE KURODA
SHINOBU NIMURA


VISUAL SUPERVISER
JUNICHI KAWAMURA
SATORU YAMADA


TEST PLAYERS
TSUYOSHI KIUCHI
TAKASHI CHIDA
NORIKATSU YOSHIKAWA
JIN OKUBO
YASUMICHI ONISHI
TETSUYA AKATSUKA
SATOSHI MASUKAWA
KAZUO TAKAHASHI
NAOTAKE HIRATA


SPECIAL THANKS TO
ALL
VS DEVELOPMENT
STAFF


DIRECTED by
TOSHIO NATSUI


PRODUCED by
HAJIME NAKATANI


NAMCO®

After the credits have finished, the game will go into high-score mode, as the text of "Your Points Total XX Pts" (XX being your total amount of points) is displayed on the screen; your total amount of points shall most likely be the highest on the cabinet to date, so you will have thirty seconds to enter your initials at the top of the high-score table with pride. Once you have done so, the text "Game Over" will fly into view from the right side of the screen and the game will go back into attract mode - and next time it shows the high-score table, your total amount of dunks will also be shown next to your initials.