All-Star Slammin' D-Ball
                           Player Guide

    This is a very short list of the special throws and other brief
   miscellaneous information about the fun, little known PlayStation
              dodge ball game, All-Star Slammin' D-Ball.

      by Benjamin Paul Galway             March 15, 2006
   e-mail = bpgalway@netscape.net            ver. 1.1
   PayPal = bpgalway@netscape.net

     Created April 12, 2002 (1.1). Latest update: Minor editing.

  ___________________________________________________________________

    TABLE OF CONTENTS = SPECIAL THROWS -> GENERAL ADVICE -> SECRETS
  ___________________________________________________________________


  ------< Special Throws >-------------------------------------------
  ------------------------------------< Special Throws >-------------
  ---------------------< Special Throws >----------------------------


  The manual does an okay job of listing all of the basic special
  throws, but it doesn't detail the level 3 team captain secret moves
  nor explains how to pull them off. Think back to the first Street
  Fighter II when trying to perform the rolling motions since the
  movements must be entered slowly and precisely. Quick taps will not
  register and make the special throws impossible to perform. Despite
  the slower input speed, all moves can be entered during a jump --
  don't exagerate the sluggish commands.
  
        D-pad key:    D = down  U = up  L = left  R = right
  
  Note that any two directions not separated by a space indicate a
  diagonal move, such as the "UR" being "up-right" in the grenade's
  input. All directions given are for the left team. Reverse the
  left and right positions if playing on the right court.

  The factors which allow a special throw to be performed are
  explained well enough in the instruction manual, so consult it for
  information about acquiring points, how the players' level affects
  earning points, and so forth.


      ---------------=======  LEVEL ONE  =======---------------


  Canon
     Input: D DR R + (square)
            The canon is a really good move. The ball moves very fast
            along a straight path to the selected target and can
            quickly get by an opponent's reaction time of he or she
            is close to the release.

  Slow
     Input: L L R + (square)
            The slow ball is a straight, slow release that simply
            isn't useful. Every players' catch animation resets
            quickly enough so that the person can make a second grab
            to catch a slow ball.

  Random
     Input: R R U + (square)
            This will release the ball with a randomly selected
            level one special throw, which is pointless. Unless
            you're having trouble with the rolling controller inputs
            required for the canon or grenade, there's no point in
            using the random throw.

  Double
     Input: R L R + (square)
            The double special throw is one of the better moves in
            the whole game. The ball is thrown fast along a straight
            path and soon followed by a second ball. Both balls can
            knock the opponent and each must be avoided. However, if
            a player can catch the first ball released before the
            second is thrown, then the special will end prematurely.

  Grenade
     Input: R UR U + (square)
            The grenade special throws the ball along a slight
            elevated arch toward the target. It is useless.


      ---------------=======  LEVEL TWO  =======---------------


  Screw Driver
     Input: D R R + (square)
            This puts a brief twisting motion into the ball's path
            after it is thrown. It's not too good and can only be of
            some use at close range since the ball's speed isn't fast
            enough to hope to catch a player off guard with its
            initial jerk release.

  Snake
     Input: D U D + (square)
            The snake very much resembles the canon for speed except
            this special throw travels along a high arch toward the
            player. It's one of the better level two moves which
            isn't saying much since it's more or less does the same
            as a level one throw.

  Hyper Magnum
     Input: D U U + (square)
            The ball size doubles when thrown. Unless it freaks out
            an opponent, this special throw serves no real purpose
            since the size has no affect on the difficulty of
            catching the ball.

  Boomerang
     Input: R DR D + (square)
            The boomerang toss releases a slow ball which travels
            along a side arch. It may very well return to the player,
            but the ball is simply too slow to not have your opponent
            catch it by the time it could start returning. As with
            most all slow moving throws, this is useless.

  Flasher
     Input: D DL L + (square)
            As the name implies, this ball will flash (disappear and
            reappear) over and over until it stops. Despite being a
            slow ball, the flashing can disorient a player and could
            prove useful.
            

     ---------------=======  LEVEL THREE  =======---------------


  Wild Cats' Captain Special
     Input: L DL D DR R + (square)
            A myriad of light circles surrounds the captain and forms
            a sort of vortex then trail behind the ball like a comet.
            The ball is thrown very fast (this is the fastest throw
            unless one counts the trip around the Earth for the Ninja
            team) and is very difficult to catch. Still, with really
            quick reflexes and being familiar with the Wild Cats'
            special team captain throw, it's not impossible to stop.

  Pranksters' Captain Special
     Input: L DL D DR R + (square)
            A black cylinder of light surrounds the captain and he
            launches the ball up into the air. After a few seconds
            the ball flies back down fast into the target opponent.
            This is perhaps the best special throw in the game. More
            often than not the opponent will have little warning as
            to when the ball is coming down, particularly for a
            character near the top of the screen.

  Heart Breakers' Captain Special
     Input: L DL D DR R + (square)
            Hearts rain from the ball around the captain a moment
            before she throws the ball to the opponent. The ball
            zigzags a bit toward the target along a pair of heart
            wings. This special throw is just pathetic. It will not
            fool anyone and lacks speed.

  Ninjas' Captain Special
     Input: L DL D DR R + (square)
            The captain throws the ball off the screen to the left,
            the game switches to a shot of the ball actually
            traveling around the Earth, and then it finally returns
            to the court from the right side of the screen. As with
            the Pranksters' special throw, this one can be especially
            good if the targeted player is close to the edge of the
            screen so that as little "warning room" as possible is
            available. Unfortunately, the short Earth clip is a good
            give-away to the timing of the catch, reducing the
            special throw's effectiveness somewhat.

  Snipers' Captain Special
     Input: L DL D DR R + (square)
            The captain jumps and throws the ball at the selected
            opponent amid a shower of transparent balls. Besides not
            being fast, this special throw is also weakened thanks
            to the fact that the "ghost" balls which are supposed to
            trick the opponent are obviously different from the real
            one. None of the transparent balls affect the player in
            any way as well.

  Fireballs' Captain Special
     Input: L DL D DR R + (square)
            This is a basic fast ball but with flames streaking
            behind it. Flames will stream around the captain before
            release to warn of the approaching fast ball. Since there
            are "cheaper" special moves which achieve the same
            effect, there really is no point in using this move.

  Thunder Bolts' Captain Special
     Input: L DL D DR R + (square)
            A couple of lightning bolts strike the ball in the
            captain's hands. The captain then throws the ball along a
            quick zigzag route toward the opponent while lightning
            bolts tag behind. This special throw is both visually
            impressive and fairly decent if only because the bolts of
            lightning tend to help confuse players trying to catch
            the ball (as opposed to the Heart Breakers' special).

  Elementals' Captain Special
     Input: L DL D DR R + (square)
            The screen turns completely black, white spheres eminate
            from the ball, and then it's thrown to the targeted
            player with the spheres trailing behind. This is a very
            weak special throw for the "boss" team to have. It looks
            nice, but there's really nothing special about it.


  -----------------------------------------< General Advice >--------
  --< General Advice >-----------------------------------------------
  ----------------------------< General Advice >---------------------


  Random tips for random people!

  -- The best attack is a dashing leaping throw. The Pranksters and
     Ninjas are the best at this since their players can leap far
     across the half court line and throw the ball well into the
     opponent's territory.

  -- Remember to mix up the special moves when used. An over-reliance
     on one move will rob it of any usefulness. It helps to throw out
     even a pathetic move once or so before unleashing something
     worth doing.

  -- Special throws aren't nearly as effective as they could have
     been thanks to the fact that all players must shout out some
     word bubble before performing the throw. Unless you're playing
     against the computer, most all hits are going to come from
     regular throws. 

  -- The basic throw can be thrown at different speeds depending on
     the length of time the button is pressed, so use this to your
     advantage to catch opponents off guard. This can be used
     advantageously when playing against or with the clock.

  -- It is possible to leap and catch the ball when the opponent
     tries to pass to the far outside teammate. Although difficult to
     do, it's a good technique to know and to watch out for. While
     this can be avoided by passing the ball around the court along
     the sides, this also does eat up the number of passes allowed on
     a given possession.

  -- Finally, using the shoulder buttons to switch the targeted
     opponent just before release can really confuse your opponent
     and catch him or her off guard. This coupled with the fast
     leaping attacks explained above can really cut down on an
     opponent's reaction time.


  ------< Secrets >--------------------------------------------------
  --------------------------------< Secrets >------------------------
  -----------------------------------------------------< Secrets >---


  There's only one secret -- the code to unlock the Elementals as a
  playable team. The code is given upon winning the tournament. To
  unlock the Elements, enter the following at the title screen:

               D L U R X (square) (triangle) (circle)

  The Elementals are a good team, but surprisingly aren't the best
  available. They're still fun to play with, though.

  ___________________________________________________________________


  As always, this document may be used if and only if it is not
  altered in any way or profitted from either directly or indirectly.
  The latest updates can be found at GameFAQs [ gamefaqs.com ].