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NEW PLAYER ROSTER 





























* The Sega CD Disc i& intended for use exclusively with the Sega CD im Sysiem. 

* Do not bend it, crush it, or submerge it in liquids. 

■ Do not leave it in direci sunlight or near a radiator or other source ol heat. 

* Be sure to take an occasional recess during extended play, to rest yourself ami 
the Sega CD disc. 

* KEEP YOUR SEGA CD DISC CLEAN. Always hofd by the edges, anti keep in 
ils case when nol in use. Clean with a lint-free, soft dry clolh - wiping in 
straight lines from center to edge. Never use solvents or abrasive cleaners. 


WARNING: READ BEFORE USING YOUR 
SEGA VIDEO GAME SYSTEM. 

A very small percentage of individuals may experience 
epileptic seizures when exposed to certain light pallorri:. or 
flashing lights. Exposure to certain patterns or background:, on 

a television screen or while playing video games may .. 

epileptic seizure in these individuals. Certain conditions 111,17 

induce previously undetected epileptic symptoms .. 

persons who have no history of prior seizures or cpilefr.y 11 
you, or anyone in your family f has an epileptic condition, 
consult your physician prior to playing. If you experienoo my 
of the following symptoms while playing a video gun 10 
dizziness, altered vision* eye or muscle twitches, loss <>1 
awareness, disorientation, any involuntary movement \n 
convulsions - IMMEDIATELY discontinue use and consult 
your physician before resuming play, 


WARNING TO OWNERS OF PROJECTION TELEVISIONS: 

STfLI_ PICTURES OR IMAGES MAY CAUSE 
PERMANENT PICTURE-TUBE DAMAGE OR MARK THE 
PHOSPHOR OF THE CRT, AVOID REPEATED OH 
EXTENDED USE OF VIDEO GAMES ON LARGE-SCREEN 
PROJECTION TELEVISIONS. 



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Go to the hole. Go strong. Deliver the facial. Show them 
your stuff. And your 360 rimrocker. And a Tarzan slam for 
good measure. You're on fire! This is the NBA®, and you're 
playing NBA® JAM V the toughest two-on-two competition 
around and the only game in town! 

Play with superstars from ail 27 NBA® teams— from 
Coleman and Pippen in the East to Kemp and Olajuwon in the 
West — with veteran superstars like Malone and Ewing to 
sensations like Webber and Hardaway — each with his own 
on-court personality and attributes. 

Play one-player, two players on the same side, two play¬ 
ers against each other, or with the Team Player" Multi- 
Player Adaptor, start a two-on-one or four-player game 
with your friends! 


All the hard-hitting hardwood and "incredible dunks" of 
the arcade are here, complete with speech record-keeping, 
seasonal play, and the half-time report with 
new features like tag mode, making not 
playing NBA® JAM' a very 
"bad decision." 






LID RELEASE 


1* Connect your Sega CD and Sega 
Genesis systems and plug in 
Control pod(s). If you would like 
to play a three or four-player 
game, plug in the Team Player 
Multi-Player Adapter (sold separately) as 
described In its Instruction manual at this time. 

2. Turn on your TV or monitor, and then turn on your Sega Genesis \ 
The Sega CD logo appears. 

3. If you have a tray-loading Sega CD "console, press RESET to open 
the CD fray. Place the NBA JAM CD into the tray label side up 
and press START on Controller #1. If your console is the pop lid 
style, press the OPEN button to open the CD lid, then place the 
NBA® JAM 1 CD into the tray label side up and dose the lid. 

4. II the Sega CD" logo is on screen, press the START BUTTON to 
begin jamming. If the Control Panel is on screen, move the cursor 
to the CD-ROM button, and then press BUTTON A, B or C to begin. 

When the title screen comes up, press the START BUTTON, You will 
be presented with three choices— HEAD-TO-HEAD (player vs. player), 
a TEAM GAME [2 players vs. computer) or set OPTIONS. If you are 
using the Team Player Multi-Player Adaptor, yon will be presented 
with two choices— START GAME or set OPTIONS. 
Highlight your selection using the D-BUTTON and 
press the START BUTTON. 



OPTIONS allows you to set certain game options. Press the D-BUTTON 
up and down to highlight the desired option and left or right to change it: 

TIMER SPEED: Allows you to choose how fast the gome clock will 
count down each quarter, front Very Slow to Very Fast. 

DRONE DIFFICULTY: AIEows you to select how smart your computer 
opponents are an a scale of 1 (low) to 5 (high). 

TAG MODE: In a one-player, or one human per team game, NBA® 
JAM 1 allows you to select how you wish to control your teammate, 

OFF is the default. Like the arcade, you control one player the entire 
game, and the computer controls your teammate (unless a human player 
should "jump m" with his START BUTTON). 

ON enables you to control both the movement and the ball handling 
of whichever player on your learn has the hall. In other words, you 
pass off control when you pass off the ball. The "tag" occurs when 
your teammate gains possession, so if a pass is Intercepted, you retain 
control of the player who passed. 

COMPUTER ASSISTANCE: If a team falls far behind, this feature 
increases the odds that that team's shots will go in, ensuring a close 
and competitive game. If this feature is off, both players are given a 
"fair shake." 

CONTROLLER CONFIGURATION: Allows each player to select which 
commands are associated with which buttons. Press ihe D-BUTTON 
left or Tight to cycle through the available combinations. The default 
configuration is as follows: 






VIEW/ DELETE RECORDS: Activating this option will take you to the 
record screen* NBA"' JAM* stores records and stais for up to 16 differ¬ 
ent players! Sometimes, however, you will want to moke room for a 
new one. To erase a record, use the D-BUTTON to highlight the desired 
record and press the A BUTTON* You will then be asked to confirm 
whether you truly wish to delete this record. Press the A BUTTON to 
abort your deletion or the 8 + C BUTTONS to erase the record. Press 
the START BUTTON to return to the OPTIONS screen. 

Pressing the START BUTTON will exit OPTIONS. 

To begin playing NBA JAM™, select either HEAD TO HEAD mode or 
TEAM GAME mode from either controller. There are 4 different player 
positions in NBA JAM . Player numbers 1 and 7 are teammates, and 
3 and 4 appose them on the other team. A TEAM GAME puts both 
players on the same team, making the person with controller 1 player 
l, and the person with controller 2 player 2. HEAD TO HEAD mode 
puts the two human players an opposite teams* The person with con¬ 
troller 1 is still player 1, but the person with controller 2 is player 3. 
All players who wish to participate should then press START on 
their controllers. 

If you are using the Team Player v Multi-Player Adaptor, select 
START GAME* Select the controller letter corresponding to the player 
you wish to control — controller port 1 is player 1, A is 2, B is 3 and 
C is 4. Everyone who wishes to participate should then press START 
on their controllers* 



Whether you ore using the Team Player™ Adaptor or not, you will 
then be asked if you wish to enter your Initials for record-keeping* Use 
the D-BUTTON and the A, B, C or START BUTTON to choose* This deci¬ 
sion affects all players; no player can enter initials if "no" is selected. 
If "yes" is selected, each player wilt then be asked to enter his/her 
initials. Use the D- BUTTON to move the cursor on top of the desired 
letter and press the A, B or C BUTTON to select. If the initials entered 
are one of the sixteen In NBA' JAM's memory, your record wilE be 
immediately recalled. NBA JAJVT's record-keeping feature stores each 
player's record, ranking, winning percent, the current streak and the 
teams defeated! 

Next, players must choose their teams. Use the D-BUTTON to high¬ 
light the teams. Each team is composed of two NBA teammates, each 
with ratings in 4 categories: Speed, 3 Pointers, Dunks and Defense. A 
complete team-by-team listing of these stats appear on pages 16-19 
of this manual. Pressing the A, B or C BUTTON switches which of the 
teammates you control. Press the START BUTTON when your selection 
Is made* 

If a game is already in progress, another player may "jump in" at 
any time, taking over control of one of the computer-controlled players 
by pressing the START BUTTON on their controller. 





An NBA® JAM" game is divided into 4 quarters of three minutes each, 
A game begins with a tip-off, as two players bap for the ball in order 
to gain control. Possession of the ball at the beginning of the second and 
fourth quarters goes io the home team (team two), and to the visiting 
team [team one) starting the third regardless of who wins the initial tip 
or who possesses the ball when the previous quarter ended. 

The object of the gome Is to have outscored your opponents when the 
final buzzer sounds. There is a 24-second shot clock in effect, A basket 
counts for two points when it is shot from inside the three-point line, 
and three points when shot from behind it. 




A defensive player con block o shat, but only when the ball is on the 
upward part of its arc. If it is touched by a defender an its downward 
a go alt ending call is made, and points are awarded 
whether or not the bosket wos going to go in. Once 
the boll touches the rim, however, it can be grabbed 
by any player, either offensive or defensive. 


To make identifying the ball-handler easy, whenever a player has 
possession of the ball, an orange basketball indicator will appear 
behind his name at the top of the screen. If nobody has possession— 
the ball is in the air or has been knocked away, there is no indicator. 

If a player scores three baskets in a row, be is "on fire!" During 
this lime, he has unlimited turbo, and a much better chance of sinking 
shots from anywhere on the floor! Only one player can be "on fire" 
at a time. Being "on fire" lasts until the next opposing basket goes 
in, meaning that a teammate can score without disrupting the fire, 
Even if the opposing team cannot score, however, your fire will even¬ 
tually go out by itself. The boll glows when the player on fire holds it 
and smokes when he shoots it! 

Beyond those, there are very few rules to an NBAJAM 
session. There are no fouls— no reaching in, no hacking, not even a 
pushing foul, so ploy strong and take no prisoners! The controls are 
as follows: 

D-BUTTQtt: Moves your player up and down the court. When any 
player is off-screen, his position is marked by on arrow with his play¬ 
er number and color, the height of the arrow showing where he is 
vertically on the court, and distance from the edge showing how far 
off-screen he is. 


OFF-SCREEN 
INDICATOR 
ARROWS * 

v 




















SHOOT/BLOCK: When your team Has the ball, the SHOOT 
button will cause you (and on a one-human learn, your computer team¬ 
mate as well) to shoot for the basket. Your player releases the ball 
when you release the button. Releasing the bull at the apex of your 
leap gives your shat greater accuracy, but releasing it quickly or very 
slowly can often prevent a leaping defender from blocking or stealing 
the ball Tapping SHOOT quickly executes a head foke which may deke 
the defense out of its shoes, but it discontinues your dribble, so you 
must either pass or shoot the ball before you can move! 



When your team does not have the ball, SHOOI/BLOCK causes your 
player to jump up for a block. Timing is crvcial to denying the shot. Jump 
too early and the shooter can wail until you fall out of the way, jump 
too late and the shooter can shoot it over you! Many times your defend¬ 
er will get a piece of the ball without rejecting the shot completely. The 
ball will flash white whenever a defensive player 
makes contact with ft. 



PASS/STEAL: When your team has the ball, the pass button will 
cause you (and on a one-human team, your computer teammate) to 
pass the hall to his teammate. But a passed hall is easily intercepted by 
a defender, so look before you pass! 




*• 


When your team does not hove the ball, tapping this button causes 
your player to swipe at the ball in the hopes of either stealing it or 
knocking It out of an opponent's hands. 

























TURBO: TURBO causes your player to ran faster than he 
normally would (determined by hfs attributes}, whether on offense or 
defense, allowing you to blow by a defender, or to step around a pick 
□nd block a shot! Unfortunately, your player has only a limited amount 
of turbo power, indicated by the meter under your player's name. 



As you use it, the meter runs down, but when you release TURBO, it 
begins to regenerate. A player using Turbo can be spotted by his colored 
shoes! When a player is "an fire/' he has unlimited turbo until his fire 
Is put out, but to use the turbo, the button must still be held! 



Tapping TURBO several times quickly causes your player to grab end 
protect the ball, a move which can often knock defenders away and 
give you a clean shot at the basket 




TURBO + SHOOT/BLOCK: When your player has the ball near the basket, 
pressing these two buttons causes you (and on a one-hvman team, your 
computer teammate) to go for the jam, slam-dunking the ball Into the bas¬ 
ket. There are many spectacular "Ultra-Jams" that can be executed, 
depending on a number of factors such as the players dunking ability and 
position. Your player will only [am if he is moving, however, so be sure to 
drive towards the hole if you want to slam! 

When your team doesn't have the ball, pressing these two buttons 
makes your pEayer go for a super block, jumping higher than he 
ordinarily would! 

TURBO + PASS/STEAL: Pressing these buttons will cause the ball-handler 
to execute a much faster and safer pass than the PASS button by itself. 
Often these will take the form of behind-tht-back or bounce passes. 

Pressing these buttons when your player doesn't hove the ball makes 
your player shove. When the shove connects, it knocks a player out of the 
way. Be careful because you can knock down your teammate too! 
Defensively the shove is a useful tool for stealing the ball, bringing down 
rebounds, and stopping "easy jams!" Offensively the shove is a good way 
to clear an area so a teammate has a dear shot at the basket. 

START: START pauses or resumes a game. 




















Offensive Controls 



Player has possession of the ball: 
[Default Buttons ore in Parentheses) 



Si 

B 

{A- 8WTGNI 

PASS/ 

STEAL 

(C‘ SUTTON) 

TURBO 

(B-button) 


Pass 


Protect 
The Ball 


Pass 


Run 

Faster 


Super- 

pass 




Player does not have possession of the ball: 
(Default Buttons are in Parentheses} 


SHOOT/ 

BLOCK 

(A- BUTTON} 

PASS/ 

STEAL 

(0 BUTTON) 

TURBO 

(B- BUTTON) 





















EASTERN CONFERENCE 

ATLANTIC DIVISION 
















































EASTERN CONFERENCE 

CENTRAL DIVISION 



_ 


CHICAGO 


WESTERN CONFERENCE 

MIDWEST DIVISION 











































































WESTERN CONFERENCE 

PACIFIC DIVISION 



* S*£Efl ' 

' 1 PTR5 1 

Our*Jl * 


'PLAYER ATTRIBUTES 


x urfJL 


NOTES 





























































NOTES 


ACCLAIM UNITED WARRANTY 

rti -i I AIM wnrrnnts to the nrigin-iil |Hirclliisur iPiily ■ 11 tills ACCLAIM software product that the medium Oi* 
wliii 11 I his cnmiiuter program is rmirdiul 11 di« hum ikrkri-ts 141 materials urtd workmanship Iflf J» period el 
1 in 11-1 v H'hn| iJ.iv':; from ihc dale til |iiin:hii:;ii. I Mr, ACCI AIM shIIwlhij program is sold 'as is/ without express 
in ^111| ihti-i I w.in.nily id wuy hi id. am I ACM AIM mil Imhlii lu> ;my lussas w tfamaiyes of On y kind resulting 
111 mi 1 in,i' ill Ilii:, |nm|NiiN ACCI AIM - n|i 11 liu 1 |itnmil ml minty ( 911 ] days Ld irithar repair ur replace, at its 
iiplNMi, lii'ii ill 1 Ii.imii\ miiv W 1 | AIM vuliwiim |iimini i, pm-sEurio pnuI, with proof cjl dale ol purchase, at rts 

I ,n ! > ■! v : 1 v ji r lint In Ih-pl-H hu-iiH nt Mi" ii.iihi- piif heir nl diBiriju In line original purchaser (except far 
Mm 1 H ,1 lit n-limimi) dm 1 ).ii im- p,ikl 1:. Elm kill u-isliinl id him b.ilnlily. 

Ilir. fv 111.11 nv mil im ih ilrfr I. i i.-l wm.u .11 nl ln.ii I w.n 1 only shall ml be applicable and shall be 

mi Mr in k'lin 1 in 11 m- Al II HAIM i.nltw.iMi .... 1 1 1 > ,m :,mi hiniiiihabuse.unrKiisona^iluuse.niistrealmc’il 

.HI 1111 WAIHIA ■ J IY I'; II- J 111 M Ml All 11 1 MIL WAR RAN M ES ANO NV OTH ER REPR ESENTATI □ NS OR 

II aim:: 111 anv riAiitm :;HAii m minimi it; iin mil iieslirate acclaim, any implied warranties 

,11111 Aim m mi:;:.. im n mn. ini.1 iidinm warranties df merchantability and hiness 

Mil I'Altll! Ill Al-j I'LlIslMCil Alii UMlil 11 III I HI NINE IY DAY PERIOD DESCRIBED ABDVE. IN NO 
1 vim Will A- 1'1 AIM Ml liAiiil 1 II|[ ANY ^I'lUALJNCICfNTAL, OR CONSEOUENTIAL DAMAGES RES JLT* 
ir 11, n u 1 i.i 1 'i r ■ ;i ■ ,:;m hj. 1 im i H i MAI 111 Nr I ION HI II IIS ACCLAIM SOFTWARE PRODUCT 

immvh'I laNCL vnTH I CC REGC LATIOMS 

l 1 <M■> 1... i|I'ln-i ih". .>nM mi. i-nkii liiMiiinncy uuurgy mid il 11 ol i istallcil and used properly, that is, in 

Im 1 ..I 1 m 4 ' iii ■! if .. In Hi-, null in limns, may causa interference Ld radio arid television recep¬ 

tion Ii Im-. Iminii lyiini iitsihid iiml kriniil m i;imi|ily wiLli Lhe limits for a Class B Cbmpuiimg device in accor- 

.I. 1 11 1 11 1.1 ■ iii 11 h i I>|'.ii I I'M l f a 1E ISul FCC Rules, whicIs are designed U provide MlitMbie 

. . 1 <. 11 m - 1 ’ nili’ikiiMii mii ,1 ui-.iilnnlial inslallalion. However, ihnre is no guarantee ifi-dl inter- 

.. -i Hi.. in in ill 11 iirilaHiilinn, IMh is equipment does causa inter Is rence to radio dr ISle- 

1 .. 1 ■ Mil.In- Mi-Ei-i mu mil by turning the equipment oft and on, Che user is encouraged (a Iry 

... 1 Hi. null Oi .. In,- mm hi inner nl Him Iqltniwing measures: 

■ Hi 1 -i 1 ■ ■ I I In 1 1 ■ ■ i- LJiiiij .ml run. I 

* ii, ii,, .iin itu- m Li a 1:11 with MMijumi to the receiver 

■ M'l- iii iin- m iiA 1 It iiw.iy Irani Mu; receiver. 

-Ptuu (In- :.i isa Utpidu .1 tlilluronl outlet so that the -computer 
in ui.. .ui- mi ilillufetil circuits. 

1 . ny.Un- 1 ■ 1 iinnkl commit the dealer or on atperienced radip/telavisiion UKhnicran for additional 

■ ii 1-1 ,1 inn | hin HM-i 11. ly Imd lint tallowing booklet. prepared try tire Federal Com nun: cations Commission 

in i|ii 1M Hiiw in Mtimdy and Itmmlvo Radm-TV Interference Protiionis. This booklet isavailable hem the U,S. 
1.il I P i imIiii-i Eltlico, Washington D.C.2&1D2, Slock No. DQ 4 DQ 0 ‘Dfl 345 - 4 . 

. 1 ,1I1 M1 nut allnw limitations as Eg hew long an implied warranty lusts and/or 

in - .I.... ni ummluntal ar consequential damages so Che above limitations and'at uxclusmr-s 

•i 1 .lul l 1 1 1. inti -1| ifii^v In you. This warranty gives you specific rights, and you may also have Other rights 
Vi III- Il Vilil y El. I lllO IlI Kid]Ip, 

H i _v.hi .mi-,- i.Ii.jII iliiE Im. ,-ipplic^bio to slip o*t-pnt that any provision ol this warranty is 
■ml.. Uy .my li-ilr-i ;M, Ml.Hi: Or rTHWlicijMl IflW which cannot jirg-cmpted. 

i1.i|NMr,i%MPvn i-i iiiinr I.H]irrr(ion ol Warranty IE your cartridge requires reflair after expiration of She 90 -day 

III mi 1 u IW. Ml Hilly I'm ind r yini III ay contact lire Ce osumer Service Department at the number listed below You 

■. .il :.i .nl-. 1.1.1 11 mstiriiiited cesl of r'tpaif and the shipping instructions-. 

Nil A 1 AM .. (J|HMiiluit Video Game Software © 1993 . Seb-Licensed from Midway* Manufacturing 

.... i.ii i- r All i i||it:. 1 i:-,i uviitl The MR A and individual NBA Member Team nfentifical ons depicted in this 

iii . Iiinlnni ul'. .11 1 1 Mipyiiqiited rtesiqns that are Itie exclusive property of NBA PraporUes, Int. and the 

H iivn NMA MmiuImh [unms and may rtot be used without the written consent of NEA Proportias, Inc, © 

I 'r i-t N 11 A I'l 111.. ■., ii a I )ewrio| n ;d Ly Iguana Enterlarnment, Ine. Seg a and Sega CD h re jrademarits of Sega 

l-i hi - . I ul All linin', ii!:.Miuerl. Acclaim is a division of Acclaim Entertainment, Inc. (B? £ i!> IBM Acclaim 
I " 1. 1 .mi.in Ii■■ All rifllits rwDived. 

- hiM Win'.lliriij 14 'iikiiiitinn jiimI its Ingos are registered trurfemarks ol TilanSporlS, Inc. All distinctive Chur- 

■ I 1 1- im- and iikiiiuisuits .in? iiadeiiicufcs el litanSports, Inc. © 1994 TitenSports, foe, A|- rights, reserved. 

in >in ,1 'ii■linmnli Ini'.iim Concepts, luc,' 

n. 1 lioiii IhiilMii-j'CkiH'.iuiiLir Snmcv l]«jiL {51 G> 62-5 9 MD Marketed by Acduati 0 iclributed by Acclaim 
Ii. 11 ill-1 ii 1 In J| Aiiilmy Avmuiii, llysliu Bay. N Y. HTTl 


1 1 j ilurit& U.B. ff'r. A ,4-1 2, 486/4,454,594/4,462,076; Europe it 80244 ; 
Canada it's 1,183,276/1,082,351; Hong Kong ft 88-4302i 
Germany ft 2.600,826; Singapore it 8B-155; U.K. * 1,535,999; 
Franco tt 1,607,029; Japan ff 1,632,396. 























NBA" JAM™ SEGA CD’" 


Name;___ 

Phone; { } _ Date _ 

Street Address; ___ 

City State, Zip; ._ __. __ 

1. Who purchased this game? Q Mate □ Female Age_ 

2. Who plays this game Ihe most? J Mole j Female Age_ 

3. Why was this game purchased for player? j Self-purchase 
J Requested gift J Unreqjesled gifl 

4. Haw did you hear about this game? ! J Friend j Rodio 
u TV a Movie Theater -i Newspaper -I Magazine Ad 
LI Gome Review J In Store Q High School Gym Boards 

5 How would you rate the gameplay? 

(Besl-10)1 2 3 4 5 6 7 8 9 10 

6 How would you rale the graphics? 

(Bests 10) 1 23456769 10 

/. How alien da you ploy NBA JAM in the Arcades? 

LI Never j Sometimes j Frequently 

8 Whol game/computer systems ore in your household? 

U NE5 J Super NES □ Genesis J Game Gear 
LI Game Boy □ Sega CD 

9 Did you rent this game before purchase? 

J Yes □ No 

10. Which magazines and comic books do you read on 

a regular basis? jGcmeP'o □ Electronic Gaming Monthly 

u Nintendo Power j Sego Visions. 

u Video Games □ Game Players Li Die Hard 

_i Roy's Ufo □ Marvel Comics 

LI DC Comics U Vacant Comics □ Other 

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W RAW™ 

The Hottest Wrestlers! 
Superhuman Mega-Moves 
Only The Strong Survive!! 


4«laim 


TEAM PLA'v'Cn IS A mAnEIVtASK OF SEGA OF AMCAtCA, ISC. AU. SIGHTS H L-iE-HVLU 


Manufactured in the U.S.A. 


Patents: II S, tt't 4 . 4 M. 4 B 6 W.J 54 , 594 / 4 ,«ff, 07 &; Eurape JJ 00244 ; 
Canada vs 1 . 13 . 3 , 270.'1 032 , 351 ; Hung Ksny tt B 3 -J 302 ; 
Germ^y rr j.gOil.OSG; Singapore n £ 6 - 155 : U K, -u 1 , 531999 ; 
franco # 1 , 607 , 029 ; Japan rf 1 . 032 , 330 .