Nba jam tournament edition snes wiki
The core gameplay is largely unchanged from the original NBA Jam. Players still have the ability to do all the crazy dunks from the original, and all actions running, passing, shooting can be enhanced by holding down the "Turbo" button. Turbo drains while active, and replenishes quickly when not in use. Players also have the series-staple ability to go on fire after making 3 unanswered scores in a row - giving the player temporary unlimited sprint and the ability to goal tend without being penalized.
Small, but significant changes in the T. Up to four players can play at once, with the A. The most significant changes in the Tournament Edition are expanding each player's stats, and expanding each team's roster to three players with some exceptions due to trades or retirement, such as Dallas, which only has two players.
Stats directly affect a player's success for each particular action, and players can be substituted out at halftime to respond to the changing needs of the game. For example, the player can send in a player with high Power and Pass ratings if ahead, to minimize getting shoved or picked and secure their lead. If trailing in the 4th, send in players with a high Clutch rating. These changes bring an added level of strategy somewhat missing from the original. Every version of the game also contains the Tournament Mode, where all cheats, power-ups, and special characters are disabled.
Players are challenged to beat all 27 NBA teams, with progress stored to their initials inputted at the start of the game. If a player beats all challenging teams, they unlock new characters and challenges. In the Arcade version, this unlocked the "??? These characters would also populate opposing teams, and always come with the "Quick Hands" and "Max Power" power-ups except in Tournament Mode.
On consoles, beating Tournament Mode unlocks 2 new players for almost every team's roster, plus a new difficulty level. All versions of the game also include "Power-up" codes to input at the Tonight's Matchup screen. These are secret combinations of button presses and stick moves that grant abilities akin to cheats such as infinite turbo and power dunks. Playing in Tournament Mode disables these. An owner dipswitch option in the Arcade allowed the winning team out of a game of four players to continue playing for free, adding extra incentive to beat any challengers lined up.
Some additional modes were added for console releases, and could be individually toggled in the options screen off the main menu. Each spot clearly displays its value within the circle. Finally, some releases included a "Juice" mode that increased the game's speed by a factor of four. Once again, playing in Tournament Mode disables all of these. The console releases also added an "Injury" stat for each player. This stat increases as the player is repeatedly shoved to the ground, and decrease all his other stats proportionally.
Substitutions are also increased for each quarter, encouraging injured players to be swapped out for a quarter and come back refreshed. It also adds a further layer of possible tactics, as a strong player could be shut down with repeated shoving. Console releases also include an optional "Tag Mode" where the player always control the athlete holding the ball. Passing to a player switches control to that player as soon as the ball connects.
This mode can be helpful for anyone not content with the A. The computer artificial intelligence seems to have two different modes. In one mode mostly seen in early tournament matches the computer adopts a more passive defensive strategy.
They will rarely ever try to push the player over, and the player can often simply run the length of the court and put up a three, or go for an easy dunk without ever worrying about passing. On offense, they tend to often go for three pointers, and will almost always make them if the player doesn't steal or block the ball first especially if the player is ahead in score.
The AI will rarely ever go inside the paint for a lay up or a dunk in this mode. In the second mode mostly seen in later tournament matches the computer is much more aggressive. They will often try to push the player over, making it almost impossible to progress the ball up the length of the court without passing the ball to the other player frequently. Also, if the player tries to put up a three, they will almost always get shoved by the opposing computer controlled AI player if he is nearby.
This makes it hard to get three pointers up, and the player can end up getting pummeled if they do not pass frequently. On offense, the AI will frequently go for dunks and attack the paint. NBA Jam, which featured 2-on-2 basketball, was one of the first real playable basketball arcade games, and was also one of the first sports games to feature NBA-licensed teams and players, and their real digitized likenesses.
A key feature of NBA Jam was the exaggerated nature of the play - players jumped many times above their own height, making slam dunks that defied both human capabilities and the laws of physics. There were no fouls, free throws, or violations except goaltending. This meant the player was able to freely shove or elbow his opponent out of the way. Additionally, the game had an "on fire" feature, where if one player made three baskets in a row, he would become "on fire" and have unlimited turbo, no goaltending, and increased shooting ability, until the other team scored or the player had scored four consecutive baskets while "on fire".
For example, pressing A five times and right five times on any Sega Genesis controller would activate 'Super Clean Floors'. Early versions of the sequel, NBA Jam Tournament Edition, allowed players to put in codes that allowed people to play as characters from Mortal Kombat, but the NBA, uneasy over the controversies surrounding Mortal Kombat's levels of violence, forced Midway to remove these characters in later updates.
Teams now consisted of three to five players and players could be substituted into the game. The game also featured new hidden teams and hidden playable characters. Early versions of the game included characters from Midway's Mortal Kombat games. Players were also assigned more attributes, including clutch and fatigue levels. In addition, the game also introduced features such as a "Tournament" mode than turned off computer assistance and on-court hot spots that allowed for additional points or special slam dunks.
Console versions were well known for featuring many easter eggs; the home versions of Jam T. Acclaim published the console versions, and later ended up winning the exclusive rights to use the NBA Jam name. The game was a flop, in comparison to Midway's version released that same year, rechristened NBA Hangtime, a game which featured a create-a-player and a usual batch of new features combined with a classic, but improved, NBA Jam feeling.
Although the game was created to capitalize on the popularity of March Madness and the subsequent Final Four, it did not enjoy the popularity of the earlier NBA Jam games. However, the idea was not quite dead as Midway passed it to their other sports games.
Acclaim continued to keep the NBA Jam name alive with its console games, although the games are only mildly popular. Many of Jam's influences remain in their games. In certain subcultures, the phrases "He's heating up" and "He's on fire" and "Boomshakalaka! The phrases, as in the game, are used to self describe someone doing something successfully twice or thrice respectively, as the original expression was used for any player who scored three baskets in a row.
The effect only wore off if the opposite team scored.
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