Nba jam which console
They turned an entire dang cartoon into an arcade game! Was it a good game? No, of course not. Cookie banner We use cookies and other tracking technologies to improve your browsing experience on our site, show personalized content and targeted ads, analyze site traffic, and understand where our audiences come from. By choosing I Accept , you consent to our use of cookies and other tracking technologies.
Spanish La Liga View team list. Here are other classic games we need New, comments. Here are other classic games we need. Reddit Pocket Flipboard Email. Loading comments Horizontal - Colbalt Share this story Twitter Facebook. Nostalgia aside, there's really no argument. Closest to the arcade that you will get at the time. But it loses some of that frenetic pace that the more advanced systems and the arcade itself had. It was totally out of control, which is what made it more fun.
I am floored to see Genesis TE getting votes. Was there a version of the game where your profile actually saved and was retained? Except it's not. See my post. They have borked AI. Barone on Sega dug up a developer interview when I first mentioned it confirming that they didn't mimic the arcade AI like other versions did.
If I wasn't on my phone I would provide the link. None of it appears to be anything more than someone's observations. I can't find anything that references interviews or developer diaries. I will vouch for the Saturn version being ridiculously hard, though.
For me, being able to save my progress in a cartoony spaz-twitch arcade basketball game from the early s is a much lower priority than the game's ability to give me quick stupid fun.
Yeah, I guess, and if you're playing multi-player it's probably not a big deal, but if you can't save your progress in single-player, you're always playing against the same team.
We never lost there. That was fun. I play NBA Jam the same way I play Atari games -- for the thrill of the moment, not some meta game with lots of progression. I actually forgot that you can enter initials for record keeping. You could do that in the arcade, too -- right? I didn't know this was even on a handheld. I need to what a copy for those. Is the gg or gb versions have link support? You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible. Paste as plain text instead. Only 75 emoji are allowed. Display as a link instead. Clear editor. Upload or insert images from URL. We'd just drawn 8, sprites in a frame, and we'd done it at 60 frames per second," Kirby remembered.
He and a team of artists dumped the coin-op's code and extracted art assets. No need to rescale this time. In fact, the code for the game's main loop could be exported wholesale and rewritten. Kirby and the other engineers toiled for weeks to make heads or tails of the console's libraries. Then Kirby realized the answer was right in front of him. He could dump that code, study it, and change its routines to those of Jam T. Kirby and the artists converted Jam T.
He took one of those lines and dropped it into the demo's code. Instead of a bouncing ball, his bit of court bopped here and there. He rewrote more lines until the routine Balls used to draw the titular objects rendered NBA Jam's court instead. I built the whole game off that demo. You find that a lot, actually. Many people did the same thing when learning new, unfamiliar hardware. Kirby dabbled with polygons even though NBA Jam had been made using sprites. He was curious.
As 3D images scrolled on PlayStation, polys distorted in a subtle-but-noticeable swimming effect. That was due to how the console calculated the angles and screen positions of polygons. But sprites are just flat on the screen. It was a great machine for that. NBA Jam T. To access them faster, he relied on the scratch pad and a handwritten compressor that packed and unpacked sprites using tight assembly code, which performed faster than C due to being low-level.
Every frame, I could upload one player sprite. That meant the maximum frame rate of animation was and-a-half frames of animation per second. That's why it's not completely arcade perfect: Because the arcade runs at 20 frames per second. Other, more subtle differences cropped up as Kirby learned the ins and outs of the PlayStation.
The consoles resolution was lower than the arcade's, leading to a port that looked less sharp than the source. The camera was closer as well, resulting in changes such as the camera quickly panning away from players after they shoot to follow the ball's arc.
PlayStation's CD-based storage medium forced Kirby to carefully consider how to read and write data. As the game ran, data was unpacked from the disc and sent to VRAM.
To minimize load times, a natural consequence of disc-based media, he arranged the data linearly so the PlayStation's laser eye that read contents from the disc wouldn't need to jump around to gather assets and code. Drives can seek quickly on a single track, but if the head moves, you wait a few revolutions for the head to sync and work out where the disc is.
The fastest way to load data off a CD is to continually read, so I tried to read everything as fast as possible without much jumping around.
It was as fast as I could get it at the time. By default, the console included two ports. Four-player gameplay on PlayStation would make for the most authentic arcade Jam experience yet, if Kirby could decipher the Japanese instructions that explained how to add code that enabled support for Multitap.
Frustrated, he phoned Sony and was connected to Ken Kutaragi. On the bright side, he was no longer frustrated. Heading back to his computer, his face hurt from smiling. This was what he lived for. For that reason, I've always loved the PlayStation One.
It scored well and sold well. But all that was of secondary to Chris Kirby. His defining takeaway from the experience of developing one of the console's maiden titles was a series of moments: His attendance at a conference months earlier.
Kirby and hundreds of other engineers had converged on London for DevCon.
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