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The project leader for this game was Mark Turmell. NBA Jam was the third basketball video game released by Midway, after TV Basketball (1974) and Arch Rivals (1989). [5] The gameplay of NBA Jam is based on Arch Rivals, which was also a 2-on-2 basketball game. However, it was the release of NBA Jam that brought mainstream success to the genre.
NBA Jam is a basketball video game series based on the National Basketball Association (NBA). Initially developed as arcade games by Midway, the game found popularity with its photorealistic digitized graphics, over-the-top presentation and exaggerated style of two-on-two basketball play.
NBA Jam Extreme was the first Jam game from Acclaim, as well as the first edition of the game to use 3D graphics. [3] In contrast, Midway's competing NBA game NBA Hangtime featured 2-D visuals similar to the previous Jam games. Extreme also features longtime sports broadcaster Marv Albert doing commentary instead of original commentator Tim ...
NBA Jam. Original release ... 1995 – Arcade, Genesis, PlayStation, SNES, Game Boy, Sega Saturn 1997 – PC Notes ... Massively multiplayer online role-playing game;
Sega Sports: Sega Sports: NBA In The Zone (Japan as "NBA Power Dunkers") (Australia as "NBA Pro") December 14, 1995 PlayStation Game Boy Color 1999: Konami: Konami: NBA Jam Tournament Edition: 1995 Arcade: Midway: Midway: NBA Live 96: October 1995 Super NES Genesis PlayStation MS-DOS: Electronic Arts: Electronic Arts: Run and Gun 2: 1996 Arcade ...
IndyStar's Joel A. Erickson has an idea to increase interest in the NBA All-Star game: Convert it into 1990s video game NBA Jam
The player can select from any of the 29 NBA teams and match them in four quarters of NBA basketball (three minutes each), with three-minute overtimes if necessary. Just as in the NBA Jam games, the game can keep track of the teams a player has beaten using a player's created ID and PIN. Optionally, the player can load their created player.
Sometimes, Grigsby remembers, Sega developers would drop by to hang out or help the team compress the songs -- which, according to Grigsby, were recorded aiming for a "cinematic type of sound" Jackson sought at the time -- into Sega-ready versions. "It all had to be squashed down for the game and they made more room for the graphics," Grigsby says.