Double Dribble

From NLSC Wiki
Revision as of 18:38, 11 April 2012 by Andrew (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Double Dribble, known in Japan as Exciting Basket, was the second basketball arcade game developed and released in 1986 by Konami], following Super Basketball. Much of the game's popularity came from its animation sequences showing basketball players performing slam dunks, as well as The Star-Spangled Banner theme during attract mode. After it's initial success in arcades, the game was ported to the Nintendo Entertainment System in 1987. Double Dribble was followed by a sequel titled Double Dribble: The Playoff Edition, which was released in 1994 for the Sega Genesis.

Double Dribble
Doubledribblebox.jpg
Double Dribble cover.
Developer(s) Konami
Publisher(s) Konami
Platform(s) Arcade, NES, Family Computer Disk System, Commodore 64, Game Boy, Virtual Console
Release date(s) Arcade version
1986
FDS/NES version
July 24, 1987
September 1987 (North America)
December 13, 1989 (Europe)

Overview[edit]

Several positions on the court were "hot spots," high-percentage areas where shots-taken were likely to score points. For example: it is easier to hit a 3-pointer on the bottom right-hand side of the screen. A player could start a 3-point jump shot from the top right or left corner of the court inbounds, and continue the jump out of bounds and even slightly behind the hoop and it would go in nearly every time. Another nearly guaranteed shot is taken with the player standing 3-quarters length of the court away from their goal could go for a running 3-point shot, provided that the shot button was pressed within the other team's free throw shooting circle. In certain circumstances, the display would break away from the full court action and show a close up of the players either dunking the ball or making a shot. Frequently a player would miss a slam dunk, which is a very high percentage shot. The arcade version was a timed play (much like Star Fire), where after every minute of play, the game was owed a credit if the score was tied or the computer is ahead. However, if the live player was ahead, a "free" minute was earned. Many average players could earn the first free minute, but this became increasingly more difficult to do as making 3-point shots became virtually impossible over the course of gameplay.

Links[edit]