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The Friday Five: 5 Retroactive Easter Eggs in Basketball Games

The Friday Five: 5 Retroactive Easter Eggs in Basketball Games

Welcome to another edition of The Friday Five! Every Friday I cover a topic related to basketball gaming, either as a list of five items, or a Top 5 countdown. The topics for these lists and countdowns include everything from fun facts and recollections to commentary and critique. This week’s Five is a list of five things in basketball video games that became retroactive Easter eggs.

Can there be such a thing as retroactive Easter eggs? After all, by definition, Easter eggs in video games and other media are deliberately placed with the intention of being found; even if takes a long time. To that point, there have been many secrets in video games that remained hidden for decades, but they were always present. In that sense, there’s nothing retroactive about them. Of course, when it comes to fictional works, reveals and ret-cons can certainly turn minor details into retroactive Easter eggs by giving them new meaning and importance.

Similarly, future events can re-contextualise content in basketball video games, as well as associated materials such as preview media. When we look back at them with the benefit of hindsight, they become retroactive Easter eggs. Even when they’re not exactly hidden and there’s a straightforward explanation for their presence – and there generally is – they’re now far more exciting to find. And so, if you enjoy revisiting old basketball video games as I do, you’re basically guaranteed to encounter retroactive Easter eggs, from forgotten cameos to amusing coincidences. Indeed, on top of many old favourites holding up superbly, these are great reasons to dust off some classics.

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Wayback Wednesday: Fast Break Retrospective

Wayback Wednesday: Fast Break Retrospective

This is Wayback Wednesday, your midweek blast from the past! From retrospectives of basketball games and their interesting features, to republished articles and looking at NBA history through the lens of the virtual hardwood, Wednesdays at the NLSC are for going back in time. This week, I’m taking a look back at Fast Break, a PC basketball game developed by Accolade

Over the years, thousands of classic video games have been made available to buy digitally. Game preservation is important, and it’s fantastic that GOG (and to some extent, Steam) are keeping retro favourites alive. Of course, securing the rights to certain games is tricky when the studios that made them cease operations, or they’re bought out by other companies. When it comes to sports games, licensing makes it even more difficult. These two factors are why we don’t see too many old basketball games being re-released on digital platforms; especially those that are NBA-licensed.

However, there is one “ancient” basketball game that – as of writing – is available to purchase on GOG and Steam: Fast Break. Developed and published by Accolade for MS-DOS and Commodore 64 in 1988, and Amiga, Apple IIGS, and Mac in 1989, it’s a contemporary of Electronic Arts’ Lakers vs. Celtics and Jordan vs. Bird. The rights to Fast Break and other Accolade titles ended up with Ziggurat Interactive, who re-released it in 2021. So, what is Fast Break like, and how does it compare to other pioneering basketball video games? Let’s take a look back…way back…

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Monday Tip-Off: Indie Basketball Game Ideas

Monday Tip-Off: Indie Basketball Game Ideas

We’re at midcourt, and the ball is about to go up…it’s Monday Tip-Off! Join me as I begin the week here at the NLSC with my opinions and commentary on basketball gaming topics, as well as tales of the fun I’ve been having on the virtual hardwood. This week, I’m tipping things off with some suggestions for indie developers who may be interested in making a basketball game.

Even as someone who grew up with video games, I never really dreamed of working in the industry. Way back in 2008, I did receive an offer to join the NBA Live team, an opportunity that I ultimately turned down for personal reasons. Of course, given what was on the horizon with NBA Elite 11, there’s a very good chance that I’d have been back in Australia and running the NLSC again within a couple of years anyway! In any case, even though I remain passionate about video games, creating one isn’t my calling. It’s a fanciful thought, but it is indeed a fantasy more than a dream.

If nothing else, I simply don’t have the skills and knowhow to create a game, and I somehow doubt that a major studio will randomly offer me creative control over a project of my choosing! When it comes to video games, I’m a consumer, critic, and content creator, and that’s absolutely fine by me. With that being said, I still have some ideas about games that I’d like to see, in particular basketball titles. Obviously that includes new NBA Live, NBA Jam, and NBA Street releases, but the indie scene also has a ton of potential. To that end, I’d like to throw out a few ideas! If you’re an indie developer who is considering creating a basketball video game, may I suggest…

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Monday Tip-Off: Fictional Players & Sim Games

Monday Tip-Off: Fictional Players & Sim Games

We’re at midcourt, and the ball is about to go up…it’s Monday Tip-Off! Join me as I begin the week here at the NLSC with my opinions and commentary on basketball gaming topics, as well as tales of the fun I’ve been having on the virtual hardwood. This week, I’m tipping things off with some thoughts on fictional players in sim basketball games.

By definition, sim basketball games are anchored in reality. Unlike arcade games, we don’t expect or desire to see mascots and other secret characters being playable on team rosters. However, we are invited to create fictional scenarios through fantasy drafts and the trades and signings of our choice in franchise play, as well as the card collecting and old school custom teams modes. We can also inject NBA Legends and classic teams into the current NBA, play inter-era exhibitions, and mod in fictional characters. The All-Time Teams in NBA 2K are ready-made fantasy scenarios, too.

In other words, sim games aren’t always serious business, or about playing with real rosters, be they contemporary or historical. That is still the default starting point, of course. Any breaks from reality that we see are either at our discretion, or intrinsic to the concept of a specific mode. Furthermore, these fictional scenarios still involve real players. We’re generally not clamouring to see completely fictional characters inserted into modes where rosters are expected to reflect reality; at least to begin with. With that being said, we have seen fictional players who aren’t placeholders take part in modes based around the real NBA. I certainly have mixed feelings about that idea.

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Wayback Wednesday: Tecmo Super NBA Basketball

Wayback Wednesday: Tecmo Super NBA Basketball

This is Wayback Wednesday, your midweek blast from the past! From retrospectives of basketball games and their interesting features, to republished articles and looking at NBA history through the lens of the virtual hardwood, Wednesdays at the NLSC are for going back in time. This week, I’m taking a look back at Tecmo Super NBA Basketball, primarily focusing on the Super Nintendo version.

Despite being old enough to have played it when it was new – or at the very least, recent – Tecmo Super NBA Basketball is another classic hoops title that I didn’t play until years later. As you may know from our podcast and my previous articles, I didn’t become a hardcore basketball fan and gamer until the mid 90s. This means that my introduction to the virtual hardwood was through games such as NBA Live 95, NBA Live 96, and NBA Jam Tournament Edition, rather than the likes of Double Dribble, Lakers vs. Celtics, Bulls vs. Blazers, and of course, Tecmo Super NBA Basketball.

I’ll admit that this made it difficult to truly appreciate those games the first time I played them. After all, they felt like inferior versions of games that I was actually nostalgic for! I respected their place in the history of the genre, but it was tough to get into them. They were intriguing though, and over the years, I’ve given those classics another chance. This has led to some fun retro gaming sessions where I’ve come to see why they’re so beloved, and discover aspects that were ahead of their time. That includes Tecmo Super NBA Basketball, so let’s take a look back…way back…

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Wayback Wednesday: NBA Give ‘n Go Retrospective

Wayback Wednesday: NBA Give 'n Go Retrospective

This is Wayback Wednesday, your midweek blast from the past! From retrospectives of basketball games and their interesting features, to republished articles and looking at NBA history through the lens of the virtual hardwood, Wednesdays at the NLSC are for going back in time. This week, I’m taking a look back at NBA Give ‘n Go.

Back in the 90s, EA Sports were the dominant brand in sim basketball games with NBA Live, while Midway developed the best arcade hoops titles with NBA Jam. However, Konami were producing some fun games in the sim-arcade hybrid genre; that middle ground between sim and arcade that’s not too over the top, but still isn’t too concerned with realism. I’ve already covered a couple of those Konami games, namely NBA in the Zone and NBA in the Zone 2. Left Field Productions also tried to imitate Konami’s formula with Slam ‘N Jam.

As I’ve said before, I didn’t really have much interest in those games growing up. I either wanted the sim approach of NBA Live, or the wild arcade action of NBA Jam. The hybrid style of Konami’s games or Slam ‘N Jam was certainly intriguing, but that middle ground didn’t really appeal to me at the time. All these years later, I have far more appreciation for the sim-arcade hybrid, even if it isn’t my first choice. Konami’s NBA Give ‘n Go is a classic release in that genre, and I’m definitely overdue to cover it. With that being said, let’s take a look back…way back…

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NLSC Podcast #576: Favourite Unlicensed Basketball Games

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From courtside of the virtual hardwood, it’s Episode #576 of the NLSC Podcast!

Although we mostly play and primarily cover NBA and NCAA licensed basketball video games, there have certainly been some classic releases that lack their high profile branding, as well as real teams and players. This week, we join the community in recalling some of our all-time favourite unlicensed basketball video games. We also name a handful of favourites that only licensed one or two real players, starred fictional characters, or otherwise didn’t have anything to do with the NBA or NCAA. As we discuss, these games inspired us to use our imaginations, created many Virtual Hardwood Legends, and sometimes included impressive features and gameplay mechanics.

To get involved with the mailbag or to provide any feedback on the show, hit us up in the comments, reach out on social media, or post here in the NLSC Forum! For more information on the NLSC Podcast including episode guides, check out this page in our Wiki. You can also find the show on our YouTube channel, along with the rest of our video content. As always, thanks for tuning in, and go get buckets!

The Friday Five: 5 Games You May Not Know You Can Mod

The Friday Five: 5 Games You May Not Know You Can Mod

Welcome to another edition of The Friday Five! Every Friday I cover a topic related to basketball gaming, either as a list of five items, or a Top 5 countdown. The topics for these lists and countdowns include everything from fun facts and recollections to commentary and critique. This week’s Five is a list of five basketball games that you may not be aware that we can mod.

When we were founded as the NBA Live Series Center all the way back in 1996, the focus of our modding community was naturally the NBA Live releases on PC. When NBA Live went console-only and NBA 2K came to PC, we turned our focus to that series. Basically, we’ve primarily focused on the brand leader that’s releasing on PC, but we’ve long been open to supporting mods for other games as well. There haven’t been as many of those releases – at least not around these parts – but modders have branched out into other titles, such as johnz1’s efforts for NBA Jam: On Fire Edition.

To that point though, there have been some other hoops titles over the years that can be modded. A focus on NBA Live and NBA 2K, and the general lack of popularity of these games, are the main reasons we haven’t seen fit to mod them. Nevertheless, they can be tinkered with to some extent, even if it’s simply renaming players. With more and more enthusiasm for retro basketball gaming and modding nowadays, there might be niche interest in furnishing them with a simple mod or two. Even if there isn’t quite enough interest to warrant any major public releases, the knowledge that we can mod these overlooked games could always spice up our retro basketball gaming sessions!

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Wayback Wednesday: Regional Exclusives & Late Releases

Wayback Wednesday: Regional Exclusives & Late Releases

This is Wayback Wednesday, your midweek blast from the past! From retrospectives of basketball games and their interesting features, to republished articles and looking at NBA history through the lens of the virtual hardwood, Wednesdays at the NLSC are for going back in time. This week, I’m taking a look back at a time when certain basketball video games were regional exclusives, and/or had late releases.

The basketball gaming landscape has changed drastically since our choices were whittled down to just NBA Live and NBA 2K, culminating in a virtual monopoly for the latter. When a handful of developers and publishers were throwing their hat into the ring with hoops games, we received a variety of titles of varying quality, but most brought something interesting to the table. Of course, not every game was available worldwide. While NBA Live and NBA 2K stood as examples of global brands, other games were regional exclusives, usually only released in North America.

On top of that, if other regions did receive a particular game, it might not be until several months later. It may seem like a terrible marketing decision to release an NBA game well after the season has tipped off, but there are titles that have come along quite late in a campaign, even with their domestic release. Indeed, not even NBA 2K and NBA Live have been immune to late releases, if only outside North America. It’s an interesting difference in the way that basketball video games used to be handled, so let’s take a look back…way back…

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NLSC Podcast #469: March Madness in Video Games

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From courtside of the virtual hardwood, it’s Episode #469 of the NLSC Podcast!

With March Madness underway, there’s no better time to talk about college basketball video games! This week, we’re joining the community in reflecting on our history with NCAA on the virtual hardwood, listing some of our all-time favourite college basketball titles, as well as a couple of regional variants. We also provide an update on the latest action and results from our NCAA Basketball 10 Parsec Tournament, and discuss plans for some College Slam content. Revisiting the possibility of college basketball video games some day making a return, we wonder whether an NCAA title would be EA Sports’ ticket back into the basketball gaming space, or if Visual Concepts would just swoop in and steal their thunder once again.

To get involved with the mailbag or to provide any feedback on the show, hit us up in the comments, reach out on social media, or post here in the NLSC Forum! For more information on the NLSC Podcast including episode guides, check out this page in our Wiki. You can also find the show on our YouTube channel, along with the rest of our video content. As always, thanks for tuning in, and go get buckets!

The Friday Five: 5 Features NBA Live & NBA 2K Didn’t Originate

Welcome to another edition of The Friday Five! Every Friday I cover a topic related to basketball gaming, either as a list of five items, or a Top 5 countdown. The topics for these lists and countdowns include everything from fun facts and recollections to commentary and critique. This week’s Five lists five features that didn’t originate in NBA Live or NBA 2K.

From the mid 90s through to today, NBA Live and NBA 2K are the two biggest names as far as sim basketball games are concerned. Obviously NBA Jam and NBA Street were the top dogs in the arcade space, and there have been other series of sim titles that have produced quality releases. However, when we’re talking about the brand leader in NBA licensed sim titles, it’s been NBA Live and NBA 2K for more than a quarter of a century, with the latter taking the crown from the former during the 2000s. Of course, it hasn’t been a competition for quite some time.

Nevertheless, being the two biggest names/brand leaders in sim basketball games has meant that many of the innovations in the genre did originate with either NBA Live or NBA 2K. To that end, they’ve ended up borrowing ideas from each other, which as I’ve long maintained is actually a good thing when it comes to features that should be staples of a sim game. Of course, there are also some great features that we take for granted that didn’t originate in NBA Live or NBA 2K. Some of them are older than we think, appearing in one of their predecessors, while other times it was one of their contemporaries that beat them to the punch. Either way, another game did it first.

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NLSC Podcast #458: Why We’re Thankful For Basketball Games

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From courtside of the virtual hardwood, it’s Episode #458 of the NLSC Podcast!

To all of our listeners, Merry Christmas and Season’s Greetings! We’ve got a very festive episode for you this week, as we’re reflecting on why we’re thankful for basketball video games, and what basketball gaming and modding has meant to us throughout the years. From our very first games that tipped off our love of the hobby, to the landmark releases and innovations that blew us away, there’s plenty that we’re grateful for. In this week’s mailbag, we join the community in sharing some of our favourite holiday memories on the virtual hardwood, including the hoops titles that we received as gifts.

To get involved with the mailbag or to provide any feedback on the show, hit us up in the comments, reach out on social media, or post here in the NLSC Forum! For more information on the NLSC Podcast including episode guides, check out this page in our Wiki. You can also find the show on our YouTube channel, along with the rest of our video content. As always, thanks for tuning in, and go get buckets!

The Friday Five: 5 Modding Pipe Dreams

The Friday Five: 5 Modding Pipe Dreams

Welcome to another edition of The Friday Five! Every Friday I cover a topic related to basketball gaming, either as a list of five items, or a Top 5 countdown. The topics for these lists and countdowns include everything from fun facts and recollections to commentary and critique. This week’s Five is a list of five modding pipe dreams.

Even though I haven’t been regularly modding for about a decade now – and to that point, does time ever fly! – I can’t help brainstorming ideas for projects. Maybe I’m looking for the one that will inspire me to get back into the hobby on a more regular basis. Maybe I like the idea of getting back into modding more than making the necessary commitment to a large project, especially after experiencing such burnout after all those years of working on roster updates for NBA Live PC. If nothing else though, I enjoy sharing those ideas, in case it inspires someone else to explore them.

For all the wonderful mods that have been made over the years, there are a few ideas that we haven’t fully explored. There are some games that didn’t receive as many releases, mostly because the necessary tools came later in their release cycle when everyone was ready to move on. Some ideas just weren’t possible at the time, but may be worth revisiting now that we have better tools and more knowledge. And of course, there are the modding ideas that remained pipe dreams because they were simply too ambitious or time-consuming, but could still happen if the interest and dedication is there. As such, I’m throwing out five more ideas for the community’s consideration.

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Wayback Wednesday: Virtual Stadium Technology

Wayback Wednesday: Virtual Stadium Technology

This is Wayback Wednesday, your midweek blast from the past! From retrospectives of basketball games and their interesting features, to republished articles and looking at NBA history through the lens of the virtual hardwood, Wednesdays at the NLSC are for going back in time. This week, I’m taking a look back at Virtual Stadium Technology in the early NBA Live games.

In our desire to see games and gaming technology constantly improve, we obsess over specifications. This isn’t a new phenomenon, of course. One only needs to look back at the console wars of the 90s, where the number of bits and jargon such as Sega’s “blast processing” were thrown back and forth in the eternal fanboy debates. These days, we’re also aware of the most popular game engines, and the use of technology that we hold in high esteem is often celebrated. We also speculate on how it could help the games we’re interested in. “If only NBA Live had used Frostbite!”

It’s interesting to see how the engines and tech of different basketball games have been hyped through the years. Eco-Motion may not have lasted, but it was definitely well-received in NBA 2K14 for PlayStation 4 and Xbox One. Conversely, although EA Sports’ IGNITE engine worked out well for other titles, it didn’t make NBA Live better than its predecessors. The Playmaker Engine in NBA Live 13 sounded good on paper, but the game shaped up so poorly that it was cancelled. And then, there’s NBA Live’s Virtual Stadium Technology. What did that entail? Let’s take a look back…way back…

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NLSC Podcast #400: Just Like We Remembered

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Episode #400 of the NLSC Podcast is out now! Derek (aka Dee4Three) and I are your hosts for this weekly podcast that’s all about basketball gaming.

Welcome to the 400th Episode of the NLSC Podcast! To mark the occasion, we’re reflecting on significant milestones in basketball gaming: the developments, good and bad, that shaped the genre. We also profile the infamous NBA Live 07 for Xbox 360. Was it as bad as most of us remember it being? Yes, but it’s still interesting to discuss! In this week’s mailbag, we provide further thoughts on the dunk meter in NBA 2K22 Next Gen. We also pick up where we left off in NBA Jam: On Fire Edition’s Road Trip, nominate games that we’d like to see re-made, and list our favourite teams to play with over the years.

Join in the conversation in the comments below, or here in the Forum! Additionally, feel free to hit us up with any feedback on the episode, as well as mailbag questions and topic suggestions for future shows. For more information on the NLSC Podcast including episode guides, check out this page in our Wiki. The show also comes out on our YouTube channel, so be sure to subscribe for future episodes and other video content.