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Overview

NBA Give 'N Go (JP: NBA Jikkyou Basket: Winning Dunk - ) is a basketball game from Konami that was first released in Japan and soon localized to North America and Europe. It is a reworking of Konami's competitive Arcade basketball game Run and Gun that now includes the NBA license. Players from the 1994-1995 season are included, which omits Michael Jordan due to his temporary retirement at the time. Neither Charles Barkley nor Shaquille O'Neal appear in the game either due to licensing issues. (This was not uncommon at the time; NBA Live 96 did not include Barkley or Jordan either, though they could be automatically generated in the player creator of that game; home ports of NBA Jam did not include Barkley, either.) The Japanese and English versions have different localized voice commentary.

Gameplay

Graphics and Perspective

Rather than a horizontal perspective of the court, the player-controlled team member runs towards the screen via the Z-axis to the opposing team's basket and sprites scale depending on their distance from the camera, including the hoop and crowd backdrop. This viewpoint is taken directly from Run and Gun, which allowed two players to compete by sitting on opposite sides of two linked Arcade cabinets. It's the equivalent of the baseline view in modern basketball games, whereas the traditional view on television and of basketball games in this era is known as the sideline view.

Sprites don't scale entirely smoothly, with sudden size changes as the camera moves farther from or closer to the sprite. Furthermore, the half-court game is sometimes compromised as the camera cannot provide a view of the entire half court once the ball-handler (or defensive team member under player control) is at or past half court.

Players are not easily identifiable on court by jerseys alone--names and numbers are obfuscated and appear as garbled text. Some of the player art is close enough to resembling the real-life player, and the player being controlled (and the player whom is highlighted to receive the next pass) does have he position he's playing over his head. Those familiar with the NBA circa 1994 - 1995, and know players' positions (or at least remember where they may have substituted out of position), it's not entirely difficult to identify the players--but the way this is handled is in contrast to its simulation peers, such as NBA Showdown and NBA Live, where the player has the luxury of jersey numbers on the player sprites themselves.

Each court features the home team's logo. However, in the player's perspective.,the logo is facing right-side up. This angling is odd, given that the game's camera view is from the baseline, and not from the traditional sideline "television" angle. (In other words, if you were to rotate a Give N' Go court such that it is viewed from the "television" angle, the logo would appear to be rotated on its side.)

Mechanics

Gameplay varies between smooth and jerky. When dribbling, the player in control moves smoothly and at a decent speed (appropriate for that player's real-life speed on the court). However, once he takes to the air--whether for a layup, dunk, rebound, or shot block--the animation used is unnaturally slow. Player hang times for dunks--as well as vertical leaps--are unrealistic, and it's common to see a dunker hang in the air for more than a full second while jumping high enough for his chest to reach rim level. But unlike fantastical basketball games such as NBA Jam, the speed of the player's elevation is very slow, which--coupled with the relative speed of normal player movement--contributes to the jerky feel.

Players can pump-fake, fade away, convert a dunk attempt into a scoop layup, and throw alley-oop passes. However, they cannot pass in mid-air. They cannot perform crossover dribbles or spin moves, either automatically (as in Run and Gun 2) or with a dedicated button command (as in NBA Live or NBA Showtime). Players also cannot enter a post-up position and thus cannot back down opponents, though the only peer to do so at the time was NBA Live 95. While players can attempt a put-back dunk off of a missed shot, this happens at the whims of the game and is not something a player can directly control.

As the game is rooted in arcade trappings, it's not difficult to get defenders up in the air with pump fakes and score almost exclusively off of high-flying slam dunks. There is a simulation mode, which turns on such violations as half-court violations; back-court violations; personal fouls (both defensive and offensive); et cetera. However, this doesn't impact the actual player behavior and mechanics themselves--"sim" games will still feature a contest comprised mostly of dunks and impossible blocked shots.

If a player is substituted or shuffled out of position (e.g. a center is slotted into the shooting guard position by the player), his effectiveness in the game will suffer.

Dunks

NBA Give N' Go features a relatively limited set of dunk animations. On offer are a one-handed tomahawk dunk; a two-handed power dunk; a two-handed double-pump dunk (where the player brings the ball to chest-level before raising it again and putting it through the basket; and a reverse dunk. (The reverse dunk does not seem to execute when attempting to dunk along the baseline.) The game also has the option to toggle layups; when on, players will occasionally attempt a layup when running towards the basket instead of a dunk. With layups toggled on, some players will only attempt layups.

All dunk attempts can be blocked (including alley-oop attempts). The aforementioned scoop layup can be executed in order to thwart a block attempt by tapping the shoot/dunk button a second time while airborne.

Putback dunks are attempted simply by attempting a rebound near the basket. As mentioned prior, whether or not the putback is performed is determined completely by the whims of the game and is not controllable by the player.

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