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Double Dribble (video game)

From Alfawiki
Double Dribble
Company typeVideo game
IndustryVideo games
PredecessorSuper Basketball
Founded1986
FounderKonami
SuccessorDouble Dribble: The Playoff Edition (1994)
Headquarters
Japan
Area served
Worldwide
ProductsDouble Dribble, Double Dribble: The Playoff Edition, Double Dribble Fastbreak
OwnerKonami
ParentKonami
is an arcade basketball game created and launched by Konami in 1986. Serving as Konami's follow-up to Super Basketball, this title gained recognition for its authentic gameplay, rapid pace, intricate player animations, expansive side-scrolling court, groundbreaking cinematic slam dunks, and improved audio effects—raising the bar for sports game presentation.

The game's acclaim was largely driven by its slam dunk sequences and the inclusion of "The Star-Spangled Banner" during attract mode, features that were rare in games of that era. It enjoyed commercial success in arcades and sustained its popularity after being ported to the Nintendo Entertainment System in 1987.

Double Dribble was later followed by Double Dribble: The Playoff Edition released in 1994 for the Genesis/Mega Drive. In 2010, a remake titled Double Dribble Fastbreak debuted on iOS, combining NES-style gameplay with arcade-inspired animation sequences.

Arcade version

Players manage a five-player basketball squad competing either against computer-controlled opponents or another player. After inserting a coin, credits are displayed alongside a one-minute countdown timer, followed by a prompt to enter initials.

Compared to the earlier release, this version offers enhanced character movement and visual detail. Each match starts with a jump ball at center court. The objective is to outscore the rival team before time expires; scoring adds extra time to the clock, while difficulty escalates as play continues. If the opposing team ties or surpasses the player’s score when time runs out, the game concludes.

Controls consist of an 8-directional joystick and three action buttons: dribble, pass, and shoot on offense; these correspond to steal, switch player, and jump when defending. Offensive movement requires repeatedly pressing dribble combined with joystick directions. Passing involves targeting teammates highlighted by colored outlines. Shooting demands holding then releasing the shoot button at the apex of a jump; shot accuracy depends on timing.

Close to the basket, pressing shoot initiates cinematic slam dunk animations that require precise timing to avoid failed dunks. Players differ in speed and jumping capability, factors that influence shooting success and rebound chances—critical for advancing through later stages.

On defense, players can attempt steals by moving toward the ball handler and pressing steal; successful steals transfer possession but carry the risk of fouls resulting in free throws. Switching control between teammates is done by directing the joystick toward another player and pressing pass.

Blocking shots involves jumping near opponents attempting baskets; rebounds are secured by positioning beneath missed shots and pressing shoot. When fouled, players take free throws using a timed ring mechanic where releasing the button at the correct moment is essential; ring descent speed varies per character.

Matches are structured into four quarters lasting 12 minutes each. Between quarters, players face three-point shooting contests where they attempt 25 shots from designated spots; each made shot adds one second to remaining game time, with a perfect score granting an additional minute.

The high-score leaderboard ranks players not solely by points but also considers shooting accuracy (both field goals and free throws), rebounds, assists, or fewest fouls—provided their point total exceeds the lowest existing record.

NES version

Certain areas on the court were identified as advantageous spots where shots had a greater likelihood of success, such as a fade-away banked three-pointer. For instance, shooting a 3-pointer from the lower right corner of the screen was notably easier. Players could initiate a three-point jump shot from the upper corners and extend their jump out of bounds or just behind the basket, virtually guaranteeing a score. Another dependable shot was a running three-pointer taken from approximately three-quarters court, provided it was executed within the opponent's free-throw lane. Occasionally, the screen zoomed in to highlight players performing dunks or shots, although missed slam dunks—typically high-percentage attempts—occurred frequently.

Unlike the Arcade version’s time-restricted gameplay, the NES edition allowed full-length matches regardless of the score, with quarter durations selectable at 5, 10, 20, or 30 minutes. Single-player mode presented three difficulty tiers for CPU opponents, while Versus Mode supported two-player competition. Gamers could choose from four teams: Boston, Chicago, Los Angeles, and New York. All teams possessed identical attributes and capabilities; in single-player mode, the CPU always controlled Boston. Due to absence of an NBA license, no official team or player names were used; however, each team wore colors reminiscent of their NBA equivalents and bore similar nicknames: L.A. Breakers, Boston Frogs, Chicago Ox, and New York Eagles.

Victory scenes displayed a player clad in team colors holding a trophy whose hue—bronze, silver, or gold—depended on how many opponents had been defeated.

Ports

Konami introduced ports for both the Family Computer Disk System and Nintendo Entertainment System in 1987; the FDS release was known as . The NES version featured full 5-on-5 gameplay on a horizontally scrolling court with four selectable teams (Boston Frogs, New York Eagles, Chicago Ox, Los Angeles Breakers), three difficulty settings for single players, and four options for quarter length. Double Dribble was among the pioneers in incorporating cut scenes showcasing slam dunks and early implementation of limited speech for announcing game events and fouls. Additionally, this version played an altered rendition of "The Star-Spangled Banner" during a crowd entrance cut scene prior to the main menu. The NES port was subsequently re-released on the Wii's Virtual Console in Europe on November 16, 2007, followed by North America on November 26, 2007.

In 1990, further ports were developed for platforms including the Commodore 64, Amiga, and MS-DOS.

Reception

In Japan, Game Machine ranked the arcade iteration of Double Dribble as the twentieth most successful table arcade game in March 1987.

Retrospective reviews of the NES version were predominantly favorable. Allgame rated it five out of five stars, recognizing it as the most authentic basketball simulation available upon release and highlighting its role in ushering in an era where presentation became crucial in sports titles. Conversely, GameSpot editor Frank Provo provided mixed opinions regarding the Virtual Console edition, pointing out design elements that restricted player tactics and criticizing the computer-controlled opponent’s disproportionate ability to stage comebacks.

Legacy

In 1991, a Game Boy adaptation named Double Dribble 5-on-5 was introduced.

This was succeeded by a Genesis installment in 1994 titled Double Dribble: The Playoff Edition, which was released under the name Hyperdunk in both Japan and Europe.

A 2010 remake designed for iPhone OS, called Double Dribble Fast Break, was also made available.

Additionally, the game made an appearance in the Family Guy episode "Run, Chris, Run".

See also

External links