The graphics are so small that even Patrick Ewing looks short. The options include setting the skill level, entering hidden characters, substituting players, and more. You can play up to four players (via the GameLink), with all the oncourt action you crave-albeit in a much reduced size. But for everyone else, this game is a pale imitation of an otherwise great game. NBA Jam is finally here for the Game Boy, and for those portable players who couldn't live without it, welcome to the NBA. If you're a Jam fan, you need a Super Game Boy.and a magnifier.and lots of patience. Raucous rim action on a tiny spinach-green screen? Forget playing this one on the Game Boy. With rebounding and grabbing loose balls also a hassle, I'm taking my skills and headin' to the street-EA's NBA Street that is. And don't bother trying to lower the difficulty-no such setting exists. Any lead quickly disappears once the onslaught of cheap knockdowns, shot blocks, and steals begins. Most notably, stronger teams (especially the Legend squads) steal victory with ridiculous CPU catch-up antics rather than superior play. Amazingly, though, 10 years removed from its debut, and the series still suffers from the same problems. Not even the bump up to 3-on-3 court action can disrupt Jam's simple-to-control, yet wildly over-the-top gameplay. Jam vets are sure to enjoy the goofy player models bursting into flames, the crazy announcer spouting absurdities like "Boom-shaka-laka," the multipoint hot spots, and the gravity-defying slam dunks and alley-oops. Is this good or bad? Well, a little of both. This Jam rebirth looks, sounds, and plays much like the original arcade game of a decade ago. Nevertheless, it's still a tasty treat that you can take with you. NBA Jam fans will be disappointed by this Game Gear version, not from lack of effort by the programmers, but because of the limitations of the platform. Onscreen actions are very responsive to controls, but unfortunately there's no way to pause the game. Turbo helps players run super-fast, shove opponents out of the court, and make backboard-shattering Super Slam Dunk. NBA Jam's control configuration has been simplified to accommodate the two-button Game Gear, with the Start button substituting for the invaluable Turbo boost. Unfortunately, 8-bit limitations eliminated the familiar announcer, who bellowed infamous phrases like "Boom shakalaka!" in the arcade. Simple sound effects highlight the action, and they're backed by tinny crowd noise. The weakest part of NBA Jam on the Game Gear is the sound palette, which is limited. Additional features allow adjustment of timer speed, difficulty level, control of one or both players on a team, and computer assistance if a team falls way behind. As always, two stars from all 27 NBA teams are available, rated in Speed, Dunks, Three-Pointers, and Defense. You're still in a two-on-two match highlighted by monster dunks, bone-crushing slams, and fiery basketballs. Graphics problems aside, this version of NBA Jam tries hard to resemble its arcade predecessor. While the players move smoothly across the side-scrolling court, it's often difficult to see the details that would help you line up a defender to steal the ball, or enable you to shoot a basket in a crowd. Although the graphics are sharp, colorful, and detailed, their quality is limited by the LCD resolution and the physical size of the screen. The fundamental drawback of putting NBA Jam in a handheld format is the size of the players on the tiny screen. While this cart is a praiseworthy attempt to squeeze all the teams, features, and spirit of the smash arcade hit into the tiny confines of a hand-held system, much is lost in the translation. Continuing its simultaneous full-court press of all game systems, NBA Jam leaps onto the Game Gear with mixed success.
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