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Jump N Run

Review of: Jump N Run

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On 16.07.2020
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Jump N Run

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After an unsuccessful sideline trap or if the opponent is able to break your press, players must immediately sprint back and protect the paint first and then get into the half-court defense.

If the on-ball defender and a help defender are working hard to set a trap on the sideline, the other players stay ready to get in the passing lanes and get a steal or deflection.

Occasionally the opponent will break your press. Any player that slowly jogs back after the press is broken should be sat on the bench immediately.

To be successful with the run and jump defense, your team needs to rebound the basketball. One of the benefits we talked about at the beginning of the article is that this defense increases the tempo of the game and encourages the opposition to take quick shots.

If they have the opportunity, your players should make contact with their player before pursuing the rebound. Your team can also choose to full-deny on the inbounds pass.

As usual, the closest player to the ring after a score puts immediate pressure on the inbounds pass. If your players are unable to get a steal on the inbounds pass or cause a 5-second violation, they simply establish the normal Run and Jump positioning.

In the main section of this guide, I only talk about trapping on the sideline from behind the offensive player with the first help defender. This will usually be the second help defender.

Instead of trapping from the blindside with the first help defender x4 , the second help defender x2 sees the point guard speed dribbling down the sideline and decides to slide over to cut them off and set a trap with the on-ball defender.

When this happens, x4 must drop back and get into position to intercept any pass that is made to 04 or The defender can see the middle trap coming.

If the middle defender slides over, the first help defender has to retreat before getting into a position where they can intercept a pass to either of the two top offensive players.

The simpler the better. This creates a difficult double team for the offensive player to break free from since the defensive guard is playing behind and stopping the pass over the top.

This encourages the inbounder to make the pass to the less-skilled player which is exactly what the defense wants to happen.

The second strategy is to immediately send a trap at the star guard after they receive the inbounds pass. This allows the second trapping defender to close out and set the trap in a good position after only a few short steps.

The goal of this is to get the star guard to pass the basketball out of the trap. You can use this trap at any player at any time as a great change-up to keep the opponent unsure about what your team is going to do.

This means that the offensive team will move all offensive players into the front court except the player dribbling the basketball up the court and the player passing the basketball in.

The thought-process behind this tactic is that by clearing out there will be no help defenders to jump switch or to trail the dribbler and trap on the sideline.

If the opposition inbound the basketball to their primary dribbler, you can immediately send a double team at them using the inbounds defender to get the ball out of their hands.

This will force them to pass the basketball to a player who is usually not accustomed to bringing the basketball down the floor.

If they see a clear floor ahead of them and take off in a speed dribble, this can be another great opportunity to push the basketball to the sideline and set a blind-side trap.

Even if the inbounder sprints off to the opposite end of the court you can still choose to leave a help defender in the front court.

If the dribbler chooses to dribble up the sideline, the help defender trails and sets a blind-side trap as usual. If they dribble towards the middle of the floor, the help defender can close out with high hands and force the dribbler to make a tough pass or pick up the basketball.

The easiest way for the coaches and players to distinguish between the different variations is to use colors to identify which type of press to use.

Players will still use the jump switch if the point guard dribbles towards the middle of the court, but the help defenders do not leave their opponent to trap.

This variation can be useful for young players still learning the run and jump defense to get them experience using the jump switch without the complexity of trapping and rotations.

It can also be effective for teams that have been trapping on the sidelines and now want to give their opponent a different look. Front defenders start behind their direct opponent, pressure the basketball, and then either trap on the sidelines with a help defender or jump switch when the basketball is dribbled towards the middle.

The switching player must immediately turn and sprint to guard the open player. Strengths 1. Weaknesses 1.

Although the game was a hit, it was not enough to save the Dreamcast from an early discontinuation in Nintendo launched its GameCube console without a platform game.

While the title was well received at the time of its release, it has since received criticism regarding such factors as its short length, lack of location variety, and level design, which featured an abundance of open space, making for a much slower-paced game.

Other notable 3D platformers trickled out during this generation. Maximo was a spiritual heir to the Ghosts'n Goblins series, Billy Hatcher and the Giant Egg offered Yuji Naka 's take on a Mario 64 -influenced platformer, Argonaut Software returned with a new platformer named Malice , games such as Dragon's Lair 3D: Return to the Lair and Pitfall: The Lost Expedition were attempts to modernise classic video games of the s using the 3D platformer genre, Psychonauts became a critical darling based on its imaginative levels and colorful characters, and several franchises that debuted during the sixth generation of consoles such as Tak , Ty the Tasmanian Tiger , Ape Escape and Sly Cooper each developed a cult following.

In Europe specifically, the Kao the Kangaroo and Hugo series achieved popularity and sold well. Rayman ' s popularity continued, though the franchise's third game was not as well received as the first two.

Naughty Dog 's deal with Universal was up, and they moved on from Crash Bandicoot to Jak and Daxter , a series that moved further away from traditional platforming with each sequel.

Ironically, Microsoft later found more success with their take on the genre, Voodoo Vince. In , Crackpot Entertainment released Insecticide.

Crackpot, composed of former developers from LucasArts , for the first time combined influences from the point and click genre LucasArts had been known for on titles such as Grim Fandango with a platformer.

Platformers remained a vital genre, but they never recaptured the popularity they once held. Other forms of third-person action games have cut into the sales of platformers, while genres such as RPGs and first-person shooters have continued to grow in popularity.

Despite a much smaller presence in the overall gaming market, some platform games continue to be successful into the seventh generation of consoles.

In , LittleBigPlanet paired traditional 2D platform game mechanics with physics simulation and user created content , earning strong sales and critical reaction.

Electronic Arts released Mirror's Edge , which coupled platform gameplay with a first-person camera, but avoided marketing the game as a platformer because of the association the label had developed with games geared toward younger audiences.

Two Crash Bandicoot platform games were also released in and Nintendo has revived the genre in recent years, releasing numerous platform games to high sales.

New Super Mario Bros. After the success of New Super Mario Bros. Wario Land: The Shake Dimension , released in , was a platformer that featured completely two-dimensional graphics and a rich visual style.

Wii is particularly notable, as unlike the majority of 2D platformers in the 21st century, it was a direct release for a non-portable console, and not restricted on a content delivery network.

The success of New Super Mario Bros. U for the Wii U. Nintendo has also released 3D platform games with gameplay elements of 2D platform games, namely Super Mario 3D Land for the 3DS in and Super Mario 3D World for the Wii U in , the latter of which also included cooperative multiplayer gameplay.

Each has achieved critical and commercial success. In , independent developer Frozenbyte released Trine , a 2. The game proved to be a commercial success, eventually selling more than 1.

It spawned a sequel, Trine 2 , which was released in The 2D platformer Rayman Origins , was also released in as a retail title on several platforms.

The release of Super Mario Odyssey on the Nintendo Switch , which was an updated return to the open ended gameplay style popularized by Super Mario 64 , saw some of the most critical acclaim in the franchise's history.

The Crash Bandicoot N. Sane Trilogy compilation on the PlayStation 4 sold over two million copies worldwide, and some critics noted the increased difficulty from the original PlayStation games.

Activision 's Skylanders series could be considered a progenitor of the Crash Bandicoot and Spyro franchises returning to the spotlight, as it featured both characters, and certain titles in the franchise were 3D platformers.

The Nintendo 3DS version of Skylanders: Giants , distinct from its console counterpart, was the first in the series to contain more traditional platforming elements.

Platform games are also present on mobile market with many interesting titles on both iOS and Android.

This list some definable platform games in the following types, but there are also many vaguely defined subgenres games that have not been listed.

These game categories are the prototypes genre that recognized by different platform styles. Puzzle platformers are characterized by their use of a platform game structure to drive a game whose challenge is derived primarily from puzzles.

They normally feature a gimmick which is used throughout the entire game and as the level design becomes more complicated players are tasked with using that gimmick in different ways.

Enix 's release Door Door and Sega's release Doki Doki Penguin Land for the SG are perhaps the first examples, though the genre is diverse, and classifications can vary [84].

Doki Doki Penguin Land allowed players to run and jump in typical platform fashion, but they could also destroy blocks, and were tasked with guiding an egg to the bottom of the level without letting it break.

The Lost Vikings was one of the more popular titles in this genre, as well. It featured three characters players could switch between, each with different abilities.

Players had to use all three characters to reach the level goals [85]. This subgenre has a strong presence on handheld platforms.

Wario Land 2 moved the Wario series into the puzzle-platformer genre by eliminating the element of death and adding temporary injuries, such as being squashed or lit on fire, and specialized powers [86].

Wario Land 3 continued this tradition, while Wario Land 4 was more of a mix of puzzle and traditional platform elements. Klonoa: Empire of Dreams , the first handheld title in its series, was also a puzzle-platformer [87].

Through independent game development, this genre has experienced a revival and became popular since Braid uses time manipulation for its puzzles, and And Yet It Moves uses frame of reference rotation [88].

In contrast to these side-scrollers , Narbacular Drop and its successor, Portal are first-person camera games that use portals to solve puzzles in 3D.

Since the release of Portal , there have been more puzzle platformers that use a first-person camera, including Purity and Tag: The Power of Paint [89].

In , Nintendo released Captain Toad: Treasure Tracker which uses compact level design and camera rotation in order to reach the goal and find secrets and collectibles.

While completely removing the jump ability, Treasure Tracker retains the title of a platform game as Toad still navigates his environment with unique movement mechanics.

The run and gun platformer genre was popularised by Konami 's classic Contra [90]. Gunstar Heroes and Metal Slug are also among the top three popular examples of this style [91].

Side-scrolling run and gun games are an attempt to marry platform games with shoot 'em ups , characterized by a minimal focus on precise platform jumping and a major emphasis on multi-directional shooting.

These games are sometimes called platform shooters. This genre has strong arcade roots, and as such, these games are generally known for being very difficult, and having very linear, one-way game progression.

There are games which feature a heavy degree of shooting but do not fall into this subgenre. Mega Man , Metroid , Ghosts 'n Goblins , Vectorman , Jazz Jackrabbit , Earthworm Jim , Cuphead and Turrican are all platformers with a heavy focus on action and shooting, but unlike Contra or Metal Slug , platform jumping elements, as well as exploration and back-tracking, still figure prominently.

Run and guns are generally very pure, and while they may have vehicular sequences or other changes in style, they stay focused on shooting throughout.

Cinematic platformers are a small but distinct subgenre of platform games, usually distinguished by their relative realism compared to traditional platformers.

These games focus on fluid, lifelike movements, without the unnatural physics found in nearly all other platform games. To expand vertical exploration, many cinematic platformers feature the ability to grab onto ledges, or make extensive use of elevator platforms.

As these games tend to feature vulnerable characters who may die as the result of a single enemy attack or by falling a relatively short distance, they almost never have limited lives or continues.

Challenge is derived from trial and error problem solving, forcing the player to find the right way to overcome a particular obstacle.

Prince of Persia was the first cinematic platformer and perhaps the most influential. This genre lacks a commonly agreed upon name in the West, but games in the genre are most commonly called "comical action games" CAGs in Japan.

These games are characterized by single screen, non-scrolling levels and often contain cooperative two-player action. A level is cleared when all enemies on the screen have been defeated, and vanquished foes usually drop score bonuses in the form of fruit or other items.

CAGs are almost exclusively developed in Japan and are either arcade games, or sequels to arcade games, though they are also a common genre among amateur doujinshi games.

Arguably a subgenre of both 3D and 2D platformers, isometric platformers present a three-dimensional environment using two-dimensional graphics in isometric projection.

Although not the first isometric games , the earliest examples of isometric platform games are the arcade game Congo Bongo and Ant Attack for the Sinclair ZX Spectrum , both released in [99].

Knight Lore , an isometric sequel to Sabre Wulf , helped to establish the conventions of early isometric platformers. These games were generally heavily focused on exploring indoor environments, usually a series of small rooms connected by doors, and have distinct adventure and puzzle elements.

Japanese developers blended this gameplay style with that of Japanese action-adventure games like The Legend of Zelda to create games like Land Stalker and Light Crusader.

While these games are more generally classified as action adventures, they are also isometric platformers and an evolution of earlier conventions in the genre.

This influence later traveled to Europe with Adeline Software's sprawling epic Little Big Adventure , which blended RPG, adventure , and isometric platforming elements [].

Some argue that many modern 3D platformers, especially those influenced heavily by Mario 64 are not platformers at all, or at least are not really an extension of 2D platformers [].

Many games fuse platform game fundamentals with elements of action-adventure games , such as The Legend of Zelda , or with elements of RPGs.

Typically these elements include the ability to explore an area freely, with access to new areas granted by either gaining new abilities or using inventory items.

Many 2D games in the Metroid and Castlevania franchises are among the most popular games of this sort, and so games that take this type of approach are often labeled as " Metroidvania " games.

Game controls are limited to making the character jump and perform special actions. The object of these games is to get as far as possible before the character dies.

Endless running games have found particular success on mobile platforms. They are well-suited to the small set of controls these games require, often limited to a single screen tap for jumping.

Games with similar mechanics with automatic forward movement, but where levels have been pre-designed, or procedurally generated to have a set finish line, are often called "auto-runners" to distinguish them from endless runners.

Game designer Scott Rogers named side-scrolling shooters like Scramble and Moon Patrol and chase-style gameplay in platform games like Disney's Aladdin 8-bit version and Crash Bandicoot as forerunners of the genre.

In February , Gamevil published Nom for mobile phones in Korea.

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Genau in das Ziel:)

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