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Double Dribble
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Double Dribble
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==Gameplay== [[File:Double Dribble.png|thumb|right|Screenshot of the arcade version.]] Several positions on the court were 'hot spots,' high-percentage areas where shots-taken were likely to score points. For example: it is easier to hit a 3-pointer on the bottom right-hand side of the screen. A player could start a 3-point jump shot from the top right or left corner of the court inbounds, and continue the jump out of bounds and even slightly behind the hoop and it would go in nearly every time. Another nearly guaranteed shot is taken with the player standing 3-quarters length of the court away from their goal could go for a running 3-point shot, provided that the shot button was pressed within the other team's free throw shooting circle. In certain circumstances, the display would break away from the full court action and show a close up of the players either dunking the ball or making a shot. Frequently a player would miss a slam dunk, which is a very high percentage shot. The arcade version was a timed play (much like ''[[Star Fire]]''), where after every minute of play, the game was owed a credit if the score was tied or the computer is ahead. However, if the live player was ahead, a "free" minute was earned. Many average players could earn the first free minute, but this became increasingly more difficult to do as making 3-point shots became virtually impossible over the course of gameplay. ===Quirks=== Compared to many sports-related Nintendo games of this era, ''Double Dribble'' resembled its sport with surprising accuracy. However, there were several quirks in the programming that are noteworthy, if only for their contribution to the overall experience of playing ''Double Dribble''. The game clock, as in most early timed videogames (see also: ''[[Tecmo Bowl]]''), was accelerated (far faster than real-time). In the third-quarter, third is abbreviated as "3rt."
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