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Jump ’N’ Run

Review of: Jump ’N’ Run

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On 24.02.2020
Last modified:24.02.2020

Summary:

Vergessen Sie nicht, ob Sie ein Profi oder AnfГnger sind. Angelegten Tempelhofer Flughafen zunehmend von Bedeutung. Die Lotteriespiele gewannen schnell an groГer Beliebtheit im deutschsprachigen Raum und die ErtrГge wurde schon damals fГr wohltГtige Zwecke angewendet, warum Spieler gerne bei Trada.

Jump ’N’ Run

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Jump ’N’ Run Navigation menu Video

Jump ’n’ Run

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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. Run and Jump Defense Rules 1.

This attitude soon became the status quo, as companies attempted to duplicate Sonic's success with their own brightly colored anthropomorphisms.

These mascots, which included Gex , Mr. Although there had long been important platform games on home computers, a second generation of platform games for computers appeared alongside the new wave of consoles.

In the late s and early s, the Amiga was known as a stronger gaming platform than IBM PC compatibles , thanks to its more powerful stock video hardware and sound hardware.

Games like Shadow of the Beast and Turrican showed that computer platform games could rival the graphics and sound of their console contemporaries.

Prince of Persia , originally released for the Apple II in , long after that system's heyday, featured an unprecedented level of animation.

The abundance of platformers for bit consoles continued late into the generation, with successful games such as Vectorman , Donkey Kong Country 2: Diddy's Kong Quest , and Super Mario World 2: Yoshi's Island , but the release of new hardware caused players' attention to shift away from traditional 2D genres.

The 2D Rayman was a big success on bit consoles. Castlevania: Symphony of the Night revitalized its series and established a new foundation for later Castlevania games.

Oddworld and Heart of Darkness kept the subgenre born from Prince of Persia alive. The difficulties of adapting platform gameplay to three dimensions led some developers to compromise by pairing the visual flash of 3D with traditional 2D side scrolling gameplay.

These games are often referred to as 2. The game featured levels and boss characters rendered in 3D, but retained 2D gameplay and used pre-rendered 2D sprites for regular characters, similar to Donkey Kong Country.

Its sequel improved upon its design, featuring some 3D effects such as hopping between the foreground and background, and the camera panning and curving around corners.

Meanwhile, Pandemonium and Klonoa brought the 2. In a break from the past, the Nintendo 64 had the fewest side scrolling platformers with only four; Yoshi's Story , Kirby The Crystal Shards , Goemon's Great Adventure , and Mischief Makers —and most met with a tepid response from critics at the time.

The term 3D platformer usually refers to games that feature gameplay in three dimensions and polygonal 3D graphics. Games that have 3D gameplay but 2D graphics are usually included under the umbrella of isometric platformers , while those that have 3D graphics but gameplay on a 2D plane are called 2.

The first attempts to bring platform games into 3D used 2D graphics and had an isometric perspective. These games are nearly as old as the genre itself, one of the earliest examples being Sega's Congo Bongo in The first platformers to simulate a 3D perspective and moving camera emerged in the early-mids.

An early example of this was Konami 's platform game Antarctic Adventure , [49] where the player controls a penguin in a forward-scrolling third-person perspective while having to jump over pits and obstacles.

It was notable for being one of the first stereoscopic 3-D games. It allowed players to move in all directions, but it did not allow movement along more than one axis at once; the player could move orthogonally but not diagonally.

Its characters were pre-rendered sprites, much like the earlier Clockwork Knight. The game played very similarly to 2D platformers, but it was considered a true 3D title, and let players walk up walls and on ceilings.

It was a moderate success, and spawned a sequel called Bug Too! Entitled Fade to Black , it was the first attempt to bring a popular 2D platform game series into 3D.

While it retained the puzzle-oriented level design style and step-based control, and bore a strong resemblance to its predecessor, it did not meet the criteria of a platform game, and was billed as an action adventure.

Fade to Black set the stage for other series, such as Metroid and Duke Nukem , that gradually shifted away from the traditional platform formula while retaining many of its gameplay conventions.

There was a great deal of pressure on Sony, Sega, and Nintendo to release mascot platformers before the holiday season. Sony chose to adopt an existing project by developers Naughty Dog , a small developer at the time, who had recently released the questionable Way of the Warrior.

The move paid off; their game, Crash Bandicoot , beat Nintendo's new console to market in North America and was released in time for the holiday in Japan.

Crash remained Sony's unofficial mascot for the next several years before switching to multi-platform releases in the following console generation.

Sega did not fare as well. Their project, titled Sonic Xtreme , was to have featured a radically different approach for the series, with an exaggerated fisheye camera and multidirectional gameplay reminiscent of Bug!

Its development was rocky, due in part to conflicts with Sega Enterprises in Japan and a rushed schedule, and the game never made it to market.

Beginning in the s platforming games began to transform from pseudo-3D to "true 3D" experiences, the distinction being constraints on the degree of control the player over the character and camera.

Rendering of 3D environment from angles controlled by the user necessitates that the graphics hardware be sufficiently powerful, and that the art and rendering model of the game can be viewed from an arbitrary angle.

The improvement in graphics technology allowed publishers to produce such games, but introduced several new issues; for example, if the virtual camera can be positioned arbitrarily, it must be constrained to prevent it from clipping through the environment.

In , a small developer called Exact released a game for the X computer called Geograph Seal. The game was a fully 3D polygonal first-person shooter hybrid with a pronounced platform jumping component.

Players piloted a frog-like mech that could jump and then double-jump or triple-jump high into the air, as the camera panned down to help players line up their landings.

In addition to shooting, jumping on enemies was a primary means of attack. The following year, Exact released their follow-up to Geograph Seal as an early title for Sony's new PlayStation console.

Jumping Flash! The frog-like mech was traded in for a more cartoony rabbit mech, called Robbit. Beyond this, the level design had an even greater focus on platform hopping, and it was released in Europe and North America as a launch title , helping it gain a much higher profile.

The title was successful enough to receive two sequels, and is remembered as the first 3D platformer on a console.

Floating Runner used D-pad controls and a behind-the-character camera perspective. Nintendo released Super Mario 64 in Before then, there was no established paradigm for bringing platform games into 3D.

Mario 64 set a new standard, and it was imitated by many subsequent 3D platformers. Its gameplay allowed players to explore open 3D environments with greater freedom than any previous attempt at a 3D platform game.

To aid this, Nintendo added an analog control stick to its Nintendo 64 controller, something which had not been included in a standard console controller since the Vectrex , and which has since become standard on other controllers.

This allowed for the finer precision needed for a free perspective. Players no longer followed a linear path to the ends of levels, either, with most levels providing objective-based goals.

There were a handful of boss levels that offered more traditional platforming. Nintendo rejected the pitch, which resulted in the game being remade into the title, Croc: Legend of the Gobbos , another early pioneer of the genre.

Super Mario 64 brought a change in the goals of some platformers. In most 2D platformers, the player only had to reach a single goal to complete a level, but in Mario 64 each level contained a mission based structure that rewarded items needed to unlock new areas.

Many 3D platformers followed this trend such as Banjo-Kazooie , Spyro the Dragon , and Donkey Kong 64 creating the "collect-a-thon" genre. This allowed for more efficient use of large 3D areas and rewarded the player for thorough exploration of their environment, but also contained less jumping and involved more elements of action-adventure games.

As platform games settled into this new free-roaming model, it became necessary for developers to program a dynamic, intelligent camera.

This was a non-issue with 2D platformers, which were able to maintain a fixed viewpoint. The addition of a free camera also made it more difficult for players to judge the exact height and distance of platforms, making jumping puzzles more difficult.

Some of the more linear 3D platformers, like Tork: Prehistoric Punk and Wario World used scripted cameras that allowed for minimal player control.

Others with more open environments, such as Super Mario 64 and Banjo Kazooie , needed intelligent cameras that follow the players movements.

RPGs , first person shooters , and more complex action-adventure games were all capturing more market share.

Also, many of the Nintendo 64 's best sellers were first and second-party platformers like Super Mario 64 , Banjo-Kazooie , and Donkey Kong Several developers who found success in the 3D platformer genre, also began experimenting with publishing titles featuring humour and content aimed at a more mature audience, despite their art style.

This was perhaps mirroring the popularity of adult animation in the late s, such as South Park and The Simpsons.

By the sixth generation era , platformers were no longer seen as hot system sellers. It used a hub structure like Mario 64 but featured more linear, action-oriented levels with an emphasis on speed.

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.

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Jump n Run does not offer: - Not a "rage platformed", we keep it fair. It is a pure plattformer. Recommended: OS: Windows 10 Processor: 2.

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2 Antworten

  1. Meztisho sagt:

    Anstelle der Kritik schreiben Sie die Varianten.

  2. Takasa sagt:

    Ich denke, dass es die gute Idee ist.

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