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Managing stamina is incredibly important, as abilities such as sprinting, pushing, stealing, and dunking are lost when it's depleted. One thing that 'NBA Playgrounds' does well is provide the ability for strategy to be employed based on the mechanics of the game and how that can define your skill level. MORE: Do the Spurs stand a chance against the Warriors? That is an effective strategy particularly on offense where I've had my AI controlled teammate collect as many as 4 or 5 consecutive boards despite being outnumbered down low.
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The best hope is for your CPU teammate to come up with the ball. There's no way to effectively judge the location or direction of the ball off the rim and jumping for any rebound is ill-advised, though the CPU is able to grab them out of the air and even throw down putback dunks. Rebounding is easily the most flawed area of gameplay however. Dunks can also be missed but generally it feels more as though a mistake has been made on those as opposed to what happens with the layups. In the heat of the moment you don't realize it's going to be a layup until it's too late and then the timing is "late" as well. The main reason for this is due to anticipating a dunk but getting a layup animation because of low stamina. This is most troublesome with layups which have proven to be the toughest shots in the game. One interesting factor in gameplay relates to the shot timing which is required even on dunks and layups. It's almost as though there is a buffer to possibly try and compensate for lag or offensive dominance that provides a larger hitbox for pushes and steals online because it feels very different offline. The online games feel chaotic as players tend to be mauled almost immediately after they get possession of the ball. A heavy reliance on overpowered three point shooting and an abundance of turnovers make the games feel sloppy and unsatisfying.
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Yet going against the CPU is better than the online experience which has been more frustrating than fun. NBA MOCK DRAFT: Sean Deveney breaks down the first round At the same time the AI has some issues which include not recognizing game situations, as they demonstrate no urgency when losing in the final seconds whether on defense or offense. The CPU also seems to make every open shot, regardless of distance or player ratings. The CPU will get an extra point on shots very often while it's somewhat rare for the user to get it (awarded for perfect releases). The AI on the CPU side of the ball puts up an admirable challenge, but does so in a way which often feels like it's cheating. Games are quick to complete while still feeling as though the time allotted is appropriate for determining a winner. The controls are simple enough to grasp quickly but those who put in the most time will be able to separate themselves from the pack. Dunks are really satisfying and there is some semblance of defense that can be played.
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Gameplay is actually fairly polished with fun animations (even some immediately recognizable signature ones tied to specific players) and interesting elements of strategy coming into play.