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NBA Hangtime - Super Nintendo SNES system

Connecting a remote emulator.

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SNES gamepad:

SNES gamepad


Gamepad control:

direction buttons

↑↓←→
action button A C
action button B X
action buttons X, Y S, Z
shoulder buttons L, R A, D
SELECT Shift
START Enter

Emulator selection:

The following emulators are a­vai­lab­le for this game: NeptunJS (Ja­va­Script), Nesbox (Flash) and Ret­ro­Games.cc (JavaScript).


Other platforms:

This game can be played also in a versions for Ge­ne­sis and N64. Ot­hers are coming soon.



Game info:
NBA Hangtime - box cover
box cover
Game title: NBA Hangtime
Console: SNES
Author (released): Midway (1996)
Genre: Sport Mode: Multiplayer
Design: Jamie Rivett, Jeff Johnson, Henrik Holmdahl, ...
Music: Robert Atesalp, Jonathan Hey, Marc Williams, ...
Game manual: not available
Download: NBA_HangTime.zip

Game size:

1873 kB
Emulator: ZSNES

From Wikipedia, the free encyclopedia:

   NBA Hangtime is a 1996 basketball arcade game developed and released by Midway. Home versions were released for the Nintendo 64, PlayStation, Super NES, Sega Genesis, and Microsoft Windows. A version for Game.com was announced, but cancelled. Hangtime was the third basketball game by the original development team behind the NBA Jam series. The title was changed due to the NBA Jam name being acquired by Acclaim Entertainment, the publisher of the games for the home market. Acclaim's NBA Jam Extreme was released the same year as Hangtime. Features introduced in Hangtime included character creation, alley oops, and double dunks. A software update known as NBA Maximum Hangtime was released for the arcades later in the life cycle. A sequel, NBA Showtime: NBA on NBC, was released in 1999. The theme song 'Whatcha Gonna Do?' was produced by rapper M-Doc of Indasoul Entertainment.
   The gameplay is largely the same as the Midway's NBA Jam games, with some additions. One of the most prominent additions is the 'Create Player' feature, which allows players to create a custom basketball player, specifying height, weight, power, shooting, and defensive skills using a limited number of attribute points. Created players can be made more powerful as players earn additional attribute points by winning games.
   The game retains many of the same rules of NBA Jam: Tournament Edition, including the two-on-two match ups, statistics tracking, legal pushing and 'on fire' mode. Additions to the gameplay include spin moves, alley oops and double slam dunks - a slam dunk performed after one team member in the middle of a dunk passes to the other member. Alley-oops and double dunks can trigger the new 'team fire' mode in which both team members are on fire.
   Each team now has five members of the roster to choose from. The original arcade version features team rosters from the 1995–96 NBA season, while the home console versions feature team rosters that were accurate to the 1996–97 NBA season. The player can select from any of the 29 NBA teams and match them in four quarters of NBA basketball (three minutes each), with three-minute overtimes if necessary. Just as in the NBA Jam games, the game can keep track of the teams a player has beaten using a player's created ID and PIN. Optionally, the player can load their created player. Players using their ID face off against a series of NBA teams, starting with the Vancouver Grizzlies and ending with the Chicago Bulls (who were on their way to being NBA champions at the time of the game's release). After beating all 29 teams, the player faces off against a number of secret characters.
   New to the game is a three-digit 'combination lock' feature. Similar to the 'Kombat Kodes' in Mortal Kombat 3, the feature allows players to enter codes on the Match Up screen that alter the game's appearance and/or gameplay.
   The initial arcade version and the home versions included an NBA trivia quiz at the end of each game played. Answering enough trivia questions correctly in the arcade game originally qualified players for a prize drawing, while on home versions it gives players more attribute points for their created players.

More details about this game can be found on Wikipedia.org.

For fans and collectors:
Find this game on video server YouTube.com or Vimeo.com.
Buy original game or SNES console on Amazon.com or eBay.com.

Find digital download of this game on GOG or Steam.

 
Videogame Console:

This ver­sion of NBA Hangtime was de­sig­ned for the Su­per Nin­ten­do En­ter­tai­nment Sys­tem (SNES), which was an 16-bit vi­deo ga­me con­so­le of the fourth ge­ne­ra­tion ma­nu­fac­tu­red by Nin­ten­do in the years 1990 - 2003. In that time, it was the best-sel­ling 16-bit vi­deo ga­me con­so­le with su­pe­ri­or grap­hics and sound com­pa­red to its com­pe­ti­tors. World­wi­de, almost 50 mil­lion units of this con­so­le we­re sold at ap­pro­xi­ma­te­ly pri­ce $ 200 per unit. Mo­re in­for­ma­ti­on about the SNES con­so­le can be found here.


Recommended Game Controllers:

You can control this game easily by using the keyboard of your PC (see the table next to the game). However, for maximum gaming enjoyment, we strongly recommend using a USB gamepad that you simply plug into the USB port of your computer. If you do not have a gamepad, you can buy one of these SNES controllers:

Available online emulators:

5 different online emulators are available for NBA Hangtime. These emulators differ not only in the technology they use to emulate old games, but also in support of various game controllers, multiplayer mode, mobile phone touchscreen, emulation speed, absence or presence of embedded ads and in many other parameters. For maximum gaming enjoyment, it's important to choose the right emulator, because on each PC and in different Internet browsers, the individual emulators behave differently. The basic features of each emulator available for this game NBA Hangtime are summarized in the following table:
 

Emulator Technology Multiplayer USB gamepad Touchscreen Without ads
NeptunJS JavaScript YES YES NO NO
NesBox Flash NO YES NO YES
RetroGames.cc JavaScript YES YES YES NO
EmulatorJS JavaScript YES YES YES NO
Emulatrix JavaScript NO NO NO YES

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