White Men Can't Jump
Cover art by Damion Davis and Patrick Dolan
Developer(s)High Voltage Software[lower-alpha 1]
Publisher(s)Atari Corporation
Producer(s)Allen Edwards
Bill Rehbock
Kerry J. Ganofsky
Kevin Hunt
Programmer(s)Adisak Pochanayon
Brian McGroarty
Nate Troast
Artist(s)Eric Nofsinger
Platform(s)Atari Jaguar
Release
  • NA: August 1, 1995
  • EU: August 1995
Genre(s)Sports
Mode(s)Single-player, multiplayer

White Men Can't Jump is a 1995 sports video game developed by High Voltage Software (HVS) and published by Atari Corporation for the Atari Jaguar. It is loosely based on the 1992 20th Century Fox film of the same name, and was the first title developed by HVS. The game is streetball with loose rules played against human or computer-controlled opponents in versus or tournament modes on multiple courts. It came bundled with the Team Tap multitap, allowing four players to participate in tandem.

In 1993, plans for a video game adaptation of White Men Can't Jump were announced following a licensing agreement between 20th Century Fox and Trimark Interactive, a subsidiary formed by Trimark Pictures to expand into the video and computer game markets. Trimark Interactive acquired the rights to the film license on all platforms and commisioned High Voltage Software with the project, entering production as one of Trimark Interactive's first releases, being announced for Jaguar in 1994. HVS hired members of the Jesse White Tumbling Team to perform all the movements of the game's digitized characters.

White Men Can't Jump garnered mixed reception from critics and retrospective commentators; most complemented its multiplayer component with the Team Teap, but others expressed mixed opinions regarding the visuals, audio, and gameplay. Some reviewers also criticized the controls, frame rate, camera angles, AI, and audio commentary.

Gameplay

Gameplay screenshot showing a match between the 3pt. Kings and the Surf Crew at the Venice Beach court

White Men Can't Jump is a two-on-two half court sports game similar to NBA Jam and Jammit, described as a simulator of streetball, a variation of basketball played on outdoor courts with loose rules.[1][2][3][4][5] There are fifteen teams made up of two basketball players in total, each with their own statistics and special slam dunks.[1][4][5][6] There are also four different courts to choose from.[1][2][4]

Players compete against each other or computer-controlled opponents, selecting from two modes of play: Versus and Tournament.[1][3][5] Versus is a standard single match mode for one or four players.[3][5] Tournament is a season mode for one or two players, where the main objective is to enter the Slam City tournament.[3][5] The player starts with $500 borrowed from loan sharks and must earn $5,000 for the tournament entry fee by betting the money on a series of 30 matches.[3][5][6] Winning a match increases the player's overall reputation, as does the betting amounts for subsequent matches.[1] The player immediately enters the Inglewood Forum and participates in the tournament once the $5,000 are collected, but the game is over if the money bet is lost and not paid back to the loan sharks.[3][6][7] The player can save and resume their progress by using "Keys".[7]

The player can pass, fake a pass, jump, shoot, dunk, and punch to knock down an opponent.[1][5][7] The player can also spend energy to use a turbo ability. The more energy a player has, the more likely they are to pull off a special slam dunk at a distance from the basket.[5][7] The player can switch between characters on the team when using an AI teammate in single-player.[1][7] During gameplay, the camera perspective pans and zooms based on the action.[2][5][8] Matches are ended by either a time limit or point limit.[3][5]

Development

White Men Can't Jump for the Atari Jaguar is loosely based on the 1992 20th Century Fox film of the same name.[2][9][10] It was the first title developed by High Voltage Software (HVS), a Illinois-based game developer founded by Kerry J. Ganofsky following his graduation from college in 1993.[8][11][12][13] That year, plans for a video game adaptation of White Men Can't Jump were announced following a licensing agreement between 20th Century Fox and Trimark Interactive, a subsidiary formed by Trimark Pictures to expand into the video and computer game markets.[14][15][16] Trimark Interactive acquired the rights to the film license on all platforms and commisioned HVS with the project, entering production as one of Trimark Interactive's first releases.[15][16][17]

White Men Can't Jump for the Atari Jaguar was the first game developed by High Voltage Software

It was co-produced by Ganofsky, Allen Edwards and Kevin Hunt of Trimark Interactive, and Bill Rehbock of Atari Corporation.[7][8] Adisak Pochanayon, Brian McGroarty, and Nate Troast acted as the game's co-programmers.[7][8] Eric Nofsinger led the team of artists that also comprised Cary Penczak, Damion Davis, and Patrick Dolan.[7][8][18] Davis and Dolan were also responsible for the cover illustration.[7] It was one of Davis's first works in the video game industry, before becoming a lead artist at HVS.[18] A composer for White Men Can't Jump is not credited, though Aardvark Action Audio is listed for providing the audio engine.[7][8]

In 2014, Ruiner Pinball programmer Scott Corley discussed about the game's production in a thread on the 3DO Zone fan community forums.[17] Corley stated that HVS hired members of the Jesse White Tumbling Team to perform all the movements of the game's characters, which were filmed at a gym without aid of a blue screen, while the frames were then cut out and digitized using Deluxe Paint.[17] He also remarked that Pochanayon did most of the programming for the project and created the three-dimensional basketball court through perspective correction.[17] Corley said that the project was a positive experience for the HVS staff, as it gave them a good relationship with Atari and served as a learning exercise for later projects related to motion capture.[17] Davis also regarded it as a great experience for him, saying "I've signed autographs for that".[18]

Release

White Men Can't Jump for the Atari Jaguar was first showcased at the 1994 Summer Consumer Electronics Show, planning for release in the first quarter of 1995.[19][20][21][22][23] The game made additional apparances at tradeshows such as the 1995 Winter CES,[24][25][26] the 1995 ECTS Spring event,[27][28] and E3 1995.[29] It was also covered by the press that were invited to Atari Corporation, and showcased during Atari's "Fun 'n' Games Day", an event for producers and developers to showcase upcoming Jaguar titles to the media.[30][31][32][33] The game was published by Atari in North America and Europe on August 1995, being the first basketball game for the Jaguar.[1][34][35] It came bundled with the Team Tap multitap, allowing four players to participate in tandem.[34][36]

Reception

White Men Can't Jump for the Atari Jaguar received mixed reception from critics.[2][6][39][44][45] The Electric Playground's Victor Lucas panned the game for its visuals, muddy audio, controls, and confusing camera work.[38] GamesMaster's Pete Wilton faulted the game's lacklustre graphics, soundscapes, limited gameplay, and shifting camera perspective.[39] A writer for Czech gaming magazine Level praised the game's atmosphere, 3D visuals, and camera work.[45] Marc Abramson of the French ST Magazine commended the game's music, but found the camera view ineffective and stated that the controls take some getting used to.[1] Video Games' Jan Barysch said that the game's choppy graphics, poor controls, and frustrating AI hampered its fun factor.[44]

The two sports critics of Electronic Gaming Monthly panned the game, citing the confusing camera perspective, poor animation, blocky visuals, and ineffective control.[37] Game Players' Patrick Baggatta said that the game is much less enjoyable with fewer than four players. He approved of how well the graphics and gameplay recreated the feel of street basketball, but felt the trash talking voice clips got annoying quickly and criticized the camera as moving around too frequently.[2] MAN!AC's Martin Gaksch lambasted the game, writing that "White Men Can't Jump is just as far removed from the sophisticated controls of an NBA Jam as it is from the visual brilliance of a Slam 'N Jam".[8]

Mega Fun's Timur Özelsel found the game initially confusing due to its 3D perspective, but said that the single-player mode became boring due to the AI. He said the game is fun in the long run with multiple players.[40] Next Generation said that the game occasionally suffers from erratic camera movements and requires multiple players to get full enjoyment out of it, he generally applauded White Men Can't Jump for its intense violence, "swooping" camera angles, sprite scaling, street-style audio commentary, and generally solid balance.[41] An editor for the German publication ST-Computer found the game graphically unattractive due to its dull colors and criticized the audio department in general, but highlighted its multiplayer component with the Team Tap multitap.[6]

Ultimate Future Games compared White Men Can't Jump unfavorably to NBA Jam, criticizing its dim visuals, soundtrack, and controls, but found the multiplayer mode amusing.[46] GamePro's Jon Robinson faulted the graphics, sound, and controls; for the latter, Robinson said that they often fail to respond and shots tend to miss the hoop even when shot in the correct direction from right next to the basket.[9] Player One's Denis Adloff criticized the game's pixelated characters when they are close to the screen.[42] ST Format's Stuart Campbell lambasted the game's jerky frame rate, music, camera view, inconsistent controls, and repetitive voices.[43] Atari Gaming Headquarters' Mark Santora gave the game positive remarks for its sharp graphics and addictive gameplay, but expressed that the soundtrack leaves a lot to be desired.[3]

Retrospective coverage

Retrospective commentary for White Men Can't Jump has been equally mixed.[47][48][49][50] Writing for MyAtari magazine, Robert Jung gave favorable comments to the game for its varied number of teams, tournament mode, intelligence of computer opponents, and flashy dunks. However, he saw the constantly changing camera view, unimpressive graphical department, choppy frame rate, and soundscapes as shortcomings.[47] Author Andy Slaven considered it a fresh and distinct arcade-style game, citing its controls and fast gameplay, but found the visuals to be bland.[48] The Atari Times' Dan Loosen lambasted the game's plot for having nothing to do with the film and the tournament mode for its abrupt ending. He said: "Don't be fooled by the graphics, sound, control or initial thoughts of the game. Avoid this game like the plague".[49] Writer Seanbaby placed it as number 8 in his "20 worst games of all time" feature.[51]

Notes

  1. Audio engine by Aardvark Action Audio.

References

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