AND1 had to choose between designating the streetball moves to the buttons or the thumbstick. They chose both. I Ball control is a three level tier system that separates each move by how difficult they are to pull off.
A simple Level 1 move was considered a setup for the higher level moves but you could button mash square or X all day if you wanted to. The tricky part about this is that you had to fill up the anklebreaker meter, which could only happen if the defender was close enough to you.
You were only able to use these after you had successfully pulled off enough Level 1 and Level 2 moves. This made pulling off your own creations even more satisfying. What this gameplay gave us was the solid foundation for a streetball game that had more wrinkles than the game originally seems to have. You create a-baller and start from the bottom and work your way into the AND1 circuit.
See the guy in the image at the top of this article? As you complete different achievements and whatnot, you would be able to unlock signature moves, and clothing as well as improve your attributes. When you finish the story mode, you would end up with a fully-maxed out player. In theory, if you beat the story mode five times you had the opportunity of creating a full squad of overall streetballers. An underrated part about the tour mode is that the levels would come with cutscenes.
The Mixtape Tour has two game types. Beyond just trying to win, each level had side objectives within them that you would be asked to attain. Sometimes the game would ask you to block 2 shots, or win by 7. So yeah, you could just play to win and be boring or you could grind the game and become the greatest streetballer to ever do it.
Your choice. The bonus features in this game were so freaking sick to me growing up. They featured a behind the scenes look at the game and the league. The And 1 tour features the fast-paced steps and mesmerizing hand skills of the best players from America's streetball courts. An urban hip-hop infused evolution of the Harlem Globetrotters, And 1 often comes down to the one-on-one breakdown between players, with flashy tricks and a focus on embarrassing your opponent.
Sounds like a good concept for a game, right? Unfortunately, And 1 Streetball's horrible control scheme, visual glitches and other issues remove most, if not all of the dynamic play that makes the And 1 Mixtapes or live tour so enthralling. At its core, And 1 Streetball comes with a basic number of game modes. The main focus is the And 1 Mixtape Tour. Following a character that you create, the Mixtape Tour takes you around the country to different cities as you try to become the latest And 1 member.
Each city has three elements to it -- first is an Open Run which pits the best amateurs against each other for the chance to move on to the next round. Next are the side games, which are akin to tutorial refreshers that also help move the "story" along. While you'll have a primary goal of being first to 11 points or beating another team before time runs out, you'll also have side goals that have to be accomplished before you can move on with the story.
These include alley-ooping to yourself or blocking a set amount of shots. Finally there is the Main Run, where the selected amateurs from a court face off against an And 1 squad with the best players moving on to the next spot on the tour. The most disappointing facet of the story mode is that it's practically the same from start to finish. Each city will stagger a side goal between the Open and Main Runs, which comes across more like busy work to stretch out a short "career mode".
There's almost no point to doing these games, nor is there a reason to be forced to do side goals to continue that's the reason why they're considered "side goals" in the first place.
Aside from the main mode, there's the option to play half-court or full-court pick up games with more than 60 available ballers in the game. Most of these guys excel at different things based on their position, such as their ball handling or their jumping abilities, and you'll be able to decide everything from the time of day and points scored to win to the number of players in the game from 1-on-1 to a full 5-on-5 match. Finally, there's the chance to practice at the And 1 training facility or get tutored by Rafer Alston, the legendary streetballer known as Skip to My Lou.
And 1's Tutorial mode walks you through the basics of the game, along with introducing you to its multi-tiered "I ball" trick system. Based on whether you're moving with the ball or not, you can pull off a number of trick moves designed to confuse, fake out or humiliate a defender. Ostensibly, you perform what's called a Level 1 "setup dribble", designed to prep your opponent for the next step, the flashier Level 2 "showboat move".
Here, your player pulls off some fast-paced spin, dribble or other feat with the ball to lose their opponent. Finally, the Level 3 "anklebreaker" is used to trip up an opposing player, making them fall to the ground as you rush past them. While you can technically pull off any one of these leveled moves at any time, it's supposed to be much easier to chain them together, making their chance for success increase with each step.
Each trick that you pull off earns you and your squad if you're not playing one on one varying amounts of respect points from the crowd watching you ball. The crowd wants to be entertained, so you have to vary up the kinds and the levels of tricks you do to get them on your side. You also have to score at the end of a cycle of tricks to gain these points and fill up the "crowd meter": having the ball stolen, blocked or passing it to the other team quickly erases all of the points you'd get from your showboating skills.
Once the crowd meter is full, you receive a "Mic Chekka" mic, which can be redeemed to either set your team On Fire or perform a Breakdown move. Ultimate moment: Any given moment playing Street against another human is pretty ultimate, but blocking plus shots and ending it all with a double game breaker is extra ultimate--double extra ultimate if you're playing for money.
You know, the real courts. Now you can find out, from the privacy of your own home. From the hot streets of Arizona to the snowy courts of Massachusetts, you'll prove what kind of a baller you really are.
Are you ready for that kind of abuse, dawg? NBA Street is a three-on-three arcade-style basketbrawl. Other than a shot-clock violation, and an occasional out-of-bounds ball, there are no fouls to speak of.
The action is fast paced, with an emphasis on slam-dunks. A normal two-point shot is worth one point, while a three-point shot is worth two. Since only twenty-one points are needed to win, a game can be completed quickly, but the fact that there is no time limit and that you need to win by two points, can cause games to last quite a while.
These pitched battles are one of the things that make NBA Street a winner. The excitement of rallying back and forth to the very end is exhilarating, like great street ball should be. It should come as no surprise that the people that made NBA Street who also made SSX have added tons of trick shots and dribbling moves, and more importantly have made them integral to gameplay. How was this done? By balancing the drive to score quickly with the need to score trick points. These trick points allow you to perform a Game Break move, which basically nets you the regular score while knocking down your opponents score by the same amount.
This gives you the potential to gain a four-point advance, which can make a huge difference in the outcome of the game. Performing the tricks is easy, simply involving holding down one of the four turbo buttons or a combination of these , along with either the trick button or the shot button. While the basic performance of these moves is simple, getting a true mastery of the timing and the choice of which move to perform takes practice. A combination of these moves, along with steals and blocks, will grab you even more points and build your trick meter up faster.
This brings us to the last thing that really sets NBA Street apart from the competition. The ability to block shots finally gets the attention it deserves, and is almost more fun than a well-timed dunk.
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