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The point guard reverses the basketball to another player. The point guard dribbles down the sideline.
The point guard dribbles towards the middle of the court. If the point guard dribbles down the sideline, the players set a trap. As spoke about previously, no player should be behind the line of the basketball.
As spoke about previously, this begins with the on-ball defender positioning their body so that the point guard is encouraged to dribble down the sideline.
While we allow the offensive player the first step, the on-ball defender must never allow themselves to get completely beat on the play.
This will always lead to a foul. The best player to trap the basketball on the sideline with is the first help defender.
This is usually the player who puts pressure on the inbounds pass. When the point guard starts to dribble down the sideline, this help defender must immediately chase and catch up from behind to set the trap.
This trap can occur anywhere along the sideline but preferably happens just over half-court. Trapping Tip — Do not reach in and try to steal the basketball.
Players that do this will foul. Instead, make the guard throw a lob pass that can be intercepted or attempt to get a deflection on the pass.
The other three players must rotate and put themselves in the best position to steal a pass. Once the trap has been set by the on-ball defender and the first help defender, the other three players must position themselves in spots that will give them the best opportunity to intercept or deflect a pass.
These positions will vary depending on where the trap is set, but in most cases the forward pass must be covered x3 , the last defender will stay in the paint to protect the rim x5 , which leaves x2 to anticipate the pass to o4 or o2 and intercept it.
The jump switch is used when the point guard dribbles towards the middle of the court. A successful jump switch always begins with the help defender being in the correct position.
The help defender must be close to the midline of the court hedging between their own player and the dribbler. When the point guard starts a speed dribble towards the middle or when the help defender thinks the time is right, they quickly close out to the basketball with their hands up to prevent the easy lob pass over the top.
The goal of the jump switch is to confuse the point guard into picking the basketball up, rushing a pass that results in a turnover, or into committing a traveling violation.
On the run and jump switch, the main question your players are going to have is some variation of this….
There is no perfect time. Start by encouraging your players to jump switch when the point guard dribbles with their head down towards the middle of the floor.
One of the most important aspects of a full-court press is knowing when to fall back into the half-court defense. After an unsuccessful sideline trap or if the opponent is able to break your press, players must immediately sprint back and protect the paint first and then get into the half-court defense.
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. Prince of Persia was the first cinematic platformer and perhaps the most influential.
This genre lacks a commonly agreed upon name in the West, but games in the genre are most commonly called "comical action games" CAGs in Japan.
These games are characterized by single screen, non-scrolling levels and often contain cooperative two-player action. A level is cleared when all enemies on the screen have been defeated, and vanquished foes usually drop score bonuses in the form of fruit or other items.
CAGs are almost exclusively developed in Japan and are either arcade games, or sequels to arcade games, though they are also a common genre among amateur doujinshi games.
Arguably a subgenre of both 3D and 2D platformers, isometric platformers present a three-dimensional environment using two-dimensional graphics in isometric projection.
Although not the first isometric games , the earliest examples of isometric platform games are the arcade game Congo Bongo and Ant Attack for the Sinclair ZX Spectrum , both released in .
Knight Lore , an isometric sequel to Sabre Wulf , helped to establish the conventions of early isometric platformers. These games were generally heavily focused on exploring indoor environments, usually a series of small rooms connected by doors, and have distinct adventure and puzzle elements.
Japanese developers blended this gameplay style with that of Japanese action-adventure games like The Legend of Zelda to create games like Land Stalker and Light Crusader.
While these games are more generally classified as action adventures, they are also isometric platformers and an evolution of earlier conventions in the genre.
This influence later traveled to Europe with Adeline Software's sprawling epic Little Big Adventure , which blended RPG, adventure , and isometric platforming elements .
Some argue that many modern 3D platformers, especially those influenced heavily by Mario 64 are not platformers at all, or at least are not really an extension of 2D platformers .
Many games fuse platform game fundamentals with elements of action-adventure games , such as The Legend of Zelda , or with elements of RPGs.
Typically these elements include the ability to explore an area freely, with access to new areas granted by either gaining new abilities or using inventory items.
Many 2D games in the Metroid and Castlevania franchises are among the most popular games of this sort, and so games that take this type of approach are often labeled as " Metroidvania " games.
Game controls are limited to making the character jump and perform special actions. The object of these games is to get as far as possible before the character dies.
Endless running games have found particular success on mobile platforms. They are well-suited to the small set of controls these games require, often limited to a single screen tap for jumping.
Games with similar mechanics with automatic forward movement, but where levels have been pre-designed, or procedurally generated to have a set finish line, are often called "auto-runners" to distinguish them from endless runners.
Game designer Scott Rogers named side-scrolling shooters like Scramble and Moon Patrol and chase-style gameplay in platform games like Disney's Aladdin 8-bit version and Crash Bandicoot as forerunners of the genre.
In February , Gamevil published Nom for mobile phones in Korea. The game's designer Sin Bong-gu, stated that he wanted to create a game that was only possible on mobile phones, therefore he made the player character walk up walls and ceilings, requiring players to turn around their mobile phones while playing.
To compensate for this complication, he limited the game's controls to a single button and let the character run automatically and indefinitely, "like the people in modern society, who must always look forward and keep running".
While the concept thus was long known in Korea, journalists credit Canabalt as "the title that single-handedly invented the smartphone-friendly single-button running genre" and spawned a wave of clones.
From Wikipedia, the free encyclopedia. Video game genre. This article has multiple issues. Please help improve it or discuss these issues on the talk page.
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See also: Wraparound video games and Flip-screen. See also: Side-scrolling video game. See also: Puzzle video game.
See also: Isometric graphics in video games. See also: Metroidvania. For example, on the Master System , of the games Archived from the original on Retrieved Game Design Deep Dive: Platformers.
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