![]() Run and Gun 2 makes heavy use of rubber-banding, as did many arcade sports games, to keep games close and dramatic. All in all, Run and Gun 2 looked a great deal more realistic than its counterparts, but the ball physics remained clumsy-featuring an unrealistic frequency and length of toilet-rimming shots and prolonged rim bounces. ![]() The sprites themselves also look more "rounded" and chunky as a result. This leads to much smoother and authentic-looking animations for its various slam dunks, crossover dribbles, spin moves, and jump shots. While Run and Gun 2 shares the same visual perspective as its predecessor and Konami's NBA quasi-port of the series to SNES, NBA Give N Go, its sprites are captured from 3D renderings. All player jersey numbers show 3R (with the "R" being upside-down), but all of the teams' colors do approximate their real-life counterparts. For example, the Chicago team features a very highly rated bald shooting guard, and a very highly rated small forward with a flat top haircut-who could be easily mistaken for Michael Jordan and Scottie Pippen, respectively. ![]() It uses scaling techniques to simulate a 3D perspective as the action moved between baskets.Īs Konami did not obtain the NBA license for this game, Run and Gun 2 featured nameless players who were only identifiable by their position, their player rating, and a vague resemblance to who their real-life counterparts could be in 1996. Run and Gun 2 is an arcade basketball game that, like its predecessor, uses a camera angle that shows the action from the baseline perspective running "towards" and "away" from the player (unlike games like NBA Jam which showed the action from the sidelines running left and right). ![]()
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