NBA Live 95

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NBA Live 95
Nba-live-95-e14932.jpg
Developer(s) Hitmen Productions
Publisher(s) EA Sports
Series NBA Live
Platform(s) MS-DOS, Sega Genesis, Super NES
Release date(s) Super Nintendo
  • JP December 16, 1994
  • NA October 1994
  • EU 1994
Sega Genesis
DOS
Genre(s) Traditional basketball simulation
Mode(s) Single-player, Multiplayer
Distribution CD-ROM, Cartridge

NBA Live 95 is the first of the NBA Live video games series. The cover featured an action shot of the 1994 NBA Finals. The game was published by EA Sports and released in October 1994.

It introduced many elements of that would become standard in the series, including the isometric on-court perspective, the "T-meter" for shooting free throws and the turbo button used to give players a temporary burst of speed. The game was re-released with NBA Live 06 as part of the EA Retro Series. Game Players gave the Super NES version of this video game its "best sports game award" in their Super NES division on the January 1995 issue of their magazine.[1] NBA Live 95 is followed by NBA Live 96.

Version differences[edit]

The console versions of the game feature 1993-94 rosters, and limited roster management functions. Only players in the starting lineup can be traded, and the lineup cannot be altered. Additionally, there is no Create-a-Player function or a Free Agent pool. The PC release featureds updated rosters accurate as of the 1994-95 season's trade deadline and the rookie class of 1994.

Reception[edit]

GamePro wrote of the Super Nintendo version that it "improves on last year's NBA Showdown with better graphics, more in-depth strategy, and more realistic game play." They particularly praised the game's 30-degree-overhead court view, saying it allows players a better view of the action while allowing the game to run more smoothly.[2] In February 1995, Famitsu magazine's Reader Cross Review gave the Super Famicom version of the game an 8 out of 10.[3]

GamePro also gave the Genesis version a generally positive review, though they commented that the cooperative multiplayer tends to be confusing. This time they made particular note of the fact that players take command of basketball players, coaches, and general managers, saying that this adds variety and depth to the gameplay.[4]

References[edit]

  1. ^ Game Players. January 1995.
  2. ^ "NBA Live Jams to the Top". GamePro (65) (IDG). December 1994. p. 186. 
  3. ^ 読者クロスレビュー - NBA LIVE '95. Weekly Famitsu. No.323. Pg.39. 24 February 1995.
  4. ^ "Hoop it Up with NBA Live '95". GamePro (66) (IDG). January 1995. p. 116. 

External links[edit]