Descpription:
Compared to many sports-related Nintendo games of this era,
Double Dribble resembled its sport with surprising accuracy. However, there
were several quirks in the programming that are noteworthy, if only for their
contribution to the overall experience of playing Double Dribble:
Timing Issues: The game clock, as in most early timed videogames
(see also: Tecmo Bowl), was accelerated (far faster than real-time).
Translation Issues: In the third-quarter, third is abbreviated as "3rt."
Gameplay: Several positions on the court were 'hot spots,' high-percentage
areas where shots-taken were likely to score points. For example: it is easier to
hit a 3-pointer on the bottom right-hand side of the screen.
A player could start a 3-point jump shot from the top right or left corner
of the court inbounds, and continue the jump out of bounds and even slightly
behind the hoop and it would go in nearly every time.
Another nearly guaranteed shot is taken with the player standing
3-quarters length of the court away from their goal could go for a
running 3-point shot, provided that the shot button was pressed
within the other team's free throw shooting circle.