NBA Street is a basketball video gamedeveloped by NuFX and EA Canada. It was released in 2001 by EA Sports BIG for the PlayStation 2 and in 2002 for the GameCube. It combines the talent and big names of the National Basketball Association with the attitude and atmosphere of streetball. NBA Street is the first game in the NBA Street series and was followed by NBA Street Vol. 2, NBA Street V3, and NBA Street Homecourt.
NBA Street is based on three-on-three street basketball. Aside from the basic structure of basketball, players try to collect trick points, which are scored through the use of almost every basketball game maneuver such as doing fancy dribble moves, faking out defenders, shot blocking, diving for the ball, and dunking. If a team fills their trick meter, they get to perform a Gamebreaker, which is a special shot that not only adds to their score, but it subtracts an amount from their opponents' score.
The single player mode "City Circuit" involves making a user-created player, touring famous American locations and picking up teammates from NBA rosters along the way.
The game has "arcade" style gameplay, similar to the NBA Jam series. Games are scored not by traditional standards, as two-point field goals are worth one point, while made shots behind the 3-point line are worth two. Instead of a time limit, the first team to score 21 points are deemed the winner. However, the winner must win by 2.
Cast and characters
Twenty-nine NBA teams are playable, with rosters from around 2000 and 2001. However, only 5 players are available from each team. Michael Jordan, who announced his comeback from his second retirement with the Washington Wizards a few months after the PlayStation 2 release, is available on both the Gamecube and PlayStation 2 versions. He was however removed as the "Final Challenge" in the GameCube version as he now played for the Washington Wizards in the game. Instead, the City Circuit ended once a player beat the Street Legend "Stretch".
The game introduced several recurring characters called Street Legends, fictional basketball players who served as the series' bosses, each masterful in a particular aspect of basketball and representing a specific area of the United States. Their personalities and appearances were loosely inspired by real players, such as Stretch, the "cover athlete" who resembles Julius Erving in looks and abilities.
Development
With the game being based on a street ball style of basketball, EA invited Vancouver-based streetball group The Notic to do motion capture.[2][3] The most notable member of the group was Joel Haywood, nicknamed "the King Handles".[4]
The game received "favorable" reviews on both platforms according to video game review aggregator Metacritic.[5][6] Kevin Toyama of NextGen said of the PlayStation 2 version, "Despite a few small problems, NBA Street delivers a basketball experience even sports game cynics can't help but love."[23] In Japan, where the same console version was ported and published by Electronic Arts Victor on August 23, 2001, followed by the GameCube version on March 22, 2002, Famitsu gave it a score of 31 out of 40 for the former,[12] and 30 out of 40 for the latter.[11]
Air Hendrix of GamePro said of the PlayStation 2 version in its August 2001 issue, "When the final buzzer sounds, Street gets serious props for breathing a huge blast of fresh air into what had been Midway's stinky old locker room. Street has staked its claim on the court, easily earning the title of this summer's latest must-have PS2 game."[29][lower-alpha 3] Eight issues later, he said that the GameCube version "is sure to be one of this young system's early stars. If you've already conquered the PS2 version, there's no compelling reason to pound this pavement. But if 'GameCube' is your middle name, NBA Street should be your next game."[30][lower-alpha 4]
The PlayStation 2 version sold 1.7 million units in the U.S. and earned $57 million by August 2006. Between June 2001 and August 2006, this release was the 18th highest-selling game launched for the PlayStation 2, Xbox or GameCube consoles in the U.S. Combined sales for all NBA Street games released between June 2001 and August 2006, across the three game systems, reached 5.5 million units in the U.S. by the latter date.[31]
The same console version was nominated for the "Best Sports, Alternative Game" award at GameSpot's Best and Worst of 2001 Awards, which went to Tony Hawk's Pro Skater 3.[32] The same console version was also nominated at The Electric Playground's 2001 Blister Awards for "Best Extreme Sports Game", but lost to NHL Hitz 2002.[33]
With the success of the NBA Street series, EA Sports BIG expanded to the format to football with NFL Street and soccer with FIFA Street.
Notes
↑Two critics of Electronic Gaming Monthly gave the GameCube version each a score of 8/10, and the other gave it 8.5/10.
↑Three critics of Electronic Gaming Monthly gave the PlayStation 2 version each a score of 9.5/10, 7.5/10, and 8.5/10.
↑GamePro gave the PlayStation 2 version two 5/5 scores for graphics and fun factor, 4/5 for sound, and 4.5/5 for control.
↑GamePro gave the GameCube version two 4/5 scores for graphics and sound, 4/5 for control, and 5/5 for fun factor.
MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.
Features
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.
History
Logo used until March 2014
MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025}
On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
See also
IGDB – game database used by Twitch for its search and discovery functions