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A side-view arcade basketball game by MadPuffers, built for the web. Players compete in short matches using movement, jumps, assisted shots, steals, blocks, dunks and character-specific super abilities. The supplied build includes tournament, random-match, local two-player and solo training modes. Training removes opponents and the running match clock, making repeated shooting and movement the clearest reference for Cat Basketball's discovery experiment.
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Source: static inspection of the user-supplied Ideation/basketball-legends.js on 2026-10-10. These notes describe that bundle; live gameplay and external character/art data were not independently tested. CORE LOOP AND MODES Gain possession, move into position while the athlete dribbles, attempt a standing shot, jump shot or contextual dunk, then contest/recover the ball and repeat. Competitive play adds stealing, blocking, pump fakes, dashes and rebounds. Tournament and random-match modes use AI opponents; local two-player setups include opposing players and a same-team configuration against AI. The bundle defines 60-second regulation and 15-second overtime periods; these are gameplay-clock values, not guaranteed wall-clock session lengths. Ordinary baskets award two points; qualifying long-range shots award three. SOLO TRAINING Training explicitly creates one human player and no opposing player, fixes the restart side, bypasses the running match clock and restarts after a scored basket. This isolates possession, movement and repeated attempts without competitive pressure. SINGLE-PLAYER DESKTOP CONTROLS A/D or Left/Right move; double-tapping a direction requests a dash. W/Up jumps. X/L performs the contextual action (shoot with possession; steal when grounded without it). S/Down requests a pump fake with the ball or a block without it. Z/K activates the equipped super when ready. In the general controller, releasing W/Up while airborne with possession and permission to throw also triggers a shot; the action button is another release path. Two-player mappings differ: player one uses WASD, B for action and V for super; player two uses arrows, L and K. SHOT ASSISTANCE AND TIMING Standing shots stop horizontal movement and play a throw animation. BallObject.calcThrowVel/calcVel calculate a hoop-targeted ballistic arc, so players do not manually choose launch angle and power. This is assistance, not a guaranteed basket: calcDispersion combines base error, release height, court position, horizontal speed, player accuracy and randomness; arc height also varies slightly. Higher releases reduce the vertical-error term. Airborne attempts near the hoop can become contextual dunks. The jump dial follows the athlete's height and ascent/descent. The inspected shot calculation does not test a discrete green-zone success flag. The reported red-green-red appearance comes from prior human observation; its colors are in an external atlas, and a guaranteed green-release success rule is not established by this bundle. SUPER ABILITIES The energy indicator refills over a configured cooldown and resets on activation. PlayerObject.superShot selects among mega dunk, shield, alley-oop and super dash according to superID. The mega dunk is therefore one ability, not every athlete's universal supershot. Exact roster assignments require the external player data. REFERENCE VALUE For Cat Basketball, the relevant subset is solo training: automatic dribble, a clear hoop target, assisted standing shots, optional airborne release timing and readable shot feedback. Reliable shots throughout the allowed area, forgiving timing rewards and simplified ball recovery are proposed Cat Basketball adaptations, not verified rules of the reference. This catalog enrichment does not change Kitty Keep-Up/Cat Ball's recorded primary reference or experiment status.
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Last updated
2026-10-11T00:41:38.626038+00:00
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