
Street Basketball 1
Also a timed free-throw run, but you stop a moving meter instead of dragging power.
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Basketball
Score as many streetball shots as you can before the timer ends. The catalog describes four courts and no defensive player to beat.

Basketball Kings
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Basketball Kings·Ready to start
Basketball Kings asks you to score as many streetball shots as you can before the timer ends. The catalog describes four courts and no defensive player to beat.
You aim and hold for power, then release. The clock does not pause while you hold. A careful aim that takes too long simply runs out of time.
Max power is not the default make. A close hoop wants a shorter hold. Copying a full-power release onto a near rim sails the ball.
The hold sets power. Distance decides how much hold you need. The four courts change the look and the spacing, not the fact that the timer is running.
There is no steal, dash, or pass. If you are playing it like Legends, you will spend the clock on inputs this drill does not use.
Street Basketball is the nearby timed drill that uses a moving indicator instead of this held aim. Stopping a meter here will not charge the shot.
These are the control notes stored for this title. They are not a separate device test. If the loaded game shows a different prompt, follow the game.
Use your mouse to aim and click to shoot the basketball. Move your mouse to adjust the shooting angle and power.
Tap and drag to aim, then release to shoot. The longer you hold, the more power you'll put into your shot.
Every moment spent aiming is still on the clock. Set power in one deliberate hold instead of pumping it.
A max-power release is not the default make. Close hoops need a shorter hold or the ball sails.
The catalog describes no defensive player. Time spent jabbing for a steal is time not spent shooting.
The clock is already running while you line up the first hold. Look at the distance, hold once, and release. A close hoop gets a shorter hold. If you keep the button down because the last court was farther away, the ball sails and the timer has still moved.
Do not search the four courts for a defender or a steal key. The catalog's session is shots. When you change courts, the first hold on the new spacing should be shorter than you think, then corrected. Pumping the aim to feel the power wastes the same clock you are trying to beat.
Start a run and take the first three shots at three different distances. Give the close hoop a short hold, the far hoop a longer one, and do not use the long hold on the close hoop to 'be safe.' The safe long hold is the sail, and the clock moved during it. Between courts, expect the spacing to lie to you. Reset the hold on the first shot of the new court instead of keeping the previous court's timing. There is no defender to freeze and no steal to attempt. Every second of aiming is a second off the timer the catalog gives you.
This block is about the player on BasketballBros.me. It is not a compatibility certificate for Basketball Kings.

Also a timed free-throw run, but you stop a moving meter instead of dragging power.

Also a timed make-streak, scored by flicks and swishes rather than a held aim.

Also shot after shot for a score. There is no timer and no set of four courts.

Also repeated shots. The hoop moves after a make, so the rhythm has to change.
No. Holding the aim too long does not pause the timer. It keeps running while you set power.
No. Shorten the hold when the hoop is close. Max power overshoots a near rim.
The catalog describes four courts and no defensive player. The session is a timed shooting drill.
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