![]() ![]() On the first set of dunks, Stanley and Toppin went between the legs, and Simons showed off his hops by grabbing the ball as it sat on a Nerf hoop above the rectangle on the backboard.Ĭassius Stanley starting things off with a bang □ #ATTSlamDunk /hN8gpyjCq1įor his second dunk, Simons broke out the Tracy McGrady Raptors throwback and a 360 dunk off the bounce. ![]() Five judges, all past dunk champions, scored the first round but then just voted on the winner in the final. This was a lightning round of sorts: two dunks in the first round, one in the final. NBA on TNT MaNBA Slam Dunk Contest highlights Simons' winning dunk wasn't flawless (he tried to kiss the rim but ended up too far away), but it was judged to be better than Toppin's between-the-legs, switching-hands jam from the middle of the lane.Īnfernee Simons almost kissed the rim □ #ATTSlamDunk /1BXYOP8cJS ![]() Who won the NBA Slam Dunk Contest in 2021?Īnfernee Simons won the dunk competition, beating Obi Toppin 3-2 in scoring by the judges after the final round. Here are the results and highlights of the 2021 NBA Slam Dunk Contest, along with the 3-point Contest and Skills Competition, which were contested before the game. On top of that, the field included three players who are mostly strangers to fans: Knicks rookie Obi Toppin, Trail Blazers backup guard Anfernee Simons and Pacers two-way player Cassius Stanley. MORE: Live score, highlights from All-Star Game The 2021 NBA Slam Dunk Contest was jammed into halftime of Sunday's All-Star Game in Atlanta as the league reduced its hastily planned All-Star Weekend to one night.Įverything about the Slam Dunk Contest, which usually caps All-Star Saturday, was different in 2021: It had one fewer participant than usual, the number of dunk attempts was reduced and the judging in the final round was not based on points but rather acclamation. ![]()
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![]() ![]() The nature of this view means that the constantly adjusting position of the rider alters the view. While the lack of such a view would be worse, it wouldn’t be by a lot. I get a reasonable enough experience in MotoGP 21 with all the aids off to say that Milestone intended to create a simulation grade experience and have done a decent job of it, but at the same time it is also correct to say that the ‘rider eyes’ view along with the lack of a controller that can adequately allow you to feel and control the shifting weight of the rider makes it somewhat difficult to consider this – or any current bike sim – an all-time classic in terms of physics.Īs I mentioned above, the ‘rider eyes’ view in MotoGP 21 presents a bit of a problem in that I find it almost impossible to use. The challenge, should you choose to accept it, becomes whether you can adapt and use the bike you’ve selected to its fullest.įor me the physics are very ‘believable’ to how a bike would react in any given situation. Your gameplay experience, even how much fun you have, can be related to riding a bike that doesn’t suit you. ![]() While the Yamaha might have more responsive handling it could struggle for straight-line speed against the Honda. Importantly, the bikes differ and can either punish or reward a particular riding technique. It requires a lot of small counter-adjustments in the steering when you’re right on the limit, and the bike will feel as if it’s lolling between slip and grip until you reduce your lean exiting the turns. I didn’t struggle at all when putting the power down mid-turn, although others might. This suited my riding style, and I think it’s a huge positive when a simulation requires this type of learning to get the best out of your own technique. By taking control of the front and rear brakes independently, for example, I was able to take weight off the rear tire and flick the rear of the bike more easily on entry into the turns. While it is certainly possible to ride in a way that feels like the bike is on rails and then randomly throwing you off occasionally, I’ve learned that when this happened to me it was due to my use of soft tires I was treating poorly along with combined or assisted braking. Tire compounds seem to do what they should, with greater falloff on laptime the softer the tire, while harder tires are more consistent especially when ridden aggressively. It simulates wear and you can certainly feel the difference when one side is more worn than the other. In both MotoGP 20 and 21 I was very easily able to confirm fuel-affected handling where the traction from slow speed was better with heavy fuel, acceleration better with low fuel and needing to lean a little less in the turns as the fuel tank emptied. The level of simulation in the Milestone MotoGP franchise is more in-depth than I initially realized with most of the bike internals properly modeled. ![]() ![]() But there is ultimately something very satisfying in overcoming that challenge, even if you have to slowly ramp up to it by turning off the plentiful supply of rider-aids and using replay flashback features (a lot). Bikes are hard, and the learning process for the braking, placement in the turn and gentle squeezing of the throttle on exits required a lot of time and patience. When I decided to add bikes to RSC (every bike and track in MotoGP 21 is now indexed) and started to research the genre more deeply it became apparent very quickly who the major player was Milestone are pretty much the only developer to have, for decades, released fully-licensed simulations of whole-championships where you can race out an entire season, be it Supercross, Superbike, or MotoGP.Ī lifetime spent perfecting my racing line driving pretend race cars doesn’t easily transition. I never embraced consoles and – despite buying every one of them – never got into bike simulations too heavily. ![]() |
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