likely they are to pull off a "Super Dunk" at a distance from the basket. Each character can pull off a variety of "Super Dunks". Players can also switch between both characters on their team when using an AI teammate. Modes White Men Can't Jump only offers two different modes of play: Versus and Tournament. Versus is a pick-up and play mode where up to four players can take part in individual two-on-two street basketball games, with remaining players being controlled by AI. Tournament mode can be played by 1 or 2 players (on the same team), where each players start out with $500 and bet money on each game against CPU-controlled opponents and once players earn $5,000, they are entered into the Slam City Tournament but if the players fails to earn $5,000 amount over 30 games or loses all money, the game is over, though players can resume their progress by using "Keys" to return into the last game saved. Development and release Plans for a video game adaptation of White Men Can't Jump were announced in August 1993, after an licensing agreement between 20th Century Fox and Trimark Interactive, which was a newly formed subsidiary by Trimark as one of their first releases across all platforms. Scott Corley, main programmer and one of the designers of Ruiner Pinball at High Voltage Software, recounted about the development process of the title for the Atari Jaguar in a thread at the 3DO Zone forums. He stated that High Voltage Software locally hired members from the acrobatic Jesse White Tumbling Team crew, who performed all of the moves seen in-game for the characters, which were filmed at a gym without the aid of blue screen, while the frames were then cut out and digitized by using Deluxe Paint. He also stated that the work also served as a learning exercise for their future projects involving motion capture, in addition of being a positive experience for the company. Scott also remarked that Adisak Pochanayon, who would later become the lead programmer of NBA Jam: Tournament Edition for the Jaguar, did most of the programming for the project and created the three-dimensional basketball courts through perspective correction, similar to Doom. White Men Can't Jump was first showcased to the public in an early playable state during SCES '94, featuring a mostly different artwork compared to the final release but it only supported