- Release Year: 2007
- Platforms: PlayStation 2, Windows
- Publisher: Atari, Inc.
- Developer: GameBrains
- Genre: Sports
- Perspective: Side view
- Game Mode: Single-player
- Gameplay: Custom team creation, Defensive actions, Difficulty levels, Multiple courts, Power-ups, Shot mechanics, Stat-based player performance, Voice commentary
- Setting: Basketball

Description
Backyard Basketball 2007 is a sports game from the Backyard Sports series, featuring kid versions of NBA stars like Shaquille O’Neal and Yao Ming. Players can create custom teams, compete in various game modes, and enjoy 3D gameplay with real NBA teams, uniforms, and voiced commentary.
Gameplay Videos
Backyard Basketball 2007 Cracks & Fixes
Backyard Basketball 2007 Guides & Walkthroughs
Backyard Basketball 2007 Reviews & Reception
commonsensemedia.org : Fun way to crash the boards with pros as kids. Parents say it’s a great fit for children ages 6 to 10, though some options are locked.
ign.com : There’s just nothing here worth paying for. Overused gameplay and poor execution make it unappealing even for its target audience.
metron.com : There is nothing else that takes kids abilities into consideration and still gives the excitement of the play. Three camera views add dynamic elements to the experience.
Backyard Basketball 2007 Cheats & Codes
PlayStation 2
Enter codes via Codebreaker device, on the ‘Goodies’ screen, or as custom player names.
| Code | Effect |
|---|---|
| B4336FA9 4DFEFB79 | Enable Code (Must Be On) |
| 5EC28B05 3371A200 | Enable Code (Must Be On) |
| EB3078DC 60F685D6 | Enable Code (Must Be On) |
| D1452DF4 B77C630A | Enable Code (Must Be On) |
| 6CCBC8AA D206DFD1 | Home Team Scores 255 |
| B26AE093 D27DCC0D | Home Team Scores 150 |
| 3481D4D5 57C1B682 | Home Team Scores 0 |
| 611F4FBB 95D9979A | Away Team Scores 255 |
| 6F1E3AA4 BF2E7AB2 | Away Team Scores 150 |
| 1F488CD4 9438F6A5 | Away Team Scores 0 |
| 42E4C756 0337890C, B26AE093 D27DCC0D | Home Team Starts With 150 |
| 42E4C756 0337890C, ABC19185 EDA771DE | Home Team Starts With 100 |
| 42E4C756 0337890C, 9C482B88 6C75BE8C | Home Team Starts With 50 |
| 42E4C756 0337890C, 8E9FB68B B5D15EF9 | Home Team Starts With 20 |
| FEE284E8 4344C9CE, 6F1E3AA4 BF2E7AB2 | Away Team Starts With 150 |
| FEE284E8 4344C9CE, FFA153C2 B412E1F8 | Away Team Starts With 100 |
| FEE284E8 4344C9CE, 27AF6382 941B1786 | Away Team Starts With 50 |
| FEE284E8 4344C9CE, D37392B8 5830C8C5 | Away Team Starts With 20 |
| BD056862 137601E2, 631A303D D2E1177E | P1 Press L1+Select To Stop Timer |
| 270B55EE 569B46FE, 3625A1D7 084A06BE | P1 Press L2+Select To Restart Timer |
| B85A9E75 9C49B807, 631A303D D2E1177E | P2 Press L1+Select To Stop Timer |
| 2CE1357C 0AD81322, 3625A1D7 084A06BE | P2 Press L2+Select To Restart Timer |
| Square, Square, Square, Square, Circle, Circle, Circle, Circle | Beach Ball |
| Circle, Square, Square, Square, Circle, Square, Square, Square | Big feet |
| Square, Square, Circle, Square, Square, Square, Circle, Square | Big Heads |
| Square, Square, Circle, Square, Square, Circle, Square, Circle | Bulls-eye shooting |
| Circle, Square, Square, Square, Circle, Square, Square, Square | Chubby Kids |
| Circle, Circle, Circle, Circle, Square, Square, Square, Square | Continuous power-ups |
| Circle, Square, Circle, Circle, Square, Square, Circle, Circle | Flat Kids |
| Square, Circle, Square, Square, Circle, Circle, Square, Square | Micro Kids |
| Square, Square, Circle, Square, Square, Circle, Square, Circle | Perfect Shooting |
| Square, Square, Circle, Circle, Square, Square, Circle, Circle | Slow Ball |
| Square, Circle, Square, Square, Circle, Square, Square, Circle | Speedy Kids |
| Circle, Circle, Circle, Circle, Square, Square, Square, Square | Unlimited Special |
| Square, Circle, Square, Circle, Square, Circle, Square, Circle | Weak Gravity |
| Circle, Square, Circle, Square, Circle, Circle | Wire Frame |
| ALLEN IVERSON | Unlock Allen Iverson |
| BARRY DEJAY | Unlock Barry Dejay |
| KOBE | Unlock Kobe Bryant |
| MJ | Unlock Michael Jordan |
| SHAQ | Unlock Shaquille O’Neal |
| LEMON BOY | Unlock Thor Herring |
| VINCE | Unlock Vince Carter |
Game Boy Advance
Enter codes at the match-up screen or as custom player names.
| Code | Effect |
|---|---|
| Up, Up, Left, Right, B, A | Infinite Turbo / Unlimited turbo |
| Select, Select, B, B, Start | All Shots Become Dunks / All shot are dunks |
| Up, Up, Down, Down, A | All fire shots / All shots go in / Hot Hands |
| DOWN, UP, DOWN, UP, A | Super Speed |
| SELECT, B, B, B, B, A | 10 Second Quarters |
| ALLEN IVERSON | Unlock Allen Iverson |
| BARRY DEJAY | Unlock Barry Dejay |
| KOBE | Unlock Kobe Bryant |
| MJ | Unlock Michael Jordan |
| SHAQ | Unlock Shaquille O’Neal |
| LEMON BOY | Unlock Thor Herring |
| VINCE | Unlock Vince Carter |
| ABA | Unlock ABA Ball |
PC
Enter codes as custom player names.
| Code | Effect |
|---|---|
| BARRY DEJAY | Unlock Barry Dejay |
| LEMON BOY | Unlock Thor Herring |
| KOBE | Unlock Kobe Bryant |
| SHAQ | Unlock Shaquille O’Neal |
| VINCE | Unlock Vince Carter |
| MJ | Unlock Michael Jordan |
| ALLEN IVERSON | Unlock Allen Iverson |
| ABA | Unlock ABA Ball |
Backyard Basketball 2007: A Slice of Arcade Dreams on the Driveway
Introduction
In the pantheon of sports video games, where photorealism and complex simulation often reign supreme, Backyard Basketball 2007 occupies a unique and nostalgic niche. Released at the tail end of the PlayStation 2’s lifespan and into the burgeoning era of motion controls, this entry in the long-running Backyard Sports franchise, developed by GameBrains and published by Atari, offered a deliberately accessible, arcade-infused take on hoops. Its core appeal was simple yet potent: let kids (and kids at heart) play basketball alongside pint-sized versions of NBA superstars like Paul Pierce (the cover athlete), Shaquille O’Neal, Allen Iverson, Tracy McGrady, and Yao Ming, all decked in authentic NBA uniforms and logos. While lacking the depth of its more simulation-focused contemporaries like NBA 2K, Backyard Basketball 2007 carved out its legacy not through technological prowess, but through its unwavering commitment to being the perfect introductory basketball game for a young audience. This review delves deep into the game’s development, mechanics, presentation, and enduring place in gaming history, arguing that its significance lies in its successful execution of a specific, often underserved, market segment: the entry-level sports experience.
Development History & Context
Backyard Basketball 2007 stands at a fascinating crossroads in gaming history. The Backyard Sports series, originally created by Humongous Entertainment and launched with Backyard Baseball in 1997, had already established itself as a dominant force in children’s entertainment by the mid-2000s. However, this specific basketball iteration marked a significant transition. Development had shifted from the original Humongous team (responsible for the earlier PC and Mac titles like the 2001 original featuring Kevin Garnett and Lisa Leslie) to GameBrains, a studio known for its work on other Backyard Sports titles. This transition, occurring around 2005/2006, coincided with the series being acquired by Infogrames/Atari after Humongous’s departure.
The technological context is crucial. Released primarily on Windows, PlayStation 2, Game Boy Advance, and Nintendo DS in late 2006/early 2007, the game operated within the constraints of aging hardware. The PlayStation 2, while still popular, was nearing the end of its lifecycle, overshadowed by the launch of the PlayStation 3 and Xbox 360. The Nintendo DS and Game Boy Advance represented the handheld market, offering different technical challenges and opportunities. The game utilized the “Alchemy” engine on PC and PlayStation 2, with middleware like Bink Video handling cutscenes. These platforms dictated the visual style – full 3D on consoles and PC, but necessarily more stylized and less detailed than the cutting-edge visuals seen on the new generation consoles.
The NBA license was the cornerstone of Backyard Basketball 2007‘s identity and commercial strategy. As the ad blurb proudly declared, it was “the only game to hold the National Basketball Association license” at the time for a kid-focused title. This wasn’t just about logos and uniforms; it lent a layer of authenticity and star power that competitors lacked. The choice of Paul Pierce as the cover athlete, replacing series veterans like Tim Duncan (2004) and Kevin Garnett (2001), reflected the league’s current stars and marketing trends. The development team, led by Creative Director Erik Haldi and Technical Director Paul Reynolds (courtesy of 803 Productions), faced the challenge of translating real-world basketball action into a format simple enough for children to grasp while still feeling recognizable and exciting. The vision was clear: create a fun, fast-paced, and customizable basketball experience that leveraged star power to draw in young players who might find complex simulations intimidating, while retaining enough depth (stats, unlocks, season play) to keep them engaged. The cancellation of the planned GameCube version highlights the shifting platform landscape and the publisher’s focus on the dominant PC and PlayStation 2 markets at that time.
Narrative & Thematic Deep Dive
While Backyard Basketball 2007 is not a narrative-driven game in the traditional sense, its underlying themes and character construction are central to its appeal. The core narrative is one of accessible aspiration. The game presents an aspirational fantasy: the ability to step onto the court not as a professional athlete, but alongside them, yet in a context stripped of pressure and complexity. The “Backyard” setting is key – it evokes a sense of informal, neighborhood play, contrasting sharply with the high-stakes, televised world of the NBA. This creates a thematic bridge between the child’s own playful experiences and the professional sport they idolize.
The character roster is a masterclass in this theme. Players choose from 18 kid-sized versions of real NBA pros (Pierce, O’Neal, Iverson, McGrady, Yao Ming, James, Nash, Duncan, Wade, Carter, Anthony, Brand, Marbury, Hinrich, Odom, Wallace) and 22 original “Backyard Kids”. Each pro is instantly recognizable through exaggerated features and signature animations but rendered in a charming, non-threatening, childlike form. This “kidification” process is crucial: it removes the intimidating aura of adult superstars, replacing it with relatable, approachable avatars. The Backyard Kids, diverse in gender and ethnicity, further enhance this inclusivity. They aren’t just filler; they represent the players themselves – the kids dreaming of being like the pros. The game subtly reinforces the idea that anyone can play and find fun in the game, regardless of their physical resemblance to a star.
The dialogue is almost entirely confined to brief, often repetitive, in-game commentary from unnamed announcers during gameplay. Comments like “Nice shot!” or “He’s on fire!” serve purely as audio feedback, reinforcing the arcade-like excitement rather than driving plot. However, the customization options (creating rookie players, designing teams, choosing jerseys, logos, and courts) allow players to write their own narratives. A player could build a team underdogs featuring their custom creation alongside their favorite pros, imagining a season story of triumph. The unlockable players and power-ups add layers of progression, feeding into a theme of personal growth and achievement within the game’s world. Even the power-ups, with their whimsical effects (flaming ball, anti-gravity shoes, buttery ball), contribute to the fantastical, low-pressure environment. The overall thematic message is clear and consistent: Basketball is fun, accessible, and achievable for everyone, especially when played in the imaginative, star-studded “backyard” of video games.
Gameplay Mechanics & Systems
Backyard Basketball 2007 eschews complex simulation in favor of accessible, arcade-style mechanics that prioritize fun and ease of execution over realism. The core gameplay loop revolves around fast-paced 3-on-3 or 5-on-5 matches (depending on mode) on simplified courts with lowered hoops. The control scheme is intentionally streamlined:
- Offensive Controls: Players move their character with the analog stick (or directional pad/button combos on handhelds). Actions are mapped to simple button presses: one button for shooting, one for passing, one for calling for a screen, and one for crossover dribble/turbo sprint. Shot attempts often involve a timed “shot ring” mechanic (adjustable in options), adding a minor layer of skill timing without overwhelming complexity.
- Defensive Controls: Defense is primarily handled by switching players with a button press and then using a button to jump/reblock, steal, or “guard hard.” The AI assists significantly here, making defensive actions feel intuitive even for young players.
- Point & Click Legacy (PC/Handhelds): While the console versions used direct button control, the game’s roots (and some handheld versions) showed influence from the earlier point-and-click SCUMM engine games, though 2007 primarily utilized direct control.
The character stat system is fundamental. Every player, whether a pro or a Backyard Kid, is rated on five key attributes scaled 1-10:
1. Inside Shot: Accuracy from close range.
2. Outside Shot: Accuracy from beyond the arc.
3. Ball Handling: Likelihood of avoiding steals/dribbling effectiveness.
4. Defense: Effectiveness at stealing, blocking, and guarding.
5. Quickness: Speed of movement.
This system provides meaningful differentiation between players. Shaquille O’Neal might dominate inside but be slow with poor outside shooting, while Allen Iverson excels at ball handling and quickness. Players can create their own rookie characters, allocating points or letting the game randomize them, adding a layer of personal investment. Season Play allows these custom players to gain experience and improve stats, rewarding dedication.
Several gameplay systems add depth and variety:
* Fatigue: Players tire over time, affecting performance. Substitutions are crucial, and benches have limited space.
* Fouls & Violations: Adjustable rules add challenge and realism, with free throws awarded on hard difficulty or with fouls enabled.
* Power-Ups: Periodically awarded after baskets, these inject chaos and fun. Useful ones include the Flaming Ball (guaranteed make), Tornado (speed boost), and 110% Juice (energy restoration). Detrimental ones like the Icy Ball (harder to shoot) or Stick of Butter (poor ball handling) add unpredictability.
* Shot Ring: An optional aiming guide that helps time shots, crucial for younger players.
* Difficulty Levels: Easy, Medium, and Hard adjust AI aggression, shot difficulty, and foul calls. Easy mode even auto-aims the shot.
Modes are varied:
* Season Play: The core experience, playing through an 18-game season with playoffs and a championship. Stats are tracked.
* Pick-up Game: Quick single matches against AI or another player.
* Mini-Games: Including the classic Horse and other challenges.
* Multiplayer: Local multiplayer is a key feature, supporting head-to-head competition on consoles and PC, with handicap options to level the playing field.
* Unlockables: New players, power-ups, and bonus items (like “Big Head” mode) are earned through gameplay progression.
The overall system is designed for immediate gratification while offering enough strategic depth in team composition, player management, and mode variety to encourage repeated play. It successfully balances simplicity with just enough complexity to feel like a “real” game.
World-Building, Art & Sound
The world of Backyard Basketball 2007 is a vibrant, stylized interpretation of basketball culture, designed to be instantly appealing to children.
- Setting & Atmosphere: The game offers ten different courts, ranging from authentic NBA arenas (complete with team-specific details and crowds) to fantastical “Backyard” locales like a beach court, a city street, or a snowy rink. This variety keeps the visual experience fresh and injects a sense of fun and imagination. The environments are relatively simple but interactive, with elements like moving objects in the backgrounds contributing to the arcade feel. The lower hoop height is a constant reminder that this is kid-friendly play, not the professional game. The “Action Camera,” “Press Camera,” and “Tight Camera” options (as noted in some reviews) provide different perspectives, helping players follow the action on the smaller screens of handhelds or standard-definition TVs.
- Visual Direction: The art style is bright, colorful, and cartoonish. Character models, while low-poly by contemporary standards (especially on PS2/GBA/DS), are expressive and capture the likenesses of the NBA stars in a charming, exaggerated way. The Backyard Kids are diverse and designed to look approachable and athletic. Animations are deliberately exaggerated for comedic effect – dunks are explosive but lack complex variations, steals are comically lunges, and defensive slides are broad. This stylization serves the target audience perfectly, prioritizing clear readability and fun over realism. Uniforms and team logos are rendered faithfully thanks to the NBA license, grounding the fantastical setting in recognizable sports iconography.
- Sound Design: The audio landscape is a mixed bag but generally effective for its purpose.
- Voiced Commentary: Brief, repetitive phrases from announcers provide on-court excitement, though they can become grating over long sessions. The lack of specific player commentary beyond generic shouts is a missed opportunity.
- Sound Effects: The core sounds – the squeak of sneakers, the bounce of the ball, the swish of a net, the clang of a miss – are clear and satisfying. Power-ups have distinct auditory cues.
- Music: This is where the game’s cultural connections shine. The soundtrack is a curated blast of 90s and early 2000s pop and hip-hop heavily associated with basketball culture. Tracks like M.C. Hammer’s “U Can’t Touch This,” Quad City DJ’s “Space Jam,” R. Kelly’s “I Believe I Can Fly,” Seal’s “Fly Like an Eagle,” and Coolio’s “Gangsta’s Paradise” (along with others like “Hit ‘Em High” and “The Fresh Prince of Bel-Air” theme) create an immediate, nostalgic, and energetic atmosphere. This music choice brilliantly taps into the cultural zeitgeist surrounding basketball for the target age group, enhancing the feeling of playing in a cool, kid-friendly version of the NBA world. It’s arguably one of the game’s strongest and most memorable elements.
The overall presentation successfully builds a world that feels both authentic to basketball (through licenses and core sounds) and wholly accessible and fantastical (through visuals, setting variety, and music), creating an environment where young players feel both connected to the real sport and empowered within the game’s own rules.
Reception & Legacy
Backyard Basketball 2007 received a mixed-to-negative critical reception upon release, but found significant commercial success within its niche, cementing its legacy as a gateway sports game.
- Critical Reception at Launch: Reviewers were largely divided, acknowledging its target audience but often criticized its execution.
- IGN was particularly harsh, awarding the DS version a 6.5/10 and the PS2/PC version 2.5/10, calling it “sub-par quality” and stating “the series has again missed the mark” for its intended audience. Criticisms centered on clunky controls, poor collision detection, low-res graphics, and repetitive audio. The IGN review for PC concluded it was “just nothing here worth paying for.”
- Other Outlets showed more nuance. GameZone (PS2, 6.3/10) noted it was “fun to play” and offered variety for kids. GameDaily (PS2, 6/10) acknowledged it was “ideal for kids and parents” due to its simplicity. Operation Sports (PS2, 8/10) stood out as a positive voice, praising it as “a really good game for not only kids, but for adult gamers who want to share gaming with their children,” emphasizing the core fun and family-friendly experience over technical flaws. Common Sense Media gave it an age 6+ rating, highlighting its ease of use and positive messages about managing a diverse team.
- Commercial Performance: Despite middling reviews, the game was a commercial triumph within the children’s market. The Backyard Sports series as a whole was a consistent bestseller. The original Backyard Basketball (2001) sold 780,000 copies in the US alone by August 2006, ranking as the 15th best-selling PC game between 2000 and 2006. Combined sales of the entire Backyard Sports franchise reached 5.3 million units in the US during that period. 2007, leveraging the NBA license and multi-platform release, undoubtedly contributed significantly to this ongoing success, finding its audience among parents seeking age-appropriate sports games and young basketball fans.
- Legacy & Evolution:
- Place in the Series: Backyard Basketball 2007 stands as the fourth main entry in the basketball subseries and the first developed solely by GameBrains for the new generation of consoles/handhelds. It solidified the formula: licensed NBA stars + accessible arcade gameplay + customization + kid-friendly presentation. Its release on PS2, PC, GBA, and DS showcased the franchise’s broad reach.
- Influence: Its primary influence is not in shaping the broader sports gaming landscape, which continued its march towards hyper-realism (NBA 2K, NBA Live). Instead, its legacy lies in perfecting the entry-level basketball experience. It demonstrated that a licensed, fun, and easy-to-play game could be highly profitable and beloved by a specific demographic. It paved the way for later Backyard Sports iterations on newer platforms.
- Cultural Artifact: The game remains a nostalgic touchstone for a generation of gamers who grew up with the Backyard Sports series. Its soundtrack, in particular, featuring iconic tracks from the 90s, has become a cultural meme in gaming circles. The recent remastering of the original Backyard Basketball (2001) by Mega Cat Studios in 2025 (’01 Remaster) highlights the enduring appeal of the franchise’s concept.
- Enduring Appeal: Its core strengths – the NBA license as a draw, the simple but effective controls, the power-ups, the customization, and the inclusive Backyard Kids – ensured it remained playable and enjoyable for its target audience long after more technically advanced games arrived. It fulfilled its mission: to be the basketball game for kids who weren’t ready for (or interested in) simulation.
Conclusion
Backyard Basketball 2007 is far from a perfect game by the standards of critical analysis or contemporary sports gaming. Its dated visuals, clunky physics, repetitive audio, and lack of deep strategic complexity are undeniable flaws that rightly earned it mixed-to-negative reviews from outlets focusing on technical execution and broad appeal. However, to judge it solely on those metrics is to miss its true historical significance and artistic purpose.
Backyard Basketball 2007 succeeded not by trying to compete with NBA 2K or NBA Street on their terms, but by carving out its own distinct, vital space in the gaming ecosystem. It was a deliberately crafted experience designed to lower the barrier to entry for basketball gaming, leveraging the immense power of the NBA license to create immediate recognizable appeal for young fans. Its genius lies in its understanding of its audience: the desire to play with heroes made accessible, the fun of customization and progression, the thrill of arcade-style chaos with power-ups, and the inclusive representation offered by the diverse Backyard Kids. The vibrant, stylized visuals and, most notably, the brilliantly curated 90s/early 2000s soundtrack, further cemented its identity as a product of its time and culture.
While it may not have revolutionized the genre or inspired a wave of imitators in its specific niche, its commercial success and the enduring fondness it garners from a generation of players prove its effectiveness. It stands as a testament to the value of accessibility and licensing in children’s entertainment. Backyard Basketball 2007 is less a landmark sports title and more a beloved artifact, a time capsule of mid-2000s youth culture and a perfectly executed, if imperfect, gateway to the virtual basketball court. Its legacy is one of fun, inclusion, and the simple joy of playing hoops with your favorite NBA stars – just a little bit smaller. For that specific, crucial purpose within video game history, it remains a resounding slam dunk.