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NBA Jam cheats are not universal: the correct button combination depends on whether you are playing the original 16-bit release on SNES or Genesis, and it does not automatically carry over to Tournament Edition or an arcade cabinet. For the original home versions, enter the first two initials normally, move the selector to the third initial, then use the platform-specific combination shown below. Genesis uses Start plus A, B, or C; SNES uses L, R, and Start plus X or A.
Identify your exact NBA Jam version first
“NBA Jam” can refer to several different code environments. The original home release on Super Nintendo Entertainment System (SNES) and Sega Genesis has its own controller labels and documented hidden-player procedure. NBA Jam: Tournament Edition is a separate edition, and arcade cabinets can differ by cabinet revision and service configuration.
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The 12-character table in this guide comes from Dan Amrich’s FAQ, version 1.3, dated April 7, 1994. That document describes secret-player codes for the covered 16-bit home versions. It is useful historical documentation, but it is not proof that every code works on every later compilation, rerelease, region, emulator, Tournament Edition cartridge, or arcade revision.
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- Original SNES cartridge: use the SNES column and SNES button names.
- Original Genesis cartridge: use the Genesis column and Genesis button names.
- Tournament Edition: treat it as a separate game and consult Tournament Edition-specific documentation.
- Arcade: identify the cabinet and revision before using an arcade listing; do not merge arcade inputs with home-console inputs.
If you are unsure which edition you have, check the title screen, cartridge label, manual, and platform. A code entered on the wrong version can look like a failed input when the real problem is that the code belongs to another release.
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How the original home-version unlock method works
The documented method uses the initials-entry screen. It is not entered during a live game. Type the first two initials as usual, move the selection cursor to the third initial, and then perform the button combination for the character you want.
- Open the initials or name-entry screen used for the record or player profile.
- Enter the first initial of the three-character code.
- Enter the second initial normally.
- Move the selection cursor to the third initial, but do not simply confirm it in the ordinary way.
- On Genesis, hold Start and press the listed A, B, or C button.
- On SNES, hold L, R, and Start together, then press the listed X or A button.
- Release the buttons after the final input and check whether the hidden character appears in the resulting player or team selection.
The final input is platform-specific. For example, the code for Bill Clinton is ARK; use Genesis Start + A or SNES L + R + Start + X. Do not substitute SNES buttons for Genesis buttons simply because the controller has a similar layout.
Confirmed hidden-player codes in the 1994 home-version FAQ
The following table transcribes the 12 secret-player entries listed by Amrich’s FAQ. “Genesis” and “SNES” refer to the final button combination performed on the third initial. The underscore characters in QB_ and UW_ are shown exactly as documented; do not silently replace them with another character.
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|---|---|---|---|
| ARK | Bill Clinton | Start + A | L + R + Start + X |
| NET | Al Gore | Start + B | L + R + Start + A |
| MJT | Mark Turmell | Start + A | L + R + Start + A |
| RJR | Jamie Rivett | Start + B | L + R + Start + X |
| SAL | Sal DiVita | Start + C | L + R + Start + X |
| AIR | Air Dog | Start + A | L + R + Start + X |
| CAR | Chow-Chow | Start + C | L + R + Start + X |
| QB_ | Kabuki | Start + A | L + R + Start + X |
| ROD | Scruff | Start + B | L + R + Start + X |
| SAX | Weasel | Start + C | L + R + Start + X |
| DIS | P-Funk | Start + C | L + R + Start + A |
| UW_ | Warren Moon | Start + A | L + R + Start + A |
The FAQ describes these as the 12 secret-player codes confirmed for the home versions as of April 7, 1994. “Confirmed” is therefore a statement about that document and date, not a modern guarantee covering every port or rerelease.
Reading the table correctly
Each row has two separate pieces: a three-character initials string and a final button input. The initials identify the hidden player; the button input tells the game that the third character is a secret entry rather than an ordinary name. You must use both parts in the same attempt. Entering the right initials but confirming the third character normally will not perform the documented unlock.
The Genesis column contains only the three face-button choices used by that controller: A, B, or C, always held with Start. The SNES column contains either X or A, always with L, R, and Start. Several SNES rows end in the same button, which is expected. For example, Bill Clinton, Jamie Rivett, Sal DiVita, Air Dog, Chow-Chow, Kabuki, Scruff, and Weasel all use the SNES X ending; the initials are what separate them.
Do not “correct” the spelling, punctuation, or underscore notation based on a modern roster. QB_ and UW_ are transcribed with an underscore, and the 1994 FAQ is the document that defines this particular table. If your version presents the name-entry symbols on more than one page, navigate to the underscore symbol rather than choosing a blank space.
Genesis instructions and ordinary controls
Entering a Genesis hidden-player code
At the third initial, hold Start and press the table’s Genesis letter. Use A, B, or C exactly as listed. The Genesis method does not use the SNES shoulder buttons, and pressing the wrong letter can produce an ordinary entry rather than an unlock.
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For instance, to try Kabuki, enter QB_, move to the underscore position, then hold Start and press A. To try Sal DiVita, enter SAL, move to the final position, then hold Start and press C.
Genesis teammate-control setting
The Genesis manual describes a control option that determines whether a human controls one player while the computer controls the teammate, or whether one player can control both teammates. If a second human joins, the control arrangement can change according to that setting. This is separate from the hidden-character code: configure gameplay control in the game’s options, then enter the initials code at the appropriate name-entry screen.
Because Genesis menus and controller labels are not identical to SNES menus, do not assume that an instruction written for the SNES manual maps one-for-one to the Genesis version. If a menu offers a one-player-versus-both-players control choice, read that setting as the relevant Genesis control behavior.
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Entering an SNES hidden-player code
At the third initial, hold L, R, and Start at the same time, then press the listed final button, either X or A. For Bill Clinton, the sequence is ARK, followed by L + R + Start + X on the third initial. For Al Gore, use NET, followed by L + R + Start + A.
The SNES table intentionally contains several entries with the same final input. The initials distinguish the characters; the final button combination is not intended to identify a character by itself.
Switching teammates during play
The SNES instruction manual says that pressing A, B, X, or Y switches which teammate the player controls. This is an ordinary gameplay action, not a cheat. If you are trying to control the other player after an unlock, use the face button assigned by the manual rather than re-entering the initials code.
Joining a game already in progress
The same manual says a player can join an in-progress game by pressing Start on that controller. This explains why Start appears in both normal multiplayer operation and the hidden-player sequence, but the contexts are different: joining uses Start during a game, while the cheat uses Start during the final initials input together with the required shoulder and face buttons.
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Genesis example: Air Dog
- Reach the initials-entry screen.
- Enter A, then I.
- Move to the final initial, R.
- Hold Start and press A.
- Continue to the character or team screen and check for Air Dog.
SNES example: P-Funk
- Enter D, then I.
- Move to the final initial, S.
- Hold L, R, and Start.
- Press A while those buttons are held.
- Check the resulting roster for P-Funk.
Why the same character can look different across platforms
Mark Turmell uses MJT with Genesis Start + A and SNES L + R + Start + A. The initials do not change, but the controller action does. That difference is intentional in the documented home-version method.
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Controller setup, timing, and emulator mapping
The instructions describe buttons by their labels, not by a modern emulator’s keyboard names. On original hardware, look at the lettering printed on the controller. On an emulator, first confirm which physical key is mapped to Genesis A, B, C, and Start or to SNES L, R, X, A, and Start. A keyboard key called “J” or “Enter” has no inherent relationship to the game’s A or Start input until you assign it.
Hold the required buttons while the cursor is on the third initial. Do not press the final face button first and then add Start, L, or R afterward; the documented sequence calls for the modifier buttons to be held when the final button is pressed. If the name-entry screen advances immediately when you tap a face button, return to the screen and repeat the attempt with the cursor parked on the third character.
A second controller is not required merely to enter a hidden-player code. The SNES manual’s Start-to-join instruction concerns a player entering a game already in progress. It does not replace the code sequence and does not mean that another person must press Start during the initials entry.
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Buying or replacing a home cartridge
If you need the original game, a physical SNES cartridge is the relevant product category for the SNES instructions, while a Genesis cartridge is required for the Genesis column. Buying a cartridge is optional if you already have legitimate access to the game. Before paying, verify the platform, whether the listing is the original game or Tournament Edition, region, cartridge condition, label accuracy, and whether the seller actually includes the manual or accessories shown.
There is no single reliable current price to quote here: condition, region, testing, and seller inventory can change the cost substantially. Treat any marketplace price as a live listing rather than a fixed value, and check return terms if the code matters to your purchase. A cartridge listing should never be assumed to support the other platform’s button sequence.
Troubleshooting a code that does not work
Confirm the edition before changing your timing
First verify that the title is the original NBA Jam rather than Tournament Edition. Tournament Edition has its own cheat listings and a separate SNES manual with a “Jam Controls” section. The available documentation does not establish a complete code-by-code equivalence between the original and Tournament Edition, so an original-version entry should not be treated as a Tournament Edition instruction.
Check the platform column
On Genesis, the combination is Start plus A, B, or C. On SNES, it is L, R, and Start plus X or A. Using Start plus A on SNES omits the required shoulder buttons; using L and R on Genesis asks for buttons that are not part of the Genesis method.
Make sure the third initial is selected
The FAQ’s procedure places the combination on the final initial. Entering all three letters normally and then pressing the combination later is a different sequence. Return to the initials screen, enter only the first two normally, move to the third position, and perform the platform-specific input there.
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Recheck unusual initials
QB_ and UW_ include an underscore in the documented table. If the screen offers a separate symbol or punctuation page, select the underscore rather than substituting a space, another letter, or a visually similar mark.
Account for hardware and software differences
The historical FAQ does not verify every region, cartridge revision, emulator, compilation, or modern rerelease. If the exact original cartridge and platform still reject a correctly entered code, record the title-screen edition, region, hardware or emulator, and controller mapping before trying another source. A remapped emulator button can make the on-screen A, B, X, or Y label differ from the physical key you are pressing.
Do not infer arcade compatibility
Arcade reference material lists cabinet secrets and an NBA Jam operations manual, but that does not establish that a home-console code works on a particular arcade revision. Arcade inputs should be checked against the cabinet’s own documentation and revision, not copied from the SNES or Genesis table.
Original NBA Jam, Tournament Edition, and arcade: what can be compared
| Version | Documented input context | What the available evidence establishes | What remains uncertain |
|---|---|---|---|
| Original SNES | Initials screen; L + R + Start plus X or A | The 1994 FAQ lists 12 home-version entries; the SNES manual documents teammate switching and joining with Start. | Applicability to every region, rerelease, compilation, or revision is not established. |
| Original Genesis | Initials screen; Start plus A, B, or C | The 1994 FAQ lists the Genesis final inputs; the Genesis manual documents one-player-versus-both-players control options. | Applicability to every region, rerelease, compilation, or revision is not established. |
| Tournament Edition | Separate edition with its own listings and manuals | Tournament Edition should be treated as a distinct code environment. | No complete code-by-code equivalence or difference list is established here. |
| Arcade | Cabinet-specific controls and service documentation | Arcade reference material exists, including an operations manual listing. | A home-console code is not proven to work on a particular cabinet or revision. |
This comparison is deliberately conservative. It separates what the platform manuals and historical FAQ document from compatibility claims that would require testing on a particular cartridge, cabinet, or rerelease.
A practical checklist before you enter a code
- Read the title screen and identify original NBA Jam versus Tournament Edition.
- Identify SNES, Genesis, or arcade hardware.
- Use the correct three-character initials, including the underscore in QB_ or UW_.
- Enter the first two initials normally.
- Move to the third initial before pressing the combination.
- Use Genesis Start + A/B/C or SNES L + R + Start + X/A, never a mixture of the two methods.
- If it fails, verify controller mapping, edition, region, and revision before assuming the character was removed.
- For Tournament Edition or arcade play, use documentation for that exact edition or cabinet.
What these cheats do—and what they do not change
The documented entries add named hidden characters to the available roster through the initials-entry method. They do not constitute a general control remap, a universal unlock for every NBA Jam release, or evidence that ordinary teammate controls change. On SNES, switching teammates still uses the manual’s A, B, X, or Y controls; on Genesis, the one-player-versus-both-players behavior still comes from the game’s control option.
Because the central list is a version-dated FAQ rather than a modern compatibility database, treat each successful unlock as specific to the game and platform on which you entered it. Keep the platform column beside you while entering the code, and preserve the exact initials spelling shown in the table.
Frequently Asked Questions
Do these hidden-player codes work in NBA Jam: Tournament Edition?
Do not assume they do. Tournament Edition is a separate game with its own cheat listings and SNES manual, and no complete code-by-code equivalence is established here. Use documentation for the exact Tournament Edition platform.
Can I enter a code during a live match?
No. The documented procedure uses the initials or name-entry screen. Enter the first two initials, move to the third, and perform the platform-specific button combination there.
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Why do some SNES characters share the same final button?
The initials identify the character, while the final button signals the hidden-entry action. Multiple rows can therefore use SNES X or SNES A without being duplicates.
What do the underscores in QB_ and UW_ mean?
They are part of the initials as transcribed in the April 7, 1994 FAQ. Select an underscore symbol on the name-entry screen rather than substituting a space or another letter.
Do I need a second controller to unlock a character?
No. A second player may press Start to join a SNES game already in progress, but that ordinary multiplayer instruction is separate from the initials-screen code.
Are the SNES and Genesis buttons interchangeable?
No. Genesis uses Start plus A, B, or C. SNES uses L, R, and Start plus X or A. Mixing the columns is a common reason for a failed attempt.
Will a home-console code work on an arcade cabinet?
That is not established. Arcade secrets depend on the cabinet and revision, so use the cabinet’s own service documentation instead of copying the home-console table.
Can an emulator change whether a code works?
The code itself is documented for the home versions, but an emulator’s controller mapping can put A, B, X, Y, L, R, or Start on different keys. Verify the mapping before concluding that the entry failed.
What should I check when buying a cartridge?
Confirm the platform, original NBA Jam versus Tournament Edition, region, condition, and return terms. Prices vary with seller inventory and cartridge condition, so no single current price should be treated as standard.
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For the original SNES and Genesis releases, enter the first two initials normally, select the third initial, and use the correct platform column: Genesis Start plus A, B, or C; SNES L, R, and Start plus X or A. The 12 entries come from Dan Amrich’s version 1.3 FAQ dated April 7, 1994, so treat them as version-specific instructions rather than universal codes for Tournament Edition, rereleases, or arcade cabinets.
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