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PATCH 2026.11.03

Poké Jam local multiplayer: play with a friend on two devices

By VGSources Team 10 min read

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Poké Jam does not document split-screen or two-player same-keyboard play. To play this fan-made Pokémon basketball game with someone in the same room, open pokejam.xyz on two separate phones, tablets or computers. Both players select PLAY ONLINE, one makes a room and shares its six-character code, and the other joins. After a snake draft (one Pokémon per position, 12 seconds per pick), the game starts a full-court 5-on-5 match. Internet access is required even when both players are on the same Wi-Fi network.

This is Poké Jam’s live, unranked Social mode. Ranked matchmaking was still being tested on 28 October 2026, so it is not the setup path for a friend match.

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Is Poké Jam local multiplayer or online multiplayer?

It is online multiplayer that works for people sitting together. The documented same-room method gives each person a separate browser client and device; the two clients communicate over the internet. Poké Jam’s multiplayer design treats one human as the player on each client, with the opponent represented as a remote player.

There is no documented split-screen view, two-player keyboard layout, two-gamepad setup on one computer, or LAN-only mode. A yellow P1 label in a solo game means the local human is playing the CPU; it does not indicate a second couch player.

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The live site is free, requires no download and runs in a current phone or desktop browser. Social uses anonymous device sign-in for its backend session, not a Pokémon Trainer Club, Nintendo, Google or Discord account.

What do you need before starting?

  • Two devices, one for each person: phones, tablets or computers with current browsers.
  • An internet connection on both devices. Being on the same Wi-Fi does not turn the match into an offline LAN game.
  • The live address: https://pokejam.xyz.
  • A way to control the game on each device: keyboard, Xbox-layout gamepad or phone touch controls.
  • Enough time to complete the room wait and draft. A friend room can wait up to 120 seconds for its second player.

Nothing needs to be installed. If you use phones, rotate them to landscape for the clearest court view.

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How do I set up a same-room friend match?

  1. Open the game on both devices. Each player visits pokejam.xyz and waits for the main menu to load.
  2. Choose PLAY ONLINE. The live menu presents Quick match and room-code options. Choose the room option for a specific friend; Quick match searches for an available opponent.
  3. Make and share the room. One player selects make a room. The game displays a six-character Social room code. Read it aloud or send it privately to the other player.
  4. Join with the code. The second player enters that code from the room-code option. The host’s court and name become the home side once the match begins.
  5. Wait for the draft to open on both screens. Friend rooms allow up to 120 seconds for the other client, accommodating the time needed to copy a code from a message. If you picked Quick match instead, the search waits about 25 seconds before the first pick and can offer Play CPU instead.
  6. Complete the snake draft. Each player drafts one Pokémon for each of the five positions, with no duplicates. The first pick receives 15 seconds; subsequent picks receive 12 seconds. The server chooses who starts, then follows A-B-B-A-A-B-B-A-A-B order.
  7. Tip off. Social uses full-court 5-on-5 rules. Select your controls and play; online matches cannot be paused.

KungFuDOOM’s 28 October 2026 player instructions describe the flow as: "Hit PLAY ONLINE; Quick match or make a room + send the code; Snake draft, 1 Pokémon per position, 12s a pick; Ball."

What happens during the Poké Jam snake draft?

The Social pool is not a free pick from every Pokémon in the game. The server presents six random Pokémon for each position from its draft table. You select one player at a time until both teams have five.

  • Positions: cover all five starting positions. The live-site tip awards a +2 lineup bonus when your starting five includes every position.
  • Clock: the first selection has 15 seconds; later selections have 12 seconds.
  • Automatic picks: if the timer expires, the server makes a random legal selection for that player.
  • Disconnects: a player who drops out during the draft receives random picks while the server waits. If the other player has not checked in for 25 seconds, the draft is cancelled and the match closes without a result.
  • Order: a server coin flip determines who picks first, then the order reverses after each selection so neither side always gets the first choice.

Which controls does each player use?

Each client supports keyboard, gamepad and touch input. The gamepad layout follows an Xbox-style controller, but a controller is optional.

Action Keyboard Gamepad Phone
Move WASD or arrow keys Left stick or D-pad On-screen stick
Shoot / jump to block J or Space; hold and release on green meter X Blue X button
Pass / switch defender K A Green A button
Steal L B Red B button
Turbo Shift Any bumper or trigger RB control
Special move I or E when the bar is full Y Yellow Y button
Dunk Hold Shift and shoot near the rim Hold turbo and shoot near the rim Hold turbo and shoot near the rim
Pause menu P or Esc Start On-screen menu

Passing while holding Shift near a teammate at the rim attempts an alley-oop. Holding Shift while stealing performs a shove, subject to type matchups. A perfect green-meter release never misses according to the live-site tip.

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The pause menu can open over a running online game, but it does not stop the action. Hiding the browser tab also leaves the match running; quitting sends a bye.

An Xbox-layout controller can make the face-button mapping easier to remember, but each person still needs a separate device and client. Plugging two pads into one PC is not a documented Poké Jam couch setup.

What rules and network behavior should I expect in Social?

Social matches use fixed online settings: Pro difficulty, no CPU assists and quarters of at most two minutes. The format is full-court 5-on-5 at arcade pace. Fire- and Dragon-type specials can trigger an instant hot streak; Psychic, Fairy and Steel specials can guarantee the next shot; Ghost, Dark and Poison effects can temporarily prevent steals, blocks and shoves. Shoves follow type matchups—for example, a Normal-type cannot shove a Ghost-type, while a super-effective shove keeps an opponent down longer.

The multiplayer design document sets an initial input delay of eight ticks, about 133 milliseconds. It reports a two-browser check settling between eight and 13 ticks, approximately 130–220 milliseconds, when using the game’s backend. Gameplay prefers a WebRTC data channel relayed through Cloudflare TURN; if that relay is unavailable, it can fall back to Supabase Realtime. Relay-only TURN is intended to keep players from seeing each other’s IP addresses.

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If neither client sends data for 15 seconds, the game displays a connection-lost state, voids the match and records no result. Keep both browser tabs visible and avoid putting a phone to sleep during a game.

Can two people use one PC, two controllers or the same keyboard?

Not through a supported, documented mode. Poké Jam’s engine is designed for one human input stream per client. The supported friend arrangement is two clients on two devices, each with its own keyboard, gamepad or touch screen.

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Opening two browser windows on one computer is theoretically consistent with the one-human-per-client architecture, but the developer has not documented or supported it as a local setup. The same applies to two USB gamepads driving one match. If both people are at one desk, use two devices and the room-code flow instead.

What can I do if my friend is not ready?

Quick match

Quick match polls for a Social opponent about every two seconds. After roughly 15 seconds without another player, the interface offers Play CPU instead while it can continue searching. Social games never change rank.

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Play CPU

Play CPU is the practice fallback when matchmaking or backend configuration is unavailable. If anonymous sign-in fails or the build has no Supabase configuration, Social offers a CPU game rather than creating a live friend room.

Other single-player modes

Mode What you do Draft or season details
Quick Play Choose a Gym Leader or Elite Four opponent, draft a five-player team and select a court. Snake draft clock is 60 seconds per pick; rematch and redraft afterward.
Franchise Build a roster and play a longer campaign. Draft 10 Pokémon (five starters and five bench players), then play a nine-week season against eight Kanto Gym Leaders and the Elite Four, with playoffs, badges, XP, evolution, stamina, injuries, trades, free agency and a rookie draft. Saves stay in the browser.
Season Draft Draft a team and let the season simulate. Returns a record, grade and Player of the Season.

Is ranked multiplayer available for this setup?

No. The live friend path is Social, and Social is unranked. On 28 October 2026, developer KungFuDOOM wrote, "Ranked mode coming soon" and said a few more days of social-multiplayer testing were planned before ranked play. A design note describes a future hidden-MMR system starting at 1000, with K=64 for five placement games and K=24 afterward, but those values describe the planned Ranked design, not the live room-code match.

Check the current PLAY ONLINE menu before assuming Ranked has launched; its availability can change independently of the Social setup described here.

What is Poké Jam, and is it an official Pokémon game?

Poké Jam is a free, unofficial browser arcade basketball project by KungFuDOOM (@CryptoDOOM5). The official site lists 291 Pokémon on the live roster (Poké Jam and Dexerto, 2026), and the developer said it was built in just over a week before its 26 October 2026 launch. The game combines NBA-Jam-style full-court action with player cards showing overall rating, position, shooting, passing, defense, stamina, size and evolution.

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It is a non-commercial fan project and is not affiliated with Nintendo, Game Freak, The Pokémon Company, NBA 2K or NBA Jam rights holders. Pokémon names and sprites belong to their respective owners. The site’s optional $PJAM sidebar token is not needed to create a room, join a match or unlock controls.

On launch day the developer wrote, "Been building PokeJam, an arcade basketball game for over a week now. Today it’s live! Franchise mode and quick play are available now! Online multiplayer coming soon." Multiplayer went live on 28 October 2026; launch-day articles that still say online play was planned are outdated.

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How can developers run Poké Jam from source?

This is a way to host the client locally for development, not a couch-co-op method. Clone the repository at https://github.com/kungFuDOOM/PokeBasketball, install dependencies and start the Vite server:

npm install
npm run dev        # http://localhost:5173
npm run build      # static site in dist/

Without Supabase configuration, a local development build falls back to CPU play. Browser saves use pokejam.* localStorage keys. The repository README’s old “Saved for later: Multiplayer” line is stale compared with the live PLAY ONLINE menu and the Stage 1 multiplayer documentation.

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How do I fix common room and connection problems?

Symptom What to do
Friend cannot join Confirm both players selected PLAY ONLINE, that the host shared the current six-character code, and that the room has not exceeded its 120-second wait.
Draft pick disappears Reconnect before the draft closes. A timer expiry or draft disconnect causes a random legal pick; a 25-second missing check-in cancels the draft without a result.
Quick match finds nobody Wait through the search window, accept Play CPU for practice, or create a friend room instead.
Social immediately offers CPU The browser may lack backend configuration or anonymous sign-in may have failed. Refresh, allow the site’s connection, and try the room again; otherwise use Play CPU.
Match says connection lost Keep both devices awake and the game tab active. Fifteen seconds without communication voids the game, so start a new Social room after restoring the connection.

For a reproducible bug, the developer asks players to send a direct message or use the contact-page email.

Frequently asked questions

Do I need a Pokémon Trainer Club account to join a room?

No. Social creates an anonymous sign-in tied to the device and browser session. It is separate from Nintendo and Pokémon account systems, so a friend can join with the room code without registering a game account.

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Will my Franchise roster appear on my friend’s device?

No. Franchise saves are stored in the browser that created them. A Social room drafts a fresh five-player lineup from its server-provided options instead of importing a local Franchise roster.

Why does the game show P1 when I play alone?

P1 identifies the human-controlled side in a single-player match. It is not evidence that a second controller or split-screen player is active.

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Where should I report a multiplayer bug?

Use the developer’s contact page to email the issue or send a direct message to KungFuDOOM. Include whether the failure happened while making the room, entering the code, drafting or playing, plus the browser and device involved.

Frequently Asked Questions

Do I need a Pokémon Trainer Club account to join a room?

No. Social creates an anonymous sign-in tied to the device and browser session. It is separate from Nintendo and Pokémon account systems, so a friend can join with the room code without registering a game account.

Will my Franchise roster appear on my friend’s device?

No. Franchise saves are stored in the browser that created them. A Social room drafts a fresh five-player lineup from its server-provided options instead of importing a local Franchise roster.

Why does the game show P1 when I play alone?

P1 identifies the human-controlled side in a single-player match. It is not evidence that a second controller or split-screen player is active.

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Where should I report a multiplayer bug?

Use the developer’s contact page to email the issue or send a direct message to KungFuDOOM. Include whether the failure happened while making the room, entering the code, drafting or playing, plus the browser and device involved.

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