History VideoGame / SuperDodgeBall

29th Jul '17 1:47:22 PM nombretomado
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''Super Dodge Ball'' was ported to the NintendoEntertainmentSystem in 1988. While the graphics were downgraded, the sprites are different (everyone is the same size and a head-swap of each other) and the maximum number of players per team was reduced from seven to six, it also gave each team member (not just captains) two power shots instead of just one, as well as individual health gauge and full stats. There was also a [[UsefulNotes/TurboGrafx16 PC Engine]] which combined the graphics and format of the arcade version with some of features from the NES version, while adding an all new Quest Mode. A UsefulNotes/SharpX68000 version was also released, which was a straight port of the arcade game. A GameBoy version was also released that is drastically different from all the other versions, as it replaces all the international teams with themed teams featuring punks, mobsters, superheroes, pirates and ninjas.

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''Super Dodge Ball'' was ported to the NintendoEntertainmentSystem UsefulNotes/NintendoEntertainmentSystem in 1988. While the graphics were downgraded, the sprites are different (everyone is the same size and a head-swap of each other) and the maximum number of players per team was reduced from seven to six, it also gave each team member (not just captains) two power shots instead of just one, as well as individual health gauge and full stats. There was also a [[UsefulNotes/TurboGrafx16 PC Engine]] which combined the graphics and format of the arcade version with some of features from the NES version, while adding an all new Quest Mode. A UsefulNotes/SharpX68000 version was also released, which was a straight port of the arcade game. A GameBoy version was also released that is drastically different from all the other versions, as it replaces all the international teams with themed teams featuring punks, mobsters, superheroes, pirates and ninjas.
17th Jun '17 7:04:17 PM nombretomado
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After Technos went out of business, Million (a company formed by former Technos employees) made a SpiritualSequel, titled ''Bakunetsu Dodgeball Fighters''. This sequel was released in America as ''Super Dodge Ball Advance'' and after their success with the game, they brought back the rights to the Kunio characters and made an "official" sequel for the DS titled ''Super Dodge Ball Brawlers''. On August 25, 2009, Downtown Smash Dodgeball has been released on the Xbox360 as an indie title and its updated re-release Downtown Nekketsu Dodgeball has been released on July 12, 2011 on the Wii and PC with additional characters, courts, and updated music. Downtown Nekketsu Dodgeball, however, was [[NoExportForYou only available in Japan]].

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After Technos went out of business, Million (a company formed by former Technos employees) made a SpiritualSequel, titled ''Bakunetsu Dodgeball Fighters''. This sequel was released in America as ''Super Dodge Ball Advance'' and after their success with the game, they brought back the rights to the Kunio characters and made an "official" sequel for the DS titled ''Super Dodge Ball Brawlers''. On August 25, 2009, Downtown Smash Dodgeball has been released on the Xbox360 UsefulNotes/Xbox360 as an indie title and its updated re-release Downtown Nekketsu Dodgeball has been released on July 12, 2011 on the Wii and PC with additional characters, courts, and updated music. Downtown Nekketsu Dodgeball, however, was [[NoExportForYou only available in Japan]].
19th Mar '17 12:30:22 PM SparksOfTheTempest
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** For that matter, ''all'' of Team India are this. They all have the highest defense stats of anyone in the game. The reason for Swami's absurdly high defense (even by the standards of his team) is because his head swap is the one that always has the highest defense stat on his team. When you put that on the team with the highest defense, you get a character that can tank super shots like they were wads of paper.

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** For that matter, ''all'' of Team India are this. They all have the highest defense stats of anyone in the game. The reason for Swami's absurdly high defense (even by the standards of his team) is because his head swap is the one that always has the highest defense stat on his team. When Their high defense is offset by their relatively low health pool, but when nearly everything you put that on the team with the highest defense, you get do only does one point of damage, even a character that small amount of health can tank super shots like they were wads of paper.seem insurmountable.
19th Mar '17 12:26:30 PM SparksOfTheTempest
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* SlippySlideyIceWorld: Iceland, in the arcade version

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* SlippySlideyIceWorld: Iceland, in the arcade versionversion. Downplayed in the NES version; the players only slide around on the ground after hit by the ball. They can run along the ice without slipping just fine.
18th Mar '17 11:51:03 PM SparksOfTheTempest
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** For that matter, ''all'' of Team India are this. They all have the highest defense stats of anyone in the game. The reason for Swami's absurdly high defense (even by the standards of his team) is because his head swap is the one that always has the highest defense stat on his team.

to:

** For that matter, ''all'' of Team India are this. They all have the highest defense stats of anyone in the game. The reason for Swami's absurdly high defense (even by the standards of his team) is because his head swap is the one that always has the highest defense stat on his team. When you put that on the team with the highest defense, you get a character that can tank super shots like they were wads of paper.
18th Mar '17 11:48:47 PM SparksOfTheTempest
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Added DiffLines:

** For that matter, ''all'' of Team India are this. They all have the highest defense stats of anyone in the game. The reason for Swami's absurdly high defense (even by the standards of his team) is because his head swap is the one that always has the highest defense stat on his team.
18th Mar '17 11:44:03 PM SparksOfTheTempest
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* HeadSwap: Every character in the NES version.

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* HeadSwap: Every character in the NES version. The sole exceptions are Kunio and Riki.
2nd Feb '17 5:42:43 AM Morgenthaler
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* WrapAround: Striking a player with the "Around the World" Super Jump Shot will cause them to appear from the other edge of the screen.
* XMeetsY: The UsefulNotes/NeoGeo release of SuperDodgeball gives the games more of a FightingGame aesthetic, including command moves for super shots as well as counters, not to mention a [[ManaMeter meter for desperation moves]] and a way to charge it manually ala ''VideoGame/TheKingOfFighters '94''.

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* WrapAround: Striking a player with the "Around the World" Super Jump Shot will cause them to appear from the other edge of the screen.
* XMeetsY: The UsefulNotes/NeoGeo release of SuperDodgeball gives the games more of a FightingGame aesthetic, including command moves for super shots as well as counters, not to mention a [[ManaMeter meter for desperation moves]] and a way to charge it manually ala ''VideoGame/TheKingOfFighters '94''.
screen.
2nd Feb '17 4:04:03 AM Morgenthaler
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'''''Super Dodge Ball''''', [[MarketBasedTitle originally released in Japan]] as ''Nekketsu Kōkō Dodgdeball Bu'' ("Nekketsu High School Dodgeball Club", part of the [[KunioKun Kunio-kun]] series), is a video game based on dodgeball developed by Technos Japan Corp. which was originally released for the arcade in 1987.

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'''''Super ''Super Dodge Ball''''', Ball'', [[MarketBasedTitle originally released in Japan]] as ''Nekketsu Kōkō Dodgdeball Bu'' ("Nekketsu High School Dodgeball Club", part of the [[KunioKun Kunio-kun]] series), is a video game based on dodgeball developed by Technos Japan Corp. which was originally released for the arcade in 1987.
8th Oct '16 11:19:23 AM WanderingTedium
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Added DiffLines:

* WingedSoulFliesOffAtDeath: Downed players will have these. Whether it's just metaphorical or players actually ''die'' from being hit with a ball enough times is left unanswered. Just goes to show how [[SeriousBusiness extreme]] dodgeball is in the ''Kunio'' universe.
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