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* LawyerFriendlyCameo: The character who hands out the trophy in the arcade game was none other than Franchose/{{Superman}} in the Japanese version. The American version changed him into a generic ninja. Justified, as the final match is in the United States in the Japanese version and in Japan in the American version.

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* LawyerFriendlyCameo: The character who hands out the trophy in the arcade game was none other than Franchose/{{Superman}} Franchise/{{Superman}} in the Japanese version. The American version changed him into a generic ninja. Justified, as the final match is in the United States in the Japanese version and in Japan in the American version.
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''Super Dodge Ball'' was ported to the UsefulNotes/NintendoEntertainmentSystem in 1988 by Creator/SonyImagesoft. 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 UsefulNotes/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.

to:

''Super Dodge Ball'' was ported to the UsefulNotes/NintendoEntertainmentSystem Platform/NintendoEntertainmentSystem in 1988 by Creator/SonyImagesoft. 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 [[Platform/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 Platform/SharpX68000 version was also released, which was a straight port of the arcade game. A UsefulNotes/GameBoy Platform/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.



Another sequel was released for the UsefulNotes/NeoGeo, simply titled ''[[RecycledTitle Super Dodge Ball]]'' (or ''Kunio no Nekketsu Dodgeball Densetsu''), which changed the rules a bit so that only each team has three members (the eliminated members are moved to the outer court) and made the Power Shots executable through FightingGame-style commands (adding Super Move-style Power Shots that are executable only by filling out a power gauge). It's one of the most sought after Neo-Geo games ever made, as it was the last game ever produced by Technos Japan Corp.

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 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]].

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Another sequel was released for the UsefulNotes/NeoGeo, Platform/NeoGeo, simply titled ''[[RecycledTitle Super Dodge Ball]]'' (or ''Kunio no Nekketsu Dodgeball Densetsu''), which changed the rules a bit so that only each team has three members (the eliminated members are moved to the outer court) and made the Power Shots executable through FightingGame-style commands (adding Super Move-style Power Shots that are executable only by filling out a power gauge). It's one of the most sought after Neo-Geo games ever made, as it was the last game ever produced by Technos Japan Corp.

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 UsefulNotes/Xbox360 Platform/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]].



* CanonForeigner: Miyuki and Kenji from the UsefulNotes/NeoGeo version, as well as all the sidekick characters.

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* CanonForeigner: Miyuki and Kenji from the UsefulNotes/NeoGeo Platform/NeoGeo version, as well as all the sidekick characters.



* FreudianExcuse: In the UsefulNotes/NeoGeo version, D.B. Maou wants to rid the world of dodgeball because [[spoiler: he accidentally killed his wife when a power shot he intended for an opponent hit the crowd she was in instead.]]

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* FreudianExcuse: In the UsefulNotes/NeoGeo Platform/NeoGeo version, D.B. Maou wants to rid the world of dodgeball because [[spoiler: he accidentally killed his wife when a power shot he intended for an opponent hit the crowd she was in instead.]]
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Added DiffLines:

** In the original Japanese version, the player-controlled team is Japanese. In the American version, it's an American team.
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In the original arcade game, the player takes control of the American team (or the Japanese team, depending on the version) as they face off against the rival national team, and then five rival teams from different nationalities (England, Iceland, China, Kenya, and Japan/America). The play mechanics in the arcade are simple, with the captain being the only member of the player's team to possess the power shot move. Most of the characters can be eliminated with two or three well delivered running or jumping shots, but all of the CPU teams in the arcade version have backup members that will replace their teammates when they're eliminated.

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In the original arcade game, the player takes control of the a Japanese or American team (or (depending if it's the Japanese team, depending on the version) or American version, respectively) as they face off against the rival national team, and then five rival teams from different nationalities (England, Iceland, China, Kenya, and Japan/America). The play mechanics in the arcade are simple, with the captain being the only member of the player's team to possess the power shot move. Most of the characters can be eliminated with two or three well delivered running or jumping shots, but all of the CPU teams in the arcade version have backup members that will replace their teammates when they're eliminated.
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''Super Dodge Ball'' was ported to the 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 UsefulNotes/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.

to:

''Super Dodge Ball'' was ported to the UsefulNotes/NintendoEntertainmentSystem in 1988.1988 by Creator/SonyImagesoft. 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 UsefulNotes/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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Added DiffLines:

* ShoutOut: In the Neo Geo game, the final boss D. B. Maou's true form seems to be a parody of none other than [[https://en.m.wikipedia.org/wiki/Shoko_Asahara Shoko Asahara]], the leader of the terrorist ApocalypseCult Aum Shinrikyo. This might be one of the reasons why the game was never released in Japan, since it came barely a year after the [[https://en.m.wikipedia.org/wiki/Tokyo_subway_sarin_attack Tokyo subway sarin attack]].
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* LawyerFriendlyCameo: The character who hands out the trophy in the arcade game was none other than {{Superman}} in the Japanese version. The American version changed him into a generic ninja. Justified, as the final match is in the United States in the Japanese version and in Japan in the American version.

to:

* LawyerFriendlyCameo: The character who hands out the trophy in the arcade game was none other than {{Superman}} Franchose/{{Superman}} in the Japanese version. The American version changed him into a generic ninja. Justified, as the final match is in the United States in the Japanese version and in Japan in the American version.
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None

Added DiffLines:

* AfricaIsACountry: The arcade version of the original game has you face various countries (U.S., Iceland, China, etc.) and the ''continent'' Africa. Averted in the console ports where Africa is replaced with Kenya.


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* ScratchDamage: Each hit, regardless of who throws it or who gets hit, deals a minimum of 1 or 2 damage. This can be useful when facing StoneWall players or teams (e.g. Team India) as you can use the sideline players to chip away at nearby opponents by repeatedly hitting them.
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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. Their high defense is offset by their relatively low health pool, but when nearly everything you do only does one point of damage, even a small amount of health can seem insurmountable.

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. Their high defense is offset by their relatively low health pool, but when nearly everything you do only does one point of damage, even a small amount of health can seem insurmountable.insurmountable, and even if Swami isn't a part of the active roster, India will very likely still be the team that takes the longest to beat.
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* LawyerFriendlyCameo: The character who hands out the trophy in the arcade game was none other than {{Superman}} in the Japanese version. The American version changed him into a generic ninja.

to:

* LawyerFriendlyCameo: The character who hands out the trophy in the arcade game was none other than {{Superman}} in the Japanese version. The American version changed him into a generic ninja. Justified, as the final match is in the United States in the Japanese version and in Japan in the American version.
Is there an issue? Send a MessageReason:
None


** The NES game has a slightly more complex example. In the Japanese version, the final team were the Americans (just like in the arcade game). In the American version, the two Japanese teams were made into Americans, the American team was made into a Japanese team that has the stats of the Soviet team and the Soviet team uses the stats of the American team. This was done so that the Soviet team would be made into the final team in the game, since the game was released at the tail end of the UsefulNotes/ColdWar.

to:

** The NES game has a slightly more complex example. In the Japanese version, the final team were the Americans (just like in the arcade game). In the American version, the two Japanese teams were made into Americans, the American team was made into a Japanese team that has the stats of the Soviet team and the Soviet team uses the stats of the American team. This was done so that the Soviet team would be made into the final team in the game, since the game was released at the tail end of the UsefulNotes/ColdWar. Notably, unlike in the arcade version, the Americans still wear green and the Japanese still wear white regardless of which version you're playing.
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''Super Dodge Ball'' was ported to the 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.

to:

''Super Dodge Ball'' was ported to the 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 UsefulNotes/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'', [[MarketBasedTitle originally released in Japan]] as ''Nekketsu Kōkō Dodgdeball Bu'' ("Nekketsu High School Dodgeball Club", part of the ''VideoGame/KunioKun'' series), is a video game based on dodgeball developed by Technos Japan Corp. which was originally released for the arcade in 1987.

to:

''Super Dodge Ball'', [[MarketBasedTitle originally released in Japan]] as ''Nekketsu Kōkō Dodgdeball Dodgeball Bu'' ("Nekketsu High School Dodgeball Club", part of the ''VideoGame/KunioKun'' 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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Deleting a red link.


** A [[OddManOut rarer head]] amongst a team usually indicates that player as the strongest member or captain. Certain faces usually indicate what abilities and super shots they have.

to:

** A [[OddManOut rarer head]] head amongst a team usually indicates that player as the strongest member or captain. Certain faces usually indicate what abilities and super shots they have.
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Factual error. By 1987 the USSR was already two years into the perestroika era and the Cold War was winding down. The last date that could be called the "height" of the Cold War was 1983, with the Able Archer incident, and historians often put it in the 1960s. But definitely not 1987.


** The NES game has a slightly more complex example. In the Japanese version, the final team were the Americans (just like in the arcade game). In the American version, the two Japanese teams were made into Americans, the American team was made into a Japanese team that has the stats of the Soviet team and the Soviet team uses the stats of the American team. This was done so that the Soviet team would be made into the final team in the game, since the game was released at the height of the UsefulNotes/ColdWar.

to:

** The NES game has a slightly more complex example. In the Japanese version, the final team were the Americans (just like in the arcade game). In the American version, the two Japanese teams were made into Americans, the American team was made into a Japanese team that has the stats of the Soviet team and the Soviet team uses the stats of the American team. This was done so that the Soviet team would be made into the final team in the game, since the game was released at the height tail end of the UsefulNotes/ColdWar.
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Added image.


[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/super_dodge_ball.png]]



* WrapAround: Striking a player with the "Around the World" Super Jump Shot will cause them to appear from the other edge of the screen.

to:

* WrapAround: Striking a player with the "Around the World" Super Jump Shot will cause them to appear from the other edge of the screen.screen.
----
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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.

to:

''Super Dodge Ball'', [[MarketBasedTitle originally released in Japan]] as ''Nekketsu Kōkō Dodgdeball Bu'' ("Nekketsu High School Dodgeball Club", part of the [[KunioKun Kunio-kun]] ''VideoGame/KunioKun'' series), is a video game based on dodgeball developed by Technos Japan Corp. which was originally released for the arcade in 1987.
Is there an issue? Send a MessageReason:
None


''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.

to:

''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.
Is there an issue? Send a MessageReason:
None


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]].

to:

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]].
Is there an issue? Send a MessageReason:
None


** 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.

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 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.
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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.
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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.
Is there an issue? Send a MessageReason:
None

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.
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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.

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