Super Dodge Ball: Difference between revisions

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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 a power shots. 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.
 
''Super Dodge Ball'' was ported to the [[Nintendo Entertainment System]] in 1988. While the graphics are 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 [[Turbo Grafx TurboGrafx-16|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 [[Sharp X 68000]] version was also released, which was a straight port of the arcade game. A [[Game Boy]] version was also released that is drastically different from all the other versions, as it replaces all the international teams with themed teams feature punks, mobsters, superheroes, pirates and ninjas.
 
In Japan, a Super Famicom sequel was released titled ''Kunio-kun no Dodgeball Dayo Zen'in Shūgō'', which featured even more teams than the NES version, along with fully customizable character stats, teams, and stages. It featured all the foreign teams from the Famicom version, as well as several new ones, plus various characters from the ''Downtown Nekketsu'' (''[[River City Ransom]]'') sub-series of Kunio games.