Super Dodge Ball

Arcade
47th National High School dodgeball tournament. Spring, Mount Fuji blossoms with the cherry tree park in Shizuoka Prefecture. The fight has begun. Nekketsu High takes on Hanazono High in a dodge ball battle. If they are victorious nationally, the world is next.
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0/5 Votes: 0
Developer
Technōs Japan
Released on
1987
Size
1–2 Players
Version
Arcade
Requirements
Arcade
Downloads
Sports
Publisher
Taito
ESRB Rating
Not Rated
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Description

47th National High School dodgeball tournament. Spring, Mount Fuji blossoms with the cherry tree park in Shizuoka Prefecture. The fight has begun. Nekketsu High takes on Hanazono High in a dodge ball battle. If they are victorious nationally, the world is next.

Super Dodge Ball

Overview & History

Released by Technōs Japan in 1987 as a coin-operated arcade cabinet before its iconic transition to the NES, Super Dodge Ball takes the developer's trademark juvenile delinquent aesthetic—famously seen in Renegade and Kunio-kun—and drops it onto the international athletic court. Eschewing traditional sports simulations, this frantic arcade brawler treats dodgeball as a brutal, globe-trotting martial art. Players control Sam (Kunio in Japan) and his squad of USA brawlers as they travel the world, facing off against eccentric national teams from the UK, Iceland, China, Kenya, and Japan in a quest for planetary dodgeball supremacy.

Gameplay Features & Mechanics

Unlike standard sports games, Super Dodge Ball operates on a health-bar system; catching the ball drains the opposing team's stamina, while taking direct hits depletes yours. The court is split horizontally, with players positioned on the sides and outer boundaries acting as passing zones to flank opponents. The core mechanic revolves around executing devastating "Super Shots." By charging up while running, characters unleash signature projectiles—such as Randy's fiery spiral or local variant trick shots—that curve, accelerate, or leave trails of destruction, knocking opponents completely off-screen. Teammates can coordinate rapid-fire passes to build momentum, turning the ball into a high-speed missile. The chaotic pacing requires split-second timing to intercept flying balls or duck incoming attacks before your entire roster is knocked unconscious.

Keyboard Controls

  • Arrow Keys / D-Pad: Move
  • Action Keys: Attack / Jump
  • Enter: Start / Pause

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