These changes led to each team having their own strategies, strengths and weaknesses. The short timer of each match combined with the replacement players in the arcade version and the fact that only the leader could perform Power Shots (and if eliminated, the player was at a disadvantage) required that adjustments be made for the console version. The game takes the rules of real dodge ball and makes changes to them in order to make the game competitive and violent instead of recreational.Īccording to Yoshida, in the Famicom version each character was given stats and Power Shots because the arcade version was difficult (which was made to make gameplay short and force players to insert quarters into the game). The game was completed in five months by a team of six to seven people, including Sato, Kishimoto and M. Prior to development, the staff at Technōs, including the president, decided to open a dodge ball tournament at Shinjuku West Exit Park. The idea of a dodge ball game was envisioned by Hiroshi Sato (who worked at Taito at the time). The port on the Sharp X68000 developed by SPS is exactly like the arcade version, with the addition of stereo sound, parallax scrolling and a secret options mode. It uses the gameplay of the arcade version but gives individual stats, super shots and names to each player like the Famicom version, and has a quest mode in which Kunio and the Nekketsu team (along with the captains other teams that can join when defeated) face of against aliens. "Nekketsu High School Dodgeball Club: PC Extra Edition"), developed by KID and published by Naxat Soft in 1990. ![]() The game also received another enhanced port on the PC Engine titled Nekketsu Kōkō Dodgeball Bu: PC Bangai Hen (熱血高校ドッジボール部 PC番外編 lit. Since no peripherals were yet released to allow for more than two players on the NES at the time of the game's release, Club Activity (renamed Bean Ball mode) only allows two players. for the NES, also named Super Dodge Ball. This version was released in North America by CSG Imagesoft Inc. The game has a versus mode where players can use any team, along with a practice mode (Club Activity) that allows up to four players to play as the Nekketsu Team with no boundaries (this was the first game on the Famicom that allowed 4 players to play simultaneously). It also includes two new teams, India and USSR. It first received an enhanced port on the Famicom in 1988, which gives names and stats to the players on each team, along with unique super shots for each character on the ground and in the air. ![]() ![]() The game was ported to multiple platforms. The idea behind the players in the game taking multiple hits was taken from the original Kunio-kun game, while the existence of the super shots emerged from a dodge ball tournament the developers made during development (they would run and jump prior to throwing the ball at someone). ![]() According to Yoshihisa Kishimoto, Kunio's popularity in Japan as a result of Nekketsu Kōha Kunio-kun led to the character being added to the game, as well as various elements from that game. The game was designed by Hiroshi Sato, who wanted to create a dodge ball simulator game. Nekketsu Kōkō Dodgeball Bu is the first Kunio-kun sports game and the first dodge ball video game. Unlike Renegade (the North American version of Nekketsu Kōha Kunio-kun) this localization made few changes to the game's graphics, teams were simply swapped around as well as the audio samples. The North American version of the game, re-titled Super Dodge Ball, was published by Leland Corporation. Nekketsu High School Dodgeball Club (熱血高校ドッジボール部 Nekketsu Kōkō Dodgeball Bu) is the second game in the Kunio-kun series, a dodge ball sports game released in arcades in 1987 and developed and published by Technōs Japan Corp. 1 or 2 players (competitive) Famicom Up to 4 players (multiplayer, competitive) NES 1 or 2 players (multiplayer, competitive)
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