Super Dodge Ball, originally released in Japan as "Nekketsu High School Dodge Ball Club", is a dodge ball-based sports game released for the arcades and the Nintendo Entertainment System developed by Technos. Originally released in Japan as part of the Kunio-kun series, it was released in North America in June of 1989. Super Dodge Ball departs from the traditional rules where you tag your opponents until all players in the field have been eliminated. Instead, you must repeatedly pummel the opposing team's players until they not only die, but their very soul escapes their lifeless body and ascends to heaven.
Best time, easy difficulty: 0:06:46 by Jeremy 'DK28' Doll on 2009-06-22.
Author's comments:
I always enjoyed this game and had considered speed running it for quite some time. My final motivating factor was to get the first "sports game" onto SDA. While Super Dodge Ball does depart a bit from the game we all played in school, it is still technically a ball game.
Some technical notes. This run achieved two major goals. Never take damage and have zero turnovers. To elaborate, I use Sam for the duration of the run. I found that while some throws take off a little bit more power, Sam's Frisbee spear still brings the pain, while simultaneously hitting opponents, passing through them to hit multiple targets and keeping the ball in my possession. Even one throw that hits harder, but gives the other team the ball, can take as much as seven seconds to recover, depending on how the CPU passes it around. The other hard part to keep track of is that the ball is inherently programmed to hit whoever the "active" opponent is. So you have to shoot for that person while steering the ball. Fighting this will only bring trouble. I'm also a line crossing whore, just to get up close and personal before killing. In retrospect, I'm surprised Nintendo allowed such a violent game on the NES...
Super Murder Ball -
USA All-Stars - All Stars my ass. If this takes more than four throws, reset.
England - Pushovers really. Scott hangs around for one more shot to the head.
India - Yes, change is necessary. May the god of divine luck smile upon you if you plan on running against Swami. He'll take all you got at just one damage point per hit, two if you're lucky. It normally takes about seven attempts back and forth to trick the game into not picking him. It did it first time here, so the rest is straight genocide.
Iceland - Isn't Iceland actually very green? Anyway, big power bars + low defense = win for me. This fight actually went very well considering the damage you still need to rack up.
China - Death to communism! My only error is here. I was guiding the ball against hitting the active CPU, like I mentioned above. I made up for it with an otherwise clean fight. China, Wang in particular, is usually the one team that catches at least one throw just to piss me off. So I beat that wang into submission.
Kenya - This team's motto is "We duck in ways you never even heard of". This team grabs the ground like it's made of boobs. Some good AI luck though as Oba is the primary offender in ducking and he has the worst defense. This allows for a swift finish considering the floor humping.
Japan - Bar none, one of, if not THE, best fights against Japan I've had. Sato is usually an ass, because Daniel-san took all his money in that ice-breaking competition. (If you don't get that joke, you missed one of the best movies of the 80's. The original is awesome too) You're the best...around...nothing's gonna ever keep you down!
USSR, not Russia - Normally a formidable team. This performance shows they need to hang out with Zangief more. Wrestling bears and growing shin hair. The only remotely successful move is when Ivan ducks my shot.
Shadow Clones - This is also a benefit of the India switch. I take that time to change my in-field roster into the weakest Americans defensively. Except for Sam of course. This makes the final fight easier as they clone your current team. Because of the clone Sam, I try to make sure I hit him with just about every shot, almost to a fault. But this was another great fight. The final two shots being a triple hit to send them to the grave all at once saved several precious seconds.
Overall, I feel this was a fantastic run with some great luck. Between the first try India switch, no computer catches, and the final three stages going really, really well, all in the same run, I'll take it to the bank.