Super Dodge Ball (NES)/Gameplay

Changes from the arcade

 * There are only three inner-court players as opposed to the four which appear in the arcade. There are still three outer-court players on each edge of the opposing team's box.  There are no replacement players for computer controlled teams.
 * There is no time limit as opposed to the three minute time limit in the arcade. There is also no penalty for holding on to the ball for long periods of time.  You may hold on to the ball and not use it to attack for as long as you like.
 * Players of the same type no longer have the same amount of health. Each player has a different amount of health according to his Energy stat.  The amount of energy remaining for the three inner-court players is shown at the top of the screen in the form of an energy meter.
 * There are two new countries, India and Russia, expanding the single player tournament to eight rounds with a bonus ninth round against a mirror image shadow team if you defeat every team in the game without losing a single player.
 * There are six different player types instead of just four, and they are no longer distinguished by body type. Rather, they are distinguished by face type.  Every team is composed of exactly one case of each player type.  However, the same type of player on two different teams are not identical.
 * Not only are regular players capable of performing Power Shots, they each have one distinct Power Shot, and one distinct Aerial Power Shot. In addition, there are "Nice Shots" which are normal shots that do more damaged when performed correctly.

Stats
Every player in the game has seven stats which determine his skills and abilities. These stats are:

Types
There are six different types of players. One of each type is represented in every team.

Nice Shots
Nice Shots do twice as much damage as a regular shot. They are performed by executing a regular throw in just the right fashion, and can only be performed by player with very high Throw Technique values, particular Type F players. When performed correctly, the ball does not change in appearance, but the ball travels a little faster, and a whooshing sound can be heard as the ball flies through the air.


 * Jumping Nice Shot:To perform a jumping nice shot, the ball must be thrown right around the apex of a standing jump.
 * Dashing Nice Shot:To perform a dashing nice shot, the ball must be thrown when the player takes the ninth step of a dash to the line.
 * Jumping Dash Nice Shot: To perform a jumping dash nice shot, the player must jump after the ninth step of a dash to the line, and the ball must thrown right around the apex of the jump. This particular shot will do tremendous damage, far more than any Power Shot.

Power Shots
Power Shots are performed by running a short distance, and then pressing and holding. If performed correctly, the ball will flash and its movement will take on different properties, depending on what type of Power Shot the player is capable of performing. Each team captain has their own unique Power Shot.

Note that in the Famicom version, the execution of Power Shots is much more precise, as the ball must be thrown on the seventh step of a dash.


 * The Blaster: When thrown, the ball flattens out and streaks across the screen. It doesn't stop after it hits an opponent, so it can actually blast through all three inner-court members if they're lined up just right.  It's typically easily picked up by one of your outer-court teammates, so that they can pass it back to you for another throw.


 * The Uppercut: This throw will send the ball straight towards an opponent. After it hits, it takes off into the air, bringing the opponent along for the ride.  Typically sends the ball into the outer-court.


 * The Wave: When thrown, the ball will move side to side in a wave motion. Once it strikes an opponent, it knocks them down to the ground.


 * The Stinger: This throw causes the ball to slowly seek out one of the opponents until it gets close enough to "sting" them, doing considerable damage.


 * The Tsunami: This throw differs from the Wave because it moves up and down instead of side to side. As a result, it is very difficult to dodge it by crouching, as it is still likely to strike the opponent.


 * The Warp: When thrown, the ball will disappear after travelling a short distance, only to reappear right in front of an opponent. This throw is difficult to catch without having experienced it first.


 * The Breaker: This throw travels in a straight line for a some time, before suddenly changing direction and moving towards one of the opponents. The ball might literally turn as much as 90 degrees.


 * The Boomerange: The most powerful Power Shot in the game, this throw sends the ball high into the air before dropping back down and hitting an opponent which such force that it sends them around the world.