Difference between revisions of "Buster Ball"

From Sega Retro

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==Gameplay==
 
==Gameplay==
 
{{ScreenThumb3|Buster Ball GG, Game Start.png|Buster Ball GG, Passing.png|Buster Ball GG, Goal.png|width=96|Gameplay}}
 
{{ScreenThumb3|Buster Ball GG, Game Start.png|Buster Ball GG, Passing.png|Buster Ball GG, Goal.png|width=96|Gameplay}}
''Buster Ball'' is a futuristic sports game, similar to ''[[Speedball]]''. Gameplay resembles soccer or hockey and uses an overhead perspective. Two teams of robotic hovercraft compete on long fields to try to put a glowing pod-like ball into the opposing team's goal. There are no goalies, so the goals are undefended. The field is divided into multiple sections by impassable electric fences; each team has two players in each section and can only move the ball between the sections by passing it over to another player. Sections also contain obstacles such as bumpers that repel players and the ball, mines that explode when a player touches them, and thatched areas that speed up or slow down players moving over them.
+
''Buster Ball'' is a futuristic sports game, similar to ''[[Speedball]]''. Gameplay resembles soccer or hockey and uses an overhead perspective. Two teams of robotic hovercraft compete on long fields to try to put a glowing pod-like ball into the opposing team's goal. There are no goalies, so the goals are undefended. The field is divided into multiple sections by impassable electric fences; each team has two players in each section and can only move the ball between the sections by tossing it over. Sections also contain obstacles such as bumpers that repel players and the ball, mines that explode when a player touches them, and thatched areas that speed up or slow down players moving over them. Goals are normally worth one point, but they increase by one point every time the ball rebounds off a bumper (which is indicated by a screen flash).
  
 
Games are divided into two halves of 30, 60, or 90 seconds. In the first half, the player one's goal is toward the bottom and player two's goal is toward the top, but this reverses after halftime. At the start of each half, the players are arranged in equal distances around the ball in the middle of the field and compete to gain possession. After a team scores, the players are likewise arranged around the ball in the middle of the field, but the team that did not score starts with its players closer to the ball so they can gain possession easier.
 
Games are divided into two halves of 30, 60, or 90 seconds. In the first half, the player one's goal is toward the bottom and player two's goal is toward the top, but this reverses after halftime. At the start of each half, the players are arranged in equal distances around the ball in the middle of the field and compete to gain possession. After a team scores, the players are likewise arranged around the ball in the middle of the field, but the team that did not score starts with its players closer to the ball so they can gain possession easier.
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Players are moved in any direction using the D-Pad. Control automatically goes to the player who is closest to the ball.
 
Players are moved in any direction using the D-Pad. Control automatically goes to the player who is closest to the ball.
  
When the team does not have possession of the ball, players can dash forward with {{1}} or {{2}}. Holding the button and releasing it charges ahead. Charging into a player can be used to gain possession of the ball. The power of the charge depends on how long the button is held before releasing (with the arrow by the player changing color to indicate the power). Moderately powerful charges knock opposing players back, while the most powerful charges temporarily disable the opposing player on impact.
+
When the team does not have possession of the ball, players can dash forward with {{1}} or {{2}}. Holding the button and releasing it charges ahead. Charging into another player can be used to gain possession of the ball. The power of the charge depends on how long the button is held before releasing (with the arrow by the player changing color to indicate the power). Moderately powerful charges knock opposing players back, while the most powerful charges temporarily disable the opposing player on impact. The charge also transfers when control transfers to another player.
  
When the team has possession of the ball, players can throw the ball with {{1}} or {{2}}. Holding the button and releasing it throws it farther, depending on how long the button is held.
+
When the team has possession of the ball, players can throw the ball with {{1}} or {{2}}. Holding the button and releasing it throws it farther, depending on how long the button is held. Players on offense cannot dash, so they are encouraged to pass to compensate for having worse mobility than defenders.
  
 
===Modes===
 
===Modes===
 
There are three modes:
 
There are three modes:
 
*'''Open Mode:''' Plays a single game against a computer opponent or another human with a [[Gear-to-Gear Cable]].
 
*'''Open Mode:''' Plays a single game against a computer opponent or another human with a [[Gear-to-Gear Cable]].
*'''Buster League:''' Plays a series of games in a league format, with a password for continuing.
+
*'''Buster League:''' Plays a series of games in a league format, with a password for continuing. Halves are always 60 seconds long in this mode.
 
*'''Training Mode:''' Plays a single game against a computer opponent that initially does not play (until the player scores a goal).
 
*'''Training Mode:''' Plays a single game against a computer opponent that initially does not play (until the player scores a goal).
  

Revision as of 20:20, 4 January 2024

n/a

BusterBall title.png

Buster Ball
System(s): Sega Game Gear
Publisher: Riverhillsoft
Developer:
Peripherals supported: Gear-to-Gear Cable
Genre: Action[1][2]

















Number of players: 1-2
Release Date RRP Code
Sega Game Gear
JP
¥3,800 (3,914)3,800e[3] T-53027

Buster Ball (バスターボール) is an action and sports game for the Sega Game Gear. It was only released in Japan.

Gameplay

Buster Ball GG, Game Start.png

Buster Ball GG, Passing.png

Buster Ball GG, Goal.png

Gameplay

Buster Ball is a futuristic sports game, similar to Speedball. Gameplay resembles soccer or hockey and uses an overhead perspective. Two teams of robotic hovercraft compete on long fields to try to put a glowing pod-like ball into the opposing team's goal. There are no goalies, so the goals are undefended. The field is divided into multiple sections by impassable electric fences; each team has two players in each section and can only move the ball between the sections by tossing it over. Sections also contain obstacles such as bumpers that repel players and the ball, mines that explode when a player touches them, and thatched areas that speed up or slow down players moving over them. Goals are normally worth one point, but they increase by one point every time the ball rebounds off a bumper (which is indicated by a screen flash).

Games are divided into two halves of 30, 60, or 90 seconds. In the first half, the player one's goal is toward the bottom and player two's goal is toward the top, but this reverses after halftime. At the start of each half, the players are arranged in equal distances around the ball in the middle of the field and compete to gain possession. After a team scores, the players are likewise arranged around the ball in the middle of the field, but the team that did not score starts with its players closer to the ball so they can gain possession easier.

Players are moved in any direction using the D-Pad. Control automatically goes to the player who is closest to the ball.

When the team does not have possession of the ball, players can dash forward with 1 or 2. Holding the button and releasing it charges ahead. Charging into another player can be used to gain possession of the ball. The power of the charge depends on how long the button is held before releasing (with the arrow by the player changing color to indicate the power). Moderately powerful charges knock opposing players back, while the most powerful charges temporarily disable the opposing player on impact. The charge also transfers when control transfers to another player.

When the team has possession of the ball, players can throw the ball with 1 or 2. Holding the button and releasing it throws it farther, depending on how long the button is held. Players on offense cannot dash, so they are encouraged to pass to compensate for having worse mobility than defenders.

Modes

There are three modes:

  • Open Mode: Plays a single game against a computer opponent or another human with a Gear-to-Gear Cable.
  • Buster League: Plays a series of games in a league format, with a password for continuing. Halves are always 60 seconds long in this mode.
  • Training Mode: Plays a single game against a computer opponent that initially does not play (until the player scores a goal).

Teams

There are nine different teams, whose names and logos resemble those of Japanese car manufacturers of the time.

Buster Ball GG, Teams.png
Toyoda
Resembles Toyota.
Buster Ball GG, Teams.png
Nikkan
Resembles Nissan.
Buster Ball GG, Teams.png
Wonda
Resembles Honda.
Buster Ball GG, Teams.png
Nazda
Resembles Mazda.
Buster Ball GG, Teams.png
Misuzu
Resembles Isuzu.
Buster Ball GG, Teams.png
MMG
Resembles Mitsubishi.
Buster Ball GG, Teams.png
Suzuka
Resembles Suzuki.
Buster Ball GG, Teams.png
ダイハク
Resembles Daihatsu.
Buster Ball GG, Teams.png
Sugaru
Resembles Subaru.

Colosseums

Different colosseums vary in the number of sections and the obstacles that they contain.

  • Sapporo
  • Sendai
  • Tokyo
  • Nagoya
  • Osaka
  • Fukuoka

Versions

Localised names

Also known as
Language Localised Name English Translation
Japanese バスターボール Buster Ball

Magazine articles

Main article: Buster Ball/Magazine articles.

Promotional material

Logo-pdf.svg
Print advert in Beep! MegaDrive (JP) #1992-01: "January 1992" (1991-12-07)
also published in:
Logo-pdf.svg
Logo-pdf.svg
Print advert in Beep! MegaDrive (JP) #1992-04: "April 1992" (1992-03-07)
Logo-pdf.svg

Physical scans

Sega Retro Average 
Publication Score Source
{{{{{icon}}}|L}} Division by zero.
Based on
0 review
Sega Retro Average 
Publication Version Score
Beep! MegaDrive (JP) NTSC-J
58
[5]
Consoles + (FR)
30
[6]
Famitsu (JP) NTSC-J
53
[7]
Hippon Super (JP) NTSC-J
60
[8]
Joypad (FR)
82
[9]
Joystick (FR)
82
[10]
Sega Pro (UK) NTSC-J
73
[11]
Sega Pro (UK) NTSC-J
70
[12]
Sega Saturn Magazine (JP) NTSC-J
60
[13]
Video Games (DE)
67
[14]
Sega Game Gear
63
Based on
10 reviews

Buster Ball

Game Gear, JP
BusterBall GG JP Box Back.jpgNospine-small.pngBusterBall GG JP Box Front.jpg
Cover

Technical information

ROM dump status

System Hash Size Build Date Source Comments
Sega Game Gear
 ?
CRC32 7cb079d0
MD5 f7a8e4770c519175794522f66d42b27d
SHA-1 5d67f38ec0c2e577a7ad88915849da696ad162aa
128kB Cartridge (JP)

References


Buster Ball

BusterBall title.png

Main page | Magazine articles | Reception


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