Volleyball
バレーボール
- Year
- 1987
- Developer
- Nintendo R&D1
- Publisher
- Nintendo
- Platform
- FC / NES
- Hardware
- Family Computer (8-bit)
- Genre
- Sports (volleyball)
- Players
- 1-2 players
- Controls
- D-pad + A (set / spike) / B (pass)
- Series
- Nintendo sports series

Gameplay Screenshots




About This Game
Volleyball is the NES game that answers a simple question: what happens if you make a team sport with six players into a game where you directly control each of them in turn? The answer is a match that flows from pass to set to spike with no menus and no pauses.
You control one player at a time and the game switches you to whoever is nearest the ball, so a rally is a sequence of short controlled moments rather than a single continuous action. Both men's and women's teams are selectable with different speed and power, and the two-player mode puts both sides of a rally under separate control - which turns every exchange into a genuine contest over the second ball. It was a Famicom Disk System release in Japan before coming to cartridge in the West.
- Automatic player switching - you control whoever is nearest the ball
- Separate men's and women's teams with different attributes
- Two-player mode with both sides of the net independently controlled
- Rally structure built from pass, set and spike with no stoppages
Version History
- Famicom Disk System (Japan)1986-07-21
Original Japanese release on disk.
- NES US version1987-03
The version on this page, converted to cartridge.
- Europe1988-03-15
European release of the same conversion.
Tips & Strategy
Set rather than spike on the first touch
A first-touch spike goes into the net far more often than it scores. Pass, then set, then attack.
Position before the ball crosses
You are switched to the nearest player, not the ideal one. Moving early puts the right player in place.
Serve deep to the back corner
Short serves get attacked immediately. Pushing the serve to the baseline takes the spike out of the return.
Use the lob pass to reset
When a rally breaks down, a high pass buys the time needed to reorganise. Forcing the attack loses the point instead.
Download Resources
Resource packs for this game are provided through the button below.
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