From HandWiki - Reading time: 8 min
| Super Dodgeball Brawlers | |
|---|---|
North American box art | |
| Developer(s) | Arc System Works Access Co. |
| Publisher(s) |
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| Platform(s) | Nintendo DS |
| Release | |
| Genre(s) | Sports game |
| Mode(s) | Single-player, multiplayer (up to 8 players) |
Super Dodgeball Brawlers, originally released in Japan as Chō Nekketsu Kōkō Kunio-kun Dodgeball Bu (超熱血高校 くにおくんドッジボール部 Chō Nekketsu Kōkō Kunio kun Dojjibōru Bu, "Super Nekketsu High School Kunio Dodgeball Club") is a dodgeball-based sports game released for the Nintendo DS.
This game marked the return of Kunio-kun characters in a dodge ball based on the characters owned by Million. It is also the first Kunio-kun game published in a mobile platform where the English-language version uses Japanese character and team names. Previously, only the Neo-Geo Super Dodge Ball game (developed and published by Technos) followed such naming rules. Aksys marketed Super Dodgeball Brawlers under the Kunio series, but the game does not use any previously available Super Dodge Ball music in all region releases.
Ground supershots are performed by throwing ball when dashing at 5th step.
The tag combo ability from Super Dodge Ball Advance is lost.
In addition to the regular ball throws, player can also punch and kick opponents, as well as using other weapons, to deliver extra damages. Punching and kicking do not kill a player.
Random items appear when a player dies. Items can be thrown, or used such as the bottle.
Brawl mode (放課後クラブ活動モード), a feature introduced in the NES version of Super Dodge Ball under the name Bean Ball mode, is reintroduced to this game.
Also returning is the ability to equip players and building custom teams, features debuted in the SNES dodge ball game. Custom team can be built using stock team characters.
The English version of the game was reported to have faster game play.[1]
For the first time in the series, a Nekketsu Burst Gauge is added, where player's can improve the teams attack and defence with a full gauge. The gauge is raised when hitting opponent or being hit, but loses when using a burst, or holding on the ball for an extended time period.
The team ability obtained depending on burst types, which can be chosen between matches:
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The game received "mixed" reviews according to the review aggregation website Metacritic.[2] In Japan, Famitsu gave it a score of 22 out of 40.[4]
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
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