In part two of our Aksys interview we are shifting gears from Jake Hunter: Detective Chronicles and focusing on Super Dodgeball Brawlers. The game is in the hands of Million, who purchased Technos’ assets and developed a handful of Kunio-Kun Game Boy Advance games. I quickly tried out Super Dodgeball Brawlers at TGS, but to get the inside scoop and answer your questions I pulled Gail Salamanca from Aksys aside.
Our readers are really excited to see you pick up Super Dodgeball Brawlers! Aren't there dozens of super throws in Super Dodgeball Brawlers? Can you tell us about some of them?
Over 100 at last count. There's definitely some old favorites that are making a return like the Spear, Slug, and Warp Ball. There are a bunch of crazy new throws like the Panda Shot where a panda will roll to the other side of the court and on its return if it catches any opposing players they'll be knocked onto your side of the court.
We're actually planning to reveal a few shots a week up until the release of the game on our blog soon, so keep an eye out for our weekly updates.
I remember the gameplay having a retro-y feel with the power throws. At TGS you had to press A+B to jump. Are there going to be any other control options?
We're currently looking into some alternate control options. But, for now it will play very similar to previous titles in the series with the addition of a separate punch and kick button and the touch screen selection for super throws.
When I gave Super Dodgeball Brawlers a whirl I missed out on the brawl mode. How does that work?
It basically plays a lot like the Bean Ball mode in the original NES version with the addition of punches, kicks and weapons.
It would be great if Nintendo Wi-Fi play was added in Super Dodge Ball brawlers…. are there any plans for this?
Unfortunately, there will be no Wi-Fi play.
Will Super Dodgeball Brawlers keep its Kuniko characters in the US localization? (Thanks for the question JC Fletcher!)
Yes, we will be keeping the Kunio names for the US version.
Does Super Dodgeball Brawlers feature trap-filled arenas like in Nekketsu Kakutou Densetsu for the Famicom? (Thanks for the question Natabuu!)
I know that if you hold the ball too long that there will be a delay penalty which will activate the traps but I'm pretty sure you can turn that on or off as an option. The version we have is pretty early so we won't know the full implementation of that for another few weeks.
Is Super Dodgeball Brawlers the first of many Kuniko games in the future? (Thanks for the question vysethebold!)
We hope so.