Super Dodge Ball Advance - FAQ/Strategy Guide
Version 1.0, June 26th, 2001
2001 Ulan Shad -
[email protected]
Visit the Ulan Shad Network at www.ulanshad.net
*******************************************************************************
Table of Contents:
*Introduction
*Frequently Asked Questions
*General Information
*Buttons
*Menus/Options
/Stratagy
*Positions
*Formations
Plays
Super Throw Ratings
/Team Data
*Player Rankings
*Non-Dodgeball Information
*"Legal Junk"
*Revision History
*Contact Info
*Thanks Section
* - Finished
/ - Partially Done
*******************************************************************************
Introduction:
Story (from the manual)
"It is a time when dodge ball is at the peak of its glory. The dream to become
a professional dodge ball player is just as popular as the dream to become any
other kind of athlete."
"Only the best teams from around the world can participate in the championship
tournament and compete to become the world'd No. 1 team. How far in the
championship tournament can your team go?"
"The Dream Teams are only available when your team is ranked No. 1 after
winning the tournament. Do you have what it takes to become the dodgeball
champion?"
"Let's play!"
Super Dodge Ball Advance is a remake/sequel to the classic NES game, Super
Dodge Ball, which was released by Technos in the late 80s. This time around,
the game is by Atlus and is a launch title for the new Game Boy Advance system.
The game is basically the same except for minor changes (2 extra players per
team, 1 extra player in the field, many more super throws, ability to change
formations, more teams, and options to change names, among others)
Each side of the volllyball-ish court has 4 players, as well as 3 on the
outside of each side, for 7 on each team. (see the bad diagram below)
B A
-----------------------
| A A | B B |
B | | | A
| A A | B B |
-----------------------
B A
Each side tosses the ball at the inside players, inflicting damage on them
untill they are 'killed'. The team with no more inside players loses. The
outer players are invulnerable to attacks, but can attack. The inside players
also have the ability to dodge or catch throws as well.
*******************************************************************************
Frequently Asked Questions:
---
Q- How do I preform a super throw?
A- It's kind of touch and go. Untill you're good at it, I suggest you go to
Config menu and set the "Super Throw" to 5, as that makes it considerably
easier to execute a super throw. For a dashing (ground) throw, throw after
a short dash (the manual says 3 steps) and throw. For a jump (aerial) throw,
execute a dashing jump, and throw at the peak of the jump. You can also have
the outside players to preform a super throw by passing in place of throwing.
If the passed ball is glowing blue, the reciever can throw it as he catches
it to execute a super throw the same as the passers.
---
Q- Is it possible to "build up" a character's stats?
A- Not that I know of, but the manual does mention something about the CPU's
strength increasing the longer you play. By changing your players style,
however, you can change his stats (by increasing one stat type and decreasing
the others).
---
Q- What is the most powerful super throw?
A- The power of the throw depends on the power of the character throwing it.
Some super throws, however, have a better chance of hitting, and some can
hit multiple characters. Typically, those which are easier to catch are the
most powerfull, and those that hit multiple characters tend to have thier
power dispersed.
---
Q- If you do a special throw can you control which special throw it is?
A- No. Every player has 2 super throws, one aerial and one ground. The only
instance when a character may use another super throw is if he is on the
outside and recieves a super throw pass, in which case he will preform the
passer's super throw.
*******************************************************************************
General Information:
---
Buttons
| Offense | Defense | Menus |
|----------------------------------------------|
A | Pass | Dodge | Confirm |
B | Throw | Catch | Cancel |
L | Teammates Charge Net | N/A |
R | Choose Target | N/A | N/A |
Srt | Pause | N/A |
Slc | Changes Icon Above Player | N/A |
A+B | Jump | N/A |
DPad| Move/Dash | Move 'Cursor'|
|----------------------------------------------|
---
Menu Options
MAIN MENU
Championship - This mode starts the championship tournament, where you take
control of the Heroes, asign them to a country, and take your team to the
top of the 10 team rankings. Upon your reaching the rank of No. 1, you will
face a random Dream Team (A-D) for a 3 game series. Afterwords, the
Championship option will become the 'Special' option, which is the same,
except you now get to choose any team you want to use. After beating Dream
Teams A-D by replaying special, you will face the best Dream Team, Dream
Team E. After that, you will face the infamous Team Shadow, which is a
mirror of your own team.
Exhibition - This is a 1 on 1 against the computer. You choose your team and
theirs.
Versus - Play against a friend using a link cable and 2 SDBA game 'paks'.
Config - Use the config menu to adjust the difficulty, value of offensive,
defensive, and mobility stats, and how easy it it to use super throws.
Initialize - Use this to reset game data, such as the gradual increase in
difficulty independant of that which is adjusted in the config menu of your
opponents, and the CPU's AI level, which also increases as you play.
PREGAME MENU
Position - Changes where each player is on the court.
Formation - Change your team's formation (see formations in the strategy
section)
Court - Change the court you play on (the court you see is based on your
opponent, how it plays is determined by this) Green is normal, Blue is ice,
Red is slipery (like the Kenya court in SDB), Yellow is bouncy, and purple
is REALLY bouncy.
Data - View individual player data and change their style. Changing to O
(offense) to increase Power, Speed, and Control while decreasing your other
stats (Stamina is never affected). D (defense) does the same for Toughness,
Catch, and Dodge. Mobility (M) is for Will Power, Jump, and Agility. 3 is a
dramatic change, 1 is slight. Normal (N) changes nothing. This is very useful
as, for example, your outside players have no need for defense or mobilty,
so it hurts you none to set them to O3 to maximize their offensive ability.
Player Name - Change player names (I renamed Ken to Shad)
Team Name - Change team names (I renamed the Bombers the 'fros, for example)
Accept - Starts game.
*******************************************************************************
Strategy:
---
POSITIONS
Each individual character has a position that they are most adept for, and
those positions depend on the formation you use. Each team also has a specific
formation they are best with, and their player's positions reflect that
(Basic, Retreat and Advance use Attack and Defensive players, while Machinegun
and Cannon use Point and Support players). Note that these posistions reflect
the way I put the characters, and you could put any player in whatever position
you please, but the descriptions of the positions themselves should hold true
always.
Field Players - Includes Offense, Defense, and Point players. These characters
as a whole need decent defense and stamina, as they will recieve most of the
damage.
Point - In the Machinegun and Cannon formations, the point man is the character
alone in his line. These characters have high all-around abilities. Characters
with exceptionally high defense as well as offense are more adept for the
Machinegun, while those more vulnerable are better for the Cannon. Point
players should be set to O1 or M1, occasionally O2. (ex. User/Ken, Korea/Li).
Attack - In the Basic/Advanced formation the offense players are those in the
back. They are more adept to offense, but not rounded enough to be point
players. Offense players should be set to O1. (ex. Canada/Lyle,
England/James).
Defense - In Basic/Retreat, those who either are not the point or in the front
(or all in retreat). These are the best players in terms of thier defensive
ability and stamina. Defense players should be set to either D1 or D2, or
possibly M1 or M2. (D1 in Basic/Retreat, D2 is best for Cannon) (ex.
Holland/Fritz, Canada/Roy).
Support - In the Machinegun and Cannon formations, those who are not the
point. If they weren't on a team with a point player, they would be Attack
or Defense players. They can be set from O1 to D3, and occasionally M1.
(ex. User/Tom, Korea/Chung).
Outside Players - Players who excell in offense but lack in defense, or are
just altogether weak in defense/stamina should be placed on the outside, as
only offensive ability matters on the outside. All outside players should be
O3.
Outside Point - Placed on the far side of the court, this is your best
offensive player (excepting the point, if there is one). When preforming a
super throw pass, this player will get the pass most of the time. (Note:
When recieving super throw pass, the outside players will execute the
PASSER'S super throw, not thier own.) (ex. User/Paul, Japan/Baba).
Outside - Of your charcters left over (that is, not in another posistion),
choose the 2 with the highest offense ability and put them on the top and
bottom of the outside. DO NOT sacrifice your good players for these
posistions. At O3, even the worst players should do some good damage.
(ex. User/Neal, Canada/Gage).
Bench - One player will always be on the bench. This player is usually more of
a defensive backup who is not good enough in terms of offense to be a good out
player, but useful for games which require a slow defensive game. (ex.
User/David, China/Tsai).
---
FORMATIONS
There are a total of 5 different formations you can have your team.
Basic (Square) Formation - This is the most basic formation, with two Attack
players in the back and two Defensive players up front. This is best suited
for teams that are more of the balenced type, and lack a standout player. The
better defensive players should be up front, as they take the most hits. Rear
players can be either weaker in defense, or merely to important offensivly to
risk losing up front.
Advanced - This formation has all 4 lined up in the front. I have seen no good
use for this formation, as your players have no time to react to a throw.
Retreat - When you are a weak team playing a strong team, this formation can
help. You have a lot of time to reckognize and catch a throw by the
opposition. There is an effective way to use this, which I call the
'Buckle-Down Strategy". Put your 3 best offensive players on the out
(regardless of their defensive ability, that means with the Heroes, put Tom,
Ken, and Paul out, all at O3), then take your best defensive players of those
remaining and make them D3. Then always use super passes, as the field players
offense is basically useless now. You can do very well with this, but it's not
very exciting.
Cannon - This is one of the 'Point' formations, and suits teams with an
exceptionally good player. 3 players up front, and the Point man in the back.
The Cannon point formation is better when your point is a bit fragile, or too
important to lose (ex. although Ken has great will power and toughness, as
well as good offensive abilities, his low stamina and catching abilities make
him vulnerable to attack; and he is very important to the Heroes).
Machinegun - This formation is the same as the original formation from the
NES version. It is the other point formation, but has the point man up front
rather then the rear. It is best for teams whose point men are very strong
defensivly as well as offensivly, and also affordable to lose. (ex. Li and
Fuji are excellant in everything, but are also on teams strong enough to win
on their own. So Li and Fuji can be used to their full before they are
eliminated, and the rest of the team can pick it up from there). It also
doesn't require you to set the support players to a D, and sacrifice their
offensive abilty. For teams that can handle this, this is the best formation.
There is another way to use this, put your best defensive player (catching
being the most important stat) in front at D3, then put some of your best
offensive players in the back. As the point man covers defense, you have 3
offensive players firing away.
*******************************************************************************
Team Data and Rankings:
Each team has noticable strengths and weaknesses that you must reckognize and
use to your advantage, both for playing with and against every team. The
location in parentheses is that team's Super Dodge Ball (NES) equivilant.
---
User 'Heroes'
Location: Your Choice. (USA, in the sense that it is your default team, tough
as India)
Uniform: White Polo Shirt with Blue Trim, and Red Shorts with White Trim.
Rank: 9th Overall
This is the team you must use when you first play the tournament/special mode.
They are well-rounded, with thier strength in mobility (9th/15) and weakest
in strength (11th/15) They have excellant Will Power and Toughness outranking
all non-dream teams, even outranking Dream Team A in both categorys. They
are, however, weak in ball speed and catching.
Player Data
Name POS STM PWR SPD CNT CAT DDG TGH AGL JMP WPW OFF DEF MOB ALL
Ken PT 99 41 17 29 21 33 45 25 37 49 87 99 111 297
Ben SP 84 30 24 18 22 34 28 26 38 32 72 84 96 252
Paul OP 87 41 17 29 15 27 39 19 31 43 87 81 93 261
Tom SP 90 40 16 28 20 32 44 18 30 42 84 96 90 270
Jack SP 87 27 21 33 31 25 37 29 23 35 81 93 87 261
David BN 87 25 19 31 29 23 35 33 27 39 75 87 99 261
Fred OT 81 27 21 33 25 19 31 29 23 35 81 75 87 243
Neal OT 81 31 25 19 23 35 29 21 33 27 75 87 81 243
TOTAL N/A 696 262 160 220 186 228 288 200 242 302 642 702 744 2088
Playing as This Team:
I reccomend the Cannon formation for this team because A) Ken is the most
important player on the team, and B) He can be pretty fragile. The main
strategy is to set the support players to either D1 or D2, and have them
protect Ken and give him the ball. Ken should be N because he cannot afford
to give up his defensive stats. Ken's Mach Throw is extremly useful as it is
both fast and powerful, but try to have Ken use it sparingly, as if the team
catches it, or they are as fast as the dream teams at firing back, they could
catch Ken in a repeating hit situation, which could hurt you badly. Rather,
have him Super Pass to the Outside, specifically Paul, your best Offensive
Player, and have them throw, giving Ken time to retreat. The support players
are also useful for thier selection of superthrows, as super pass throws use
the passers throw, but the thrower's offensive ability. David is useful as a
possible defensive replacement, as he catches better then Tom and Ben.
Playing against This Team:
Two Words: Get Ken. Inerestingly, this strategy is the same as when playing
against Russia (get Boris). But if Ken falls, their offense is shot. If Ken
is on the outside, attempt to block passes to him (or Paul, for that matter)
by standing in front of him or jumping in front of passes (a strategy that
worked great on the original, but is difficult here), and focus on their field
with a barrage of super throws (the more powerful, the better, as they are
weak in catching, in other words, super throws like the Snail Throw actually
may work here). Tom and Paul are both dangerous offensivly, though Paul is
especially weak defensivly, so a smart opponent wouldn't have him on the
inside. Tom however is strong all around, especially in toughness, and should
be handled carefully. Jack catches most you throw at him, and the computer
always puts him in the inside.
---
Holland 'Angels'
Location: Holland (Iceland, high stamina, low everything else)
Uniform: Blue Tee Shirt With Red and Yellow Trim, and Blue Shorts with the
same trim.
Rank: 13th Overall.
Just about the ONLY thing this team has going for it statistically is stamina,
which for what it's worth, they excel pretty well at, with 2nd Total Stamina.
Other then that, they are pretty useless, and are the only team to score
below 600 in total Offense, Defense, and Mobility. Where they shine, however,
is in their excellant selection of Super Throws, so while they lack in
Offense, by super passing to the outside, you can deall good damage.
Name POS STM PWR SPD CNT CAT DDG TGH AGL JMP WPW OFF DEF MOB ALL
Dirk AT 132 36 24 26 20 22 32 18 24 34 86 74 76 236
Franz OT 126 30 18 20 20 22 32 18 24 34 68 74 76 218
Gino OT 120 30 18 20 20 22 32 12 18 28 68 74 58 200
Hank AT 132 24 30 32 32 16 26 30 18 28 86 74 76 236
Fritz DF 126 24 30 14 26 28 20 24 30 22 68 74 76 218
Johann DF 126 26 32 16 28 30 22 20 26 18 74 80 64 218
Rolf OP 126 28 34 18 24 26 18 22 28 20 80 68 70 218
Der BN 120 16 22 24 30 14 24 28 16 26 62 68 70 200
TOTAL N/A 1008 214 208 170 200 180 206 172 184 210 592 586 566 1744
Playing as This Team:
I reccomend the square formation, as this team has no standout players. Hank
and Dirk are thier 2 best players, as well as their best offensive players,
and therefore make natural choices for attack (for both they are good enough
defensivly to not nescesate an outside placement.) Rolf, being strong in
offense but really weak defensivly, makes an obvious outside point player.
Der is a lot like Rolf, onlu without offensive ability. Johann as best
defensive player makes a good defensive player, while Fritz is not the best
defensivly, has better catching then Franz and Gino, and a better super throw
to boot. Super Throws are this team strong point, as the players I recomend
all have some of the best Jump Throws; Dirk/Splitthrow, Hank/Shapeshift,
Johann/Z Attack, and Fritz/Accel Shot. So you can Super Pass to the outside,
which by being set to O3, make up for the offensive shortcomings of the team
and can deal some good damage.
Playing against This Team:
The best way to deal with Holland is to deal damage quick and fast. Dirk and
Hank are the only players you really need to look out for, and once thier
gone (or if their on the out), the Angels should be easy to pick apart.
Johann is their only defensive threat, but his toughness is lacking. Watch
out for their super throws.
---
Russia 'Bears'
Location: Russia (though they share names with the USSR, they're too weak to
be similar)
Uniform: Pink Tank Top with a yellow shirt beneath, and Black Shorts.
Rank: 14th Overall
---
Korea 'Bombers'
Location: Korea (USSR, overpowered, best in offense, high stamina)
Uniform: Long Sleeved Grey Shirt with a Short Sleeve White Button Shirt on
top, Red Pants.
Rank: 7th Overall
---
USA 'Braves'
Location: USA (Same names as USA, but more like the Pro All-Stars with thier
specialization)
Uniform: Yellow Tee Shirt with Blue Trim, and Blue Shorts with Yellow Trim.
Rank: 12th Overall
---
China 'Dragons'
Location: China (completly unlike China, in that this one sucks. More of a
weaker England)
Uniform: Long Sleeve Red Shirt with Yellow Trim, and shorts of the same color.
Rank: 15th Overall
---
Canada 'Foxes'
Location: Canada (China, good agilty, strength, and catch technique, agile as
Kenya)
Uniform: Light Green Tank Top, White Shorts with Pink Trim.
Rank: 8th Overall
---
England 'Knights'
Location: England (Souped-Up Engand, as they take damage better)
Uniform: White Tee with Blue Sleeves and Yellow Trim, Blue Pants with Red Trim.
Rank: 10th Overall
---
Japan 'Ninjas'
Location: Japan (Japan)
Uniform: Pink Polo with Blue Shorts.
Rank: 6th Overall
---
Australia 'Stars'
Location: Australia (Pro All-Stars meets England)
Uniform: White Polo with Red Trim, Blue Shorts with White Trim.
Rank: 11th Overall
*******************************************************************************
Rankings:
Here are the Top Players at each position, the Best/Worst in each category
regardless of position, and the Best/Worst overall players and the worst.
The lists are without the Dream Teams, as they would be ALL Dream Team
players (the best non-dream team player, Korea's Li, is merely tied with
Dream Team B's Sean, the worst dream team player, both at a total of 333).
*******************
WITHOUT DREAM TEAMS
*******************
Position:
---
Attack Players Rankings
Name Team TOTAL
Lyle Canada 279
James England 279
Troy Canada 279
Harry England 270
Dirk Holland 236
Hank Holland 236
Dung China 225
Lian China 225
---
Defensive Player Rankings
Name Team TOTAL
Roy Canada 288
Sid Canada 270
Goaty England 262
Roger England 234
Johann Holland 218
Fritz Holland 218
Chao China 207
Chen China 207
---
Outside Point Player Rankings
Name Team TOTAL
Baba Japan 306
Kim Korea 279
Scott England 270
Paul User 261
Bruce Canada 261
Lee China 243
Dude Australia 243
Bill USA 225
Yakov Russia 225
Rolf Holland 218
---
10 Best Outside (top/bottom) Players
Name Team TOTAL
Hino Japan 270
Sato Japan 270
Gage Canada 270
Pak Korea 261
Ray Canada 261
Soo Korea 243
Neal User 243
Fred User 243
Peter England 234
Cliff England 225
---
Point Player Rankings
Name Team TOTAL
Li Korea 333
Fuji Japan 324
Ken User 297
Boris Russia 297
Steve USA 288
Chad Australia 279
---
Top 10 Support Players
Name Team TOTAL
Inoki Japan 306
Chung Korea 297
Honda Japan 288
Han Korea 279
Choi Korea 279
Oda Japan 278
Tom User 270
Ted Australia 270
Todd Australia 270
Jack User 261
***
Attribute:
---
Stamina
BEST
Name Team POS Stamina
Dirk Holland AT 132
Hank Holland AT 132
Franz Holland OT 126
Rolf Holland OP 126
Johann Holland DF 126
Fritz Holland DF 126
WORST
Name Team POS Stamina
Tsai China BN 57
Mao China OT 63
Wang China OT 63
---
Power
BEST
Name Team POS Power
Li Korea PT 53
Steve USA PT 46
Han Korea SP 45
Ken User PT 41
Paul User OP 41
Rhee Korea BN 41
WORST
Name Team POS Power
Milee Aust. OT 11
Henry England BN 14
---
Speed
BEST
Name Team POS Speed
Boris Russia PT 45
Fuji Japan PT 44
Honda Japan SP 44
Lee China OP 43
WORST
Name Team POS Speed
Mike USA SP 11
Sam USA SP 13
Tom User SP 16
---
Control
BEST
Name Team POS Control
James England AT 47
Chad Aust. PT 43
Troy Canada AT 43
WORST
Name Team POS Control
Vlade Russia BN 8
Chen China DF 11
Ivan Russia OT 12
---
Total Offense
BEST
Name Team POS Offense
Li Korea PT 123
James England AT 105
Kim Korea OP 105
WORST
Name Team POS Offense
Vlade Russia BN 60
John USA BN 60
Der Holland BN 62
---
Catching
BEST
Name Team POS Catch
Chad Aust. PT 47
Roy Canada DF 44
Sid Canada DF 44
WORST
Name Team POS Catch
Paul User OP 15
Rhee Korea BN 15
Dung China AT 15
Chao China DF 15
Mike USA SP 15
---
Dodge
BEST
Name Team POS Dodge
Boris Russia PT 49
Fuji Japan PT 48
Sato Japan OT 44
Name Team POS Dodge
Henry England BN 12
Will Aust. SP 13
---
Toughness
BEST
Name Team POS Toughness
Li Korea PT 45
Ken User PT 45
Steve USA PT 44
Tom User SP 44
WORST
Name Team POS Toughness
Chen China DF 9
Ivan Russia OT 10
Mao China OT 11
Lee China OP 11
---
Total Defense
BEST
Name Team POS Defense
Boris Russia PT 111
Fuji Japan PT 108
Baba Japan OP 108
Chad Aust. PT 105
WORST
Name Team POS Defense
Mao China OT 51
Tsai China BN 57
Wang China OT 57
---
Agility
BEST
Name Team POS Agility
Roy Canada DF 48
Troy Canada AT 45
James England AT 43
WORST
Name Team POS Agility
Sam USA SP 9
Gino Russia OT 12
Volf Russia SP 12
---
Jump
BEST
Name Team POS Jump
Fuji Japan PT 52
Honda Japan SP 46
Inoki Japan SP 44
WORST
Name Team POS Jump
Will Aust. SP 11
Roger England DF 12
Milee Aust. OT 13
---
Will Power
BEST
Name Team POS W. Power
Li Korea PT 49
Ken User PT 49
Paul User OP 43
Rhee Korea BN 43
WORST
Name Team POS W. Power
Ivan Russia OT 8
Vlade Russia BN 11
---
Total Mobility
BEST
Name Team POS Mobility
Fuji Japan PT 120
Inoki Japan SP 114
Li Korea PT 111
Ken User PT 111
WORST
Name Team POS Mobility
Tsai China BN 51
Pavel Russia SP 54
Volf Russia SP 54
---
Overall Stats
BEST
Name Team Pos Total
Li Korea PT 333
Fuji Japan PT 324
Inoki Japan SP 306
Baba Japan OP 306
Ken User PT 297
Chung Korea SP 297
Boris Russia PT 297
Roy Canada DF 288
Honda Japan SP 288
Steve USA PT 288
WORST
Name Team Pos Total
Tsai China BN 171
Wang China OT 189
Mao China OT 189
---
***********
DREAM TEAMS
***********
Here are the best Dream Team Players in each category.
Stamina - All of Dream Team E plus Sudou of Team D and Dirk and Hank of
Holland, all at 132.
Power - Sudou of Team D with 58.
Speed - Leon of Team A with 58.
Control - Meis of Team C at 56.
Catch - Alex of Team B at 55.
Dodge - Dustin of Team A with 52.
Toughness - Mark of Team D with 58.
Agility - Pascal of Team B at 58.
Jump - Dustin of Team A with 56.
Will Power - Sudou of Team D with 54.
Offense - Suzy and John of Team E, Sudou of Team D, and Leon of Team A all
have 138 total.
Defense - Yu, and Aki of Team E and Mark of Team D all have 138.
Mobility - Suzy of Team E has 142.
Total - Suzy of Team E with 406. The best non-Team E player is Sudou of Team D
with 396.
*******************************************************************************
Non-Dodgeball Information:
"Legal Junk"
Please don't post this on your own unless you're gonna be sure to update it as
I update it. I'd prefer if you wish to use it to link to the Super Dodge Ball
Advance FAQ page (NOT directly to this, that isn't allowed by GameFAQs, but
to the page that lists ALL the Dodge Ball FAQs, that way people will not only
see the latest versions, but get a wide selection of information as well).
---
Revision Information
Version 1.0 - First Version. Everything that's here.
---
Contact Information
If you have question not answered above, send me an email or post at my
message board for an answer. So questions may end up in the Frequently Asked
Questions section.
E-Mail -
[email protected],
[email protected]
My Webpage -
http://www.ulanshad.net/
Non-Frontend Webpage -
http://www.angelfire.com/sd/ulanshad/
Message Board -
http://members5.boardhost.com/ulanshad/
AOL IM Names - ulanshad, ZeLllamaMAN
---
Special Thanks
SBacon - I used the player data (not a copy and paste job, of course) from his
Dodge Ball FAQ to save some time making the player database.
Dasrik - Used his NES Dodge Ball FAQ for reference.
CJayC - GameFAQs, duh.
Atlus - The game.
Technos - The original idea.
Nintendo - For the best handheld ever (who needs a stinking backlight?).