Kunio
The series protagonist and captain of the Japanese team.
Documented for this version
Joystick | Move the active player. |
|---|---|
Button 1 | Perform the primary ball or attack action. Arcade button assignments can vary by cabinet. |
Button 2 | Perform the secondary ball or movement action. Arcade button assignments can vary by cabinet. |
The cabinet uses an 8-way joystick and action buttons.
Exact button labels and functions may differ between arcade revisions.
How it plays
Players control a team in side-view dodgeball matches. The objective is to eliminate the opposing team by striking players with the ball while avoiding catches and attacks.
Matches are organized as a tournament against teams from different countries. Players can move around the arena, pick up or throw the ball, catch incoming throws, and use close-range attacks. Victory advances the team to the next opponent, while defeated players are removed from the match.
Plan your run
Keep your team spread out so one throw cannot threaten several players at once. Watch the opponent's throwing rhythm and catch or dodge predictable shots instead of attacking constantly.
Use the edges of the court carefully, collect loose balls quickly, and focus attacks on weakened opponents. Preserve your strongest players for later rounds, since tournament matches become more demanding.
Meet the cast
The series protagonist and captain of the Japanese team.
Kunio's recurring rival, associated with the rival team in the Kunio-kun setting.
Before you begin
Do not cluster your players around the ball carrier.
A successful catch can immediately turn defense into offense.
Learn each team's special throwing patterns before committing to a close attack.
Super Dodge Ball is an arcade sports-action game developed and published by Technōs Japan in 1987. It turns dodgeball into a rough-and-tumble competition where teams throw, catch, dodge, punch, and kick their way through international matches. The game is played from a side-view perspective and supports competitive arcade play alongside its single-player tournament structure. Its colorful teams, large character sprites, special throws, and comic violence helped establish a distinctive identity within Technōs Japan's Kunio-kun line. It was well received for making a simple school sport energetic and unusually physical.
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