Gamefaqs has about 100 of the simple 1500 series listed in their psx section. The games seem to score very high, or very low. Not too much in the middle. Dodgeball scored a 3 and a 4 by the reviewers.
Aside: Does anyone know if gamefaqs will take a review down? There is a review for super bowling (SNES) that I thought was so terrible, and bias, that I really believe it should have no place on the site.
Anyway, I bring up that above question because I read the dodgeball reviews, and both of them said they played this game for an hour, and then put it away. They really should have played this title more, at least on the multi player mode. I really think they played the game with the intention of making a review, which I think made them come to rushed conclusions (why would gamefaqs post 2 reviews if the people only played the game for an hour each?). Because I haven't played this title a great deal of time either (although I've played just about every other dodgeball game... so you might as well say I already have), I'm not going to go into a full blown review here... I'm just going to note what this game is composed of.
This title has combined different ideas from different dodgeball games. Below is a list of the games, and the ideas that were transfered.
Super Dodgeball (NES): The field is split in two boxes, 4 players on each team are inside the boxes, and 3 players on each teams stay on the outside of the opponent's side of the field.
Battle Dodgeball: If you catch the ball, you get a point... when you collect points, you can do supers (like in the NES game life force... you collect powerup vouchers, and can trade them in for powerups)
Super Dodgeball (neo): Button combinations to do supers
Dodgeball Danpei (sfc): No lifebar, one hit and you're out.
Okay, the idea taken from battle dodgeball where you get points for catching the ball was done very well. The problem with the way it was done in Battle dodgeball was that the controls sucked, so it was extremely hard to catch the ball. Also, super throws were done automatically in that game. All Star Slammin D-Ball has excellent controls (one of the only gripes I have about the game is that you can't do a running jump-throw over the midfield-line, or the ball is just given to the other team as a penalty [I feel it slows down gameplay slightly]), so this method of gameplay is not at all a problem as it was in Battle Dodgeball, and is quite fun. In this game, since there are many super throws you can do, there is a meter system used to gauge the points you collect. You get one point for catching a regular throw, and two points for catching a super throw. The number of points you get is character specific (points are NOT shared between teamates), and are accumulative. If you get two points you can do a first level super throw (there are five different level 1 super throws you can do). When you get 6 points, you can do a level 2 super throw (there are another 5 supers you can choose to do). When your team leader has 10 points (I'm pretty sure that's how many you need), he can do his super-super throw. Level one supers take away 2 points after you do them, and level 2 supers take away 4 if I'm not mistaken (If I got any of these numbers incorrect, please correct me). So, if you have 6 points, you could do a level 2 super, and then a level one after that, or save your points and do 3 level one throws.
D-Ball took the idea of doing Dpad button combinations from Super Dodgeball (MVS), and fixed the one thing I would have liked to see from that one MVS title... Variety. Unlike the MVS title, where characters could only do 2 different super throws, the characters in D-ball can do 10 (I believe that number is correct) different super throws, and the team leader can do an 11th (a super-super throw). The only problem is that some of the super throws aren't that useful, nor are they well animated. The only useful ones I see are the ones that split into two different balls, or the one that moves slower... (they are useful in tricking a human opponent... you can't just be throwing the same thing over and over). The rest are just poorly done eye candy.
Instead of using lifebars, D-ball decided to go with the one-hit-and-you're-out method. This is the first dodgeball game I have played that I actually liked that method. The only problem is the relation beween this and super throws. There isn't too much of a point in doing super throws if you can get a guy out just the same in doing a regular throw (except for the throws I said above that proved useful in fooling your friends). Some super throws were pretty much the same as regular throws... except the ball would move in a parabolla, or wave motion. If a super throw moves the same speed as a regular throw, it will not fool your friend. Because this game does not use lifebars, I feel it is more useful if you have 6 points to do 3 level one throws, instead of a level 2 and a level 1. If there were lifebars, then I would see having different levels of super throws more useful.
Collectively, all of these things worked very well. The one player mode is not entertaining at all, but I think the multiplayer mode is perfect for veterans of dodgeball games. I don't believe it will be as entertaining for people becoming newly acquainted with dodgeball games... for that, I'd say play the original on NES. This game is good for players who are use to dodgeball games, and are capable of catching the ball repeatedly... it truely does make for some exciting gameplay (which is what the simple 1500 series is all about). Games are pretty fast paced. Not as fast as MVS dodgeball, but faster than the NES version. When I say "this game is good for veterans of dodgeball games", I don't mean that in the way that people say "only for hardcore fans!"... I believe this is a good title, but caters to people who play dodgeball often (because of the points system, and the absence of a lifebar).
Other things I'd note... I found 2 of the music tracs memorable (there are 9). That is good. I remember making note I like most of them... even the ones I can't remember now. All of the tracs are Techno style music.
Since I don't feel graphics are especially important to the quality of a game... I just rate it good as long as it doesn't take away from the game. In this case, it gets a "good".
[ March 16, 2002: Message edited by: ForeverSublime ]</p>