Pro Yakyu Spirits 3 Translation And Strategy Guide 1.0
Made By BigManZam
Representing JapaneseBaseball.com
1. Beginning Menu
Quick Play Strike Pitch
Full Menu
Trial HR Contest
2. Full Menu
Maji Pennant Exhibition Spirits
MVP Pennant Trial Training
Management Pennant Strike Pitch VP Shop
Free Pennant HR Contest Utility
3. Settings Before Game/Season
1P Condition - Very High, High, Normal, Low, Very Low, Hide, Random
CPU Condition - Very High, High, Normal, Low, Very Low, Hide, Random
Errors - On, Off
Inuries - On, Off
Replays - On, Off
Cut Scenes - Normal, Limited
Innings - 1, 3, 5, 9
Extra Innings - None, 12, 15
Called - None, 1-10 Runs
Ball Type - Normal, Home Team's Decision, Light, Very Light, Heavy
Color Commentary - Random, Pattern 1, Pattern 2, Pattern 3, Pattern 4
Notes: Light, very light, and heavy ball types can only be unlocked when you
buy them in VP Shop.
Pattern 1 - Batting analysis by Tao(Chunichi, Seibu, and Hanshin games)
Pitching analysis by Nishizaki(Nippon Ham and Seibu Lions games)
Pattern 2 - Batting analysis by Tao(Chunichi, Seibu, and Hanshin games)
Pitching analysis by Miyamoto(Giants games)
Pattern 3 - Batting analysis by Tatsukawa(Hiroshima games)
Pitching analysis by Nishizaki(Nippon Ham and Seibu games)
Pattern 4 - Batting analysis by Tatsukawa(Hiroshima games)
Pitching analysis by Miyamoto(Giants games)
4. Difficulty Presets
My Settings
Beginner
Simple
Standard
Pawapuro Style
Pro
Customize
5. Difficulty Options
Simple
1. Pitch Speed - Slow, Slow+, Basic, Basic+, Middle, Middle+, Real
2. Difficulty - Very Easy, Easy, Normal, Hard, Perfect, Spirits, Custom
3. Control Type - Analog, Digital
4. Meet Cursor - Normal, Area, Lock-On, Zone
5. Runner Style - Manual, Assist, Auto
6. Defense Style - Manual, Assist, Auto
7. Throw Type - Standard, X + Direction
Notes: + style pitch speeds need to be bought in VP Shop, and the same goes for
Spirits level difficulty.
Difficulty
1. Pitch Speed - Slow, Slow+, Basic, Basic+, Middle, Middle+, Real
2. CPU Level - Very Easy, Easy, Normal, Hard, Perfect, Spirits, Custom
3. CPU Pitching - Very Easy, Easy, Normal, Hard, Perfect, Spirits
4. CPU Batting - Very Easy, Easy, Normal, Hard, Perfect, Spirits
5. CPU Running - Very Easy, Easy, Normal, Hard, Perfect, Spirits
6. CPU Defense - Very Easy, Easy, Normal, Hard, Perfect, Spirits
Camera
1. Pitching - TV Default, TV Alternate, Batting Default, Batting Alternate
2. Defense - Normal, Normal Wide, Reverse
3. Batting - Batting Default, Batting Alternate, TV Default, TV Alternate
4. Running - Normal, Normal Wide, Reverse
5. Camera Control Up/Down - Normal, Reverse
6. Camera Control Left/Right - Normal, Reverse
Notes: Camera control is used for when playing with a single player on defense
in MVP Pennant or Field Play. Use the right analog stick to look around you.
Controller
1. Type - Analog, Digital
2. Rumble - Off, On
Batting
1. Meet Cursor - Normal, Area, Lock-On, Zone
2. Batting Point - Normal, Real Support, Easy, Real
3. Strike Zone - Show All, Only Weak/Strong Points, Off
4. CPU Pitch Cursor - On, Only Release, Off
Notes: Real batting/pitching point is a new system for Pro Yakyu Spirits in
which the ball moves just like in real baseball. This means that submarine
fastballs will rise up, sliders will move down, etc.
Pitching
1. Pitch Style - Direct, Auto
2. Pitch Button - X, Triangle
3. Pitch Cursor - On, Release Timing Only, Off
4. Pitch Display - Pitch Type And Info, None, Pitch Type
5. Pitch Point - Normal, Real Support, Easy, Real, Off
6. Pitch Form - Real, Quick
7. Catcher Throw Back - On, Off
Notes: Direct pitching is the distinct Pro Yakyu Spirits kind of pitching in
which you have to time your release to get good pitches. Auto style doesn't
involve the release timing, and so it's more like Pawapuro.
Quick pitching forms are all out of the set position, and it's included for
impatient people who just want to play a game as fast as possible.
Running
1. Runner Control - Manual, Assist, Auto
2. Start - Assist, Basic, Manual
Notes: A big problem in past baseball games is lining out quickly to an
infielder, only to have yourself caught in a double play. Most human minds
can't react fast enough to get back to base, and most of the time, the jump a
runner gets makes it impossible to get back in time. PYS3 introduces a new
assist running system in which the computer will judge whether or not you
should take off or not. This greatly decreases the number of times you'll be
caught off base. Of course, this also means the runners will be cautious, so
you'll still have to sometimes decide whether or not a defender can get to a
ball or not.
Defense
1. Defense Type - Manual, Assist, Auto
2. Throw Type - Normal, X + Direction
3. Formation - Standard, Basic, Pro
4. Flyball Cursor - On, Off
5. Fielder Cursor - Under Feet, Over Head, Name Only, None
6. Cursor Change - Manual, Semi-Auto, Auto
Notes: Formations here means the strategy the defense will use when backing up
a play. I don't know the distinct differences, but I know what happens in Pro
level. On Pro, the catcher will run behind first base on a routine throw, just
in case something happens. You'll also see players back each other up in case
of errors on fly balls.
Strategy
1. Managing - Manual, Auto
2. Defensive Shift - Auto, Assist, Manual
3. Block Sign - Guide, Sign Only, Off
Presentation
1. In-Game Display - Normal, Minimal
2. Display Attributes - On, Off
3. Button Guide - On, Off
Notes: Setting In-Game Display to minimal will eliminate almost everything but
the score and batter's name/stats.
6. VP Shop
Japan Ballpark #1
USA Stadium(Yankee Stadium)
Japan Ballpark #2
Japan Ballpark #3
Spirits Level Difficulty
+ Level Pitch Speeds
Always Climax
Light Ball
Very Light Ball
Heavy Ball
Sprits Mode Partner From Other Teams
Original Spirits Mode Partner
Original Spirits Mode Partner Challenge
Maji Pennant Charisma Boost
Original Player Opening Movie
Other unlockable categories include uniforms, managers, coaches, and background
images for the start screen.
Notes: From what I've seen, Always Climax makes it so games are close. This is
a pointless mode for me, though, because it dramatically increases hits and
double plays for both teams. It's not very realistic at all, so I'd refrain
from unlocking it. It also seems to mess with CPU pitching, because the minute
I took it off, the opponent was giving up walks and a couple wild pitches.
Top Buttons - Confirm, Farm Position Players, Farm Pitchers, Reset
Status
1. Green Cross - Light Injury
2. Red Cross - Bad Injury
3. Resting
4. Hidden
Notes: Players with light injuries can still play, but their skills will be
greatly diminished. Players with bad injuries can't play at all, and depending
on how long he'll be out, it'd probably be best to send him down to the farm.
Hidden status is only there when you choose to not see player conditions in
options.
8. Pitcher Screen
See those little arrows on the pitchers attribute/stat screens? Here is what
they mean. The first letter is the grade of that particular pitch's skill
level. For instance, Kudoh of the Giants has a legendary curveball, so that'll
be a very high level. If a player is just experimenting with a pitch, like a
screwball that the pitcher rarely uses in real life, it'll be very low grade.
The higher the skill level of that pitch, the less likely it is to be hit. The
second letter to the right of that is that pitch's control level. The better
the control, the more that pitch goes where you want it to go, even if you miss
timing the release by a little. An example of a pitcher with great control,
but not really great stuff is Komiyama of the Marines. His control is some of
the best in Japan, but he still gets lit up from time to time. Moving on, to
the right of the control grade is the break of the pitch. Uehara of the Giants
has a great fork, so that pitch will really drop down for him. He likes to
vary that fork sometimes, since it's his main weapon. That's why he actually
has 3 different kinds of forks in his arsenal. Each one has a different kind
of breaking action.
Continuing on with the pitching screen, take a look at the blue bars on the
next page. This is the stamina gauge. The dark blue represents how much
stamina your pitcher has as a reliever. The light blue indicates how much
stamina he has as a starter. Some pitchers have way better stamina than others
when they start.
9. Batter Screen
Let's take a look at the first screen when you highlight a batter in the
batting order or bench.
Vs. Righties Vs. Lefties
Power Batting Speed
Those are the basic skills the game gives you when you see that screen with all
the positions the player can field. On the next screen is...
Arch
Vs. Righties
Vs. Lefties
Power
Speed
Throwing Accuracy
Catching
Arm Strength
Then on the next screen...
Energy Used
Endurance
Games Played
Batting Average
Homeruns
RBIs
Stolen Bases
Notes: Power Batting on the first screen is actually a combination of the arch
you put on the ball and the raw power you have. Also, having good speed is
critical to getting good jumps off the ball on defense. A guy who can cover a
ton of ground, like Fukudome, is very important to keeping balls from hitting
the gaps.
10. Pause Menu(Batting)
1. Play
2. Pinch Hit
3. Pinch Run
4. Data
5. User Settings
6. Match Settings
7. Sound
8. Quit
Pinch Hit
Vs. Righties, Vs. Lefties, Power, Pinch Hit Ability
Notes: Guys who have pinch hitting ability are rare, but their mental strength
in a pinch hit situation is reflected in how successful they are in getting
hits. Their meet cursors will be substantially bigger than the average hitter.
Pinch Run
Speed, Base Stealing Ability, Base Running Ability
Notes: Base stealing level 2 is better than nothing, but it's still not
amazing. You should not try to get 40 stolen bases with a guy like that.
You'll kill potential rallies. The higher the base stealing level, the less
likely that player will be thrown out. Base running ability helps a runner go
around the bases at a smoother pace than normal.
11. Pause Menu(Pitching)
1. Play
2. Relief
3. Defensive Substitution
4. Data
5. User Settings
6. Match Settings
7. Sound
8. Quit
Relief
Confirm, Defensive Sub, Pitcher Data, Cancel
Defensive Substitution
Confirm, Relief, Pitcher Data, Cancel
Pitcher Data
Innings Pitched
Batters Faced
Pitches Thrown
Hits Given Up
Strike Outs
Walks
Runs Allowed
Earned Runs
Wild Pitches
Homeruns
Batter Data
RBIs
Runs
Stolen Bases
Errors
12. Sound Settings
Normal, Custom, Stadium, Dynamic, Field
1. Commentary
2. BGM, Stadium Announcers
3. Fan Chants
4. Random Crowd Voices
5. Sound Type - Stereo, Mono, Dolby Pro Logic II
13. In Game Controls(Offense)
Left analog stick - Move batting cursor
R3 - Change camera angle
Select - Look at past at bats
Start - Pause
L2 - Block Sign Menu
R1 - Power batting
R2 - Bunt
X - Pull batting
O - Slap hitting
Notes: Use X when the pitch is inside and O when it's outside. Also, it's
important to utilize Block Sign to create runs. The best approach to batting
is to keep power batting on until 2 strikes, then switch to contact. If you
have 2 outs, and nobody is in scoring position, go ahead and hit for power the
whole time.
14. In Game Controls(Pitching/Defense)
Left analog stick - Move pitching cursor
R3 - Change camera angle
Select - Look at past at bats
Start - Pause
L1 - Defensive Shift Menu
L2 - Block Sign Menu
R1 - Alternate Pitch Selection
X - Pitch
Hold X - Full Power Pitching
Square, Triangle, and O - Check Runners
Notes: On higher difficulty levels, it's important to mix balls with strikes in
an efficient and random manner. Sometimes you need to be careful and sometimes
you need to go right at batters. A mix of both is usually the best way to go.
When pitching outside of the strike zone or right on the corners, use regular
pitches. If you feel like you really need to throw a strike, hold X until the
cursor becomes red. This is the new full power pitching, and it makes your
pitches just a bit tougher to hit. If you don't do this, you WILL give up many
hits on anything higher than Hard level. Don't get sloppy, though, because you
can still give up hits if you go too far into the strike zone. You can also
miss your timings and give up walks.
15. Block Sign System
Batting
Triangle - Hit and Run
R2 - Bunt
R2 + Triangle - Squeeze
Down + Square - Go On Grounder
Notes: If you're going to get any runs, you'll need this system. Moving
runners over is crucial if you're going to take advantage of opposing pitchers.
Be true to Japanese baseball and score those runners as often as possible, even
if you don't get a hit.
Pitching
Up + Up - Intentional Walk
Up - Pitch Out
R2 - Bunt Press
16. Defensive Shifts
Standard
Fast Runner
Slap Hitter
Bloop Hitter
Pull Hitter
Power Hitter
Infield shifts only occur when a runner gets on.
Standard
Double Play
Bunt - Standard and Power Hitter Outfield
Press - Standard and Power Hitter Outfield
With two runners on, you can bring the outfield in.
With bases loaded, these are your options.
Standard, Double Play, Up The Middle, Everyone In, Outfield In
17. Free Pennant
Schedule - Full or Limited
CPU Trade - Free, Only Trades With You, None
CPU Gaijin - Yes, No
Rain Cancellation - Yes, No
Control - Team, Single Player
Preseason Roster Moves
Draft
Free Agents
Try Outs
Camp
Camp(Pitcher)
Opening Day Condition Increase
Convert To Starter
Convert To Reliever
Camp(Position Player)
Opening Day Condition Increase
Convert To 1B, 2B, 3B, SS, LF, CF, RF
Pitcher Rotation
Day Off, Starter(Red), Reliever(Green)
Main Menu
1. To Match
2. Schedule
3. Manage - Roster, Player Numbers, Names, Original Gaijin, Trade, Release
4. Roster Change
5. Player Evaluation
6. Statistics
7. Settings - Pennant, Match, User
8. Save and Quit