BASEBALL SIMULATOR 1.000 FAQ v1.0
Written by Sean Shannon --
[email protected]
Copyright (c) 2002 Sean Shannon, all rights reserved
This FAQ is exclusive to GameFAQs.com and seanshannon.org. You are free to
print this FAQ out for your own personal reference. Any other reproduction,
redistribution or alteration of this FAQ without previous written permission
from Sean Shannon is a violation of copyright law and will be pursued
diligently, ESPECIALLY if anyone tries to profit off of this FAQ.
Dedicated to C., L. and J., the three best friends I could ever ask for.
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| TABLE OF CONTENTS |
-------------------
Note the Z-CODEs listed to the left of each heading; you can use the Find
feature in your Web browser or word processor to quickly "Zip" to the given
topic by entering "Z." (minus the quotation marks) plus the four-digit Z-CODE.
For example, if you wanted to jump to Widgets and Widgets had the number 0050
next to it, you would enter Z.0050 as your search string and it would take you
straight to Widgets.
Z.CODE HEADING
0100 Version History
0200 Foreword
0300 Introduction
0400 Note on Conventions
0500 Controls
0510 In Menus
0520 On Offence/While Batting
0530 On Defence/While Pitching
0600 Modes of Play
0700 Exhibition/Basic Play
0710 On Offence
0720 On Defence
0730 Miscellaneous
0800 Ultra Play
0810 Ultra Pitches
0820 Ultra Hits
0830 Ultra Fielding
0900 Season
0910 Starting a Season
0920 Running a Season
1000 Edit Mode
1010 Editing Batters
1020 Editing Pitchers
1030 Editing Ultra Plays
1100 New League
1200 Team Stats
1210 Atlantic League
1220 Northern League
1230 Ultra League
1300 Game Genie Codes
1400 Acknowledgments
1500 Final Words
-----------------
| VERSION HISTORY | [ Z.0100 ]
-----------------
v1.0 -- Released 2002.08.07
Everything's new. :)
----------
| FOREWORD | [ Z.0200 ]
----------
Welcome to my first ever FAQ. (And after doing one of these, I've gained a
newfound respect for the people who've written all the other FAQs I've
downloaded. Really, you should try writing one yourself sometime, these
things are not easy.)
I was browsing around GameFAQs "Help Wanted" section, and saw this game
listed fairly high up on the NES charts. No one had bothered to write a FAQ
for it yet, and I figured that since I was on summer break, I might as well
give it a go. I'd wanted to get into FAQ-writing for a while, and luckily
enough I was able to break in with one of my favourite NES games of all time.
(I'm a total sucker for nearly every Culture Brain game in existence.)
So, here we go. Oh, and if you want to know more about me, visit my Website
at
http://www.seanshannon.org/ if you would. I could use the company.
--------------
| INTRODUCTION | [ Z.0300 ]
--------------
Baseball Simulator 1.000 was released by Culture Brain in Japan in 1989 under
the name Choujin Ultra Baseball, and came over to the United States shortly
thereafter. Aside from SNK’s Baseball Stars, Baseball Simulator 1.000 was the
only baseball game for the NES that allowed you to create your own team from
scratch, naming players and giving them statistics that would be followed in
gameplay. In addition, Baseball Simulator 1.000 allowed you to run a full
season within a six-team league of your choice, from 5 to 165 games in length,
and kept track of detailed player and team statistics through battery backup.
Those features alone made Baseball Simulator 1.000 one of the best baseball
games for the NES, if not the best. But Culture Brain didn’t stop there; in
addition to playing regular baseball, you could also play baseball with "Ultra
Plays." These plays included pitches that would snake left and right as they
went to the plate, hits that would explode whenever they were caught, and
fielders who could leap thirty feet in the air to rob batters of home runs,
among others. However, each Ultra Play would cost Ultra Points, and when you
ran out of Ultra Points, you could no longer use Ultra Plays. A regular
baseball game on Baseball Simulator 1.000 was fun enough, but playing with Ultra
Plays just made the game a blast.
Indeed, one may be able to trace back the whole "wacky sports" genre to Baseball
Simulator 1.000. Looking at later console games like Base Wars for the NES
(which came out just after Baseball Simulator 1.000) and Electronic Arts’ Mutant
League Sports series for the Genesis, and arcade games like NBA Jam and NFL
Blitz, it’s easy to see traces of Baseball Simulator 1.000 in all of them.
However, none really seem to capture the same sense of style, or finesse, as
Baseball Simulator 1.000. Maybe it’s because other sports don’t lend themselves
to "super powers" like baseball does. Maybe it’s because none of the other
games offer the same variety of plays that Baseball Simulator 1.000 has. Or
maybe it’s just because Baseball Simulator 1.000 was that well designed a game
that it still stands up today, much like the original Legend of Zelda and
Metroid. Who knows.
A Super NES sequel, appropriately titled Super Baseball Simulator 1.000, came
out the same year that the Super NES hit American shores, and offers even more
Ultra Plays, better stat tracking and improvements all over the board.
Unfortunately, the battery in my copy died just months after buying it, and I’ve
never replaced it. (By point of comparison, I have games older than most of you
reading this right now that have battery backups still holding up; Super
Baseball Simulator 1.000 is the only game I’ve had where the battery has died on
me.) Super Baseball Simulator 1.000 wound up being the last game Culture Brain
released in the United States, which really upset me because I was dying for a
16-bit sequel to Magic of Scheherazade, the greatest game you’ve never played.
Culture Brain still develops games in Japan, but none have been released in
America for over a decade now.
As for how to get a copy of Baseball Simulator 1.000, as of the time of this
writing, copies were going on eBay (
http://www.ebay.com/) for $2-$6, and
FuncoLand (
http://www.gamestop.com/) was selling the game for $7.99 on their
Website; lower prices may be available at your local FuncoLand store. I’m sure
there must be ROMs of the game on the ‘net somewhere, but REAL PLAYERS DON’T USE
ROMs. At least not unless the real deal can be procured easily, and I’ve given
you two sources there; try garage sales, too. The only time I’ve ever used a
ROM was for an old arcade game from my childhood that was never translated to a
home system (Atari’s Peter Packrat), and I dumped that ROM off my hard disk a
long time ago. (And the hard disk crashed months later anyway.) Come on, five
to ten bucks isn’t too much to ask for a game of this quality, plus you get the
authentic NES experience that you just can’t duplicate with a computer monitor
and controller.
---------------------
| NOTE ON CONVENTIONS | [ Z.0400 ]
---------------------
Some of my writing conventions may seem a bit strange, so I figured I should
mention them here before we get too much farther into the FAQ.
First of all, I use UK English when I write; when I first got on the Internet
back in 1994, one of the first things I did was join a Björk mailing list (Blue-
Eyed-Pop, still very much active today), and the majority of people there were
from the UK and thus used "The Queen’s English." I adopted the style myself to
"fit in" there, and yes, I even use it outside of Internet communication. So I
spell defense "defence", offense "offence", color "colour" and so on. (My
style for dates, however, is the Japanese style, because I’m a Japanophile.)
Secondly, you will note that I do not refer to the baseball players within the
game as males; there is no way to select player gender in the game, and the
player sprites certainly look ambiguous enough. One of the things that
frustrates me to no end in modern video games is that no matter how good the
create-a-player mode is, all the players are still male, and referred to as "he"
and "him" by the announcers. I mean, we’ve got the WNBA proving women got game
just as good as the men, we’ve had female goaltenders in the NHL, and now we
even have female college football players. Is it that hard to add a gender
toggle, and get the announcers to record a couple of extra sound tracks? Sorry,
didn’t mean to go off like that, but it really does bug me sometimes.
Finally, I do try to give a bit of explanation of the rules of baseball in here,
because I’m not necessarily sure everyone who reads this FAQ knows the rules of
baseball. The old story goes that the British can never understand the rules of
baseball, while Americans can never understand the rules of cricket. (Although
I picked up the rules of cricket fairly quickly.) If anyone needs help
understanding the basic rules of baseball, e-mail me and I may include such
rules in a later version of the FAQ.
----------
| CONTROLS | [ Z.0500 ]
----------
This is a basic summary of what the controller does during the game; in the
sections below, controls will be re-explained in a more context-sensitive
manner.
IN MENUS [ Z.0510 ]
--------
Control Pad -- Move cursor up, down, left or right.
A Button -- Make a selection.
B Button -- Go back a screen.
(Note: in some situations, like when viewing team stats under Edit mode, you
may have to press Start to exit.)
ON OFFENCE/WHILE BATTING [ Z.0520 ]
------------------------
Control Pad -- While batting, used to move batter within batter's box. After
batting, used to indicate base for runner to move to.
Right = First Base Up = Second Base
Left = Third Base Down = Home Plate
A Button -- While batting, press down to swing; tap to bunt. After
batting, used along with Control Pad to direct baserunner to
return to base. E.g., hold Right and press A to tell a runner
advancing to second base to return to first base. Does not
work if a runner is already sliding.
B Button -- While batting, press before pitch is thrown to activate Ultra
Hit for that batter (if s/he has one). While batting, press
while holding a direction on the Control Pad to attempt a
steal on that base. E.g., hold Up and press B to make the
runner on first base attempt to steal second base. After
batting, used along with Control Pad to direct baserunner to
advance a base, using same method as stealing.
Start -- Pauses/unpauses the game. While paused, press A to bring up a
menu of available pinch-hitters. Move the cursor to the
pinch-hitter you want and press A to insert him/her in the
current batter's position, or press B to return to the game.
ON DEFENCE/WHILE PITCHING [ Z.0530 ]
-------------------------
Control Pad -- Before pitch, used to move pitcher from left to right on the
mound. If pitcher has Ultra Pitches, press Up twice to enter
Ultra Pitch mode, then press Up and Down to cycle through
available pitches. During windup, use to select pitch.
Down = Fastball Up = Forkball (Slowball)
Left = Curve to the left Right = Curve to the right
While the pitch is heading to the plate, press to control the
ball's trajectory. After the ball is hit (or while attempting
to pick off runners), used to move fielders, and also to
indicate base to run to/throw to as with offence.
A Button -- Before pitch, press to begin pitch. After the ball is hit, if
no one has the ball, press A by itself to make fielders leap
up for the ball, or press A with a direction on the Control
Pad to make fielders dive for the ball. If a defencive player
has the ball, press A with a direction on the Control Pad to
make the player throw to the indicated base.
B Button -- Before pitch, if an Ultra Pitch has been selected, press to
cancel. If an Ultra Pitch has not been selected, pressing B
will exit the batting screen so the pitcher can attempt to
pick off a runner. After the ball has been hit, if no one has
the ball, pressing B will cause the player closest to the ball
to use an Ultra Fielding. If a defencive player has the ball,
press B along with a direction on the Control Pad to make the
player run to the indicated base.
Start -- Pauses/unpauses the game. While paused, press A to enter
defencive options.
CHANGE: Change any of the players out on the field, including
the pitcher. Note that the game will NOT ask for
confirmation when changing any player other than the
pitcher, so be warned.
MOVE: Move the positioning of fielders (except pitcher and
catcher). Use the control pad to move the arrow over
a fielder, press A to select that fielder, move the
fielder with the control pad, then press A to
de-select the fielder, or B to return the fielder to
his/her original spot.
END: Returns to the game.
---------------
| MODES OF PLAY | [ Z.0600 ]
---------------
These are the options that are available to you once you start up the game.
EXHIBITION -- A contest held just for the fun of it, no long-term
implications.
1PLAYER -- One player against the computer, one game.
2PLAYERS -- Two humans against each other. You can either play a single
game, or continue after the first game into a best-of-seven
contest.
SEASON -- Play a full season, with as many players as you want participating.
(Before each game, you can choose which teams are computer-
controlled and which are player-controlled, so you can "switch off"
controllers between games.)
PLAY -- Start a new season, or continue the one currently in the
battery backup.
ERASE -- Erase the currently-stored season from the battery backup.
The game will ask for confirmation before doing this.
STANDINGS -- View the compiled statistics of the current season.
EDIT -- Edit up to six of the teams in the game, changing names, statistics
or Ultra Plays.
ENTER -- Select a team and edit it to your heart's content.
ERASE -- Erase an edited team. The game will ask for
confirmation before doing this.
DISPLAY -- Display the programmed statistics for any team, even the
built-in teams.
NEW LEAGUE -- Edit the "Original League" to include any six teams you want,
from any preset league.
NOTE: If a season is currently in progress, this option
cannot be performed without first deleting the current
season. The game will ask for confirmation before doing
this.
WATCH -- Select two teams and let the computer play them both. Note that if you
leave the game on the title screen long enough, the game will play
itself, breaking between half-innings to return to the title screen.
-----------------------
| EXHIBITION/BASIC PLAY | [ Z.0700 ]
-----------------------
In exhibition, Player One will automatically bat first/be the "away team",
while Player Two (or the computer in a one-player game) will be the "home
team." There are no difficulty settings in the game; the best way to simulate
difficulty is to create weak or strong teams yourself, because all the teams in
the game are pretty balanced, with the exception of the Ultra Teams being
stronger than the regular teams.
After making the 1PLAYER or 2PLAYERS selection, you will be moved to the Team
Select screen. Note that even if you have edited teams, the original teams
will still be available on this menu. Move the "I" cursor over the team
Player I wants to be, and press A. If this is a one-player game, the "II"
cursor will then appear to select the computer team; otherwise the "II"
cursor will be on the screen from the beginning. Note that the same team
cannot be selected twice.
After the teams are selected, you will then be asked to select from the six
available stadiums.
DOME: Fairly deep outfield and big foul areas. When you hit a home run,
the camera doesn't pan up, and there are no fireworks. (The game was
made before indoor fireworks were in wide-spread use.) If you hit a
home run into the scoreboard, you’ll see that part of the scoreboard
"break" (then automatically get healed right up) and hear an
appropriate sound effect.
TOWN: Smallish outfield and foul areas. The infield is all dirt, although
this doesn’t seem to affect the physics of the ball (come on, this is an
8-bit game, what do you expect). When you hit a home run, the camera
pans up to skyscrapers, and fireworks different from the other
fireworks in the game go off. (They’re bigger and don’t "shoot up"
from the ground above.)
SPACE: Short outfield and almost no foul areas. When you hit a home run,
the camera pans up to the stars, the zero-gravity stands and the
nearby satellites, and fireworks go off.
GRASS: Average sized outfield and small foul areas. Dirt infield, despite the
name. When you hit a home run, the camera pans up to Russian-style
cathedral spires, and fireworks go off.
HARBOR: Average sized outfield and big foul areas. When you hit a home run,
the camera pans up to the water and ship overhead (?), then Town
Stadium-style fireworks go off. If you hit the ball into the lower
part of the "water", you’ll see it splash in and hear an appropriate
sound effect; sometimes you’ll head the sound effect even if you hit a
homer that goes off the left or right edge of the screen.
BROWN: Average sized outfield and foul areas. Dirt infield and foul lines.
When you hit a home run, the camera pans up to Russian-style cathedral
spires, and fireworks go off. (This doesn’t seem much different from
the Grass Stadium.)
Note that in a two-player exhibition, successive games will be played in
different stadiums, selected by the computer.
Once the stadium has been selected, the matchup screen will appear. Just
press Start here, there's really nothing to see.
From here, you will be asked to select your starting pitcher. Note that the
top four pitchers are intended to be starters, while the bottom two are
intended to be relievers, so it would be a good idea to pick one of the top
four pitchers.
After that, there's just one more screen to go, the batting order and
position screen. Select USE if you want to go straight to the game, or
CHANGE if you want to change your batting order. If you select CHANGE, the
player names will appear to the right of the lineup; move your cursor to the
player you want to bat first, then press A, then move your cursor to the
player you want to bat second, then press A, and so on. After selecting the
batting lineup, the positions will appear to the right of the names; move
your cursor to the position you want the first batter to play, then press A,
then move your cursor to the position you want the second batter to play,
then press A, and so on. Note that you will not be able to look at player
statistics while doing this, unless you use the Player Stats section found
later in this FAQ.
Once that's done, the game begins. For the sake of simplicity, I'm assuming
you are Player One, and thus batting first. Also, use of Ultra Plays will be
saved until the next section.
ON OFFENCE [ Z.0710 ]
----------
After the "Play Ball" screen (note the Culture Brain game ads on the
scoreboard), you will be taken to the Batting Screen. The camera angle will be
from behind home plate, facing the pitcher, as most games from this time frame
were. Although the ground colour will vary depending on the stadium you’re in,
the bleachers will all look the same, even though the bleachers in the Grass
Stadium look a lot different than, say, the Space Stadium. In addition to this
view, you will have four inset windows:
MIDDLE-LEFT WINDOW: Displays ball (B), strike (S) and out (O) count.
BOTTOM-LEFT WINDOW: The top line displays the first two letters of the
defencive team’s name, followed by the number of Ultra
Points the team has. (If the team is not an Ultra Team,
there will be no number.) The second line displays the
current pitcher’s name, and the third line will display the
number of pitches that pitcher has thrown in the game. If
the pitcher is in a "pinch", the PINCH indicator will be at
the bottom of the window. (More on "pinch" later.)
MIDDLE-RIGHT WINDOW: The top line displays the current inning, the second line
displays the "Away" team’s first two letters and current
score, and the third line displays the "Home" team’s first
two letters and current score.
BOTTOM-RIGHT WINDOW: The top line displays the first two letters of the batting
team’s name, followed by the number of Ultra Points the
team has. (If the team is not an Ultra Team, there will be
no number.) The second line displays the position in the
batting order of the current batter, followed by the
current batter’s name. The third line displays the
batter’s batting average, while the last line displays the
number of home runs the current batter has. If the batter
has selected an Ultra Hit, it will be displayed to the left
of the Home Run count.
Note that four other objects may exist on the Batting Screen, depending on the
situation of the game. If there is a runner on first base, there will be an
inset window depicting the baserunner above the middle-right window; likewise,
if there is a runner on third base, there will be an inset window depicting the
baserunner above the middle-left window. If there is a runner on second base,
the baserunner can be seen behind the pitcher. Finally, if the pitcher has
selected an Ultra Pitch, it will appear on the right-hand side of the mound.
Okay, so now that we’ve gotten that out of the way, let’s get to batting.
Before (and even during) the pitch, you can use the Control Pad to move the
batter around the batter’s box. Tap A to bunt (although you have to tap it just
right or else you’ll be stuck in "check swing" position), or hold it down to
swing.
One of the things you will notice is that there is a very small "sweet spot" on
the bat where you can hit the ball; if the ball passes through the end tip of
the third of the bat closest to the batter, it won’t make contact. This results
in far fewer foul tips than are usually found in a baseball video game (or,
indeed, a baseball game). Also, while there is no visible height control for
the ball, if the sound made while the pitch is thrown is low, be careful for a
"bloop" sound just before the ball reaches the plate; this indicates that the
ball hit the ground, and you can’t hit it. (If you didn’t swing, it will count
as a ball.)
Let’s assume that you hit the ball. The screen will then change to the Fielding
Screen, which shows the playing field from above, with centre field being at the
top of the screen and home plate being at the bottom. If the ball reaches far
enough into the outfield, an inset showing the current baserunners will appear
in the bottom-centre of the screen, enabling you to advance or pull back runners
as you wish.
Let’s assume you then get a runner on base. When you return to the Batting
Screen, anytime after the pitcher begins his windup, you can steal a base by
holding the Control Pad in the direction of the base you want stolen, then
pressing B. (Note that, if you’re playing with Ultra Plays, pressing B without
a direction will turn on that batter’s Ultra Hit, if s/he has one, and the Ultra
Hit cannot be turned off.)
One quick note here: anytime you score, the current game score will be displayed
in the centre of the screen. Note that this score conforms to Japanese scoring
conventions, where the away team is always mentioned first and the home team is
always mentioned second. So if you score a run after your opponent has scored
two, the score will read " 1-2 ".
Assuming you want to insert a pitch-hitter, before a pitch press Start to pause
the game, then press A. Move your cursor to the pinch-hitter you want to insert
and press A to insert the hitter in (note you will not get confirmation before
this), or press B to cancel back to the game in progress. There are no pinch-
runners in the game.
Quick trick when playing against the computer: if you ever have runners on first
and third, and the opposing third baseman doesn’t have the ball, move the runner
on third to home. (If the third baseman has the ball, move the runner on first
to second to get the computer to throw to second, then move the runner back to
first.) When the computer throws the ball to home, move the first base runner
to second and motion the runner heading home back to third. The computer will
let the runner on first take second unopposed. Works every time. Also, the
computer is horrible about run-downs; just run away from the guy with the ball,
and he won’t bother throwing it to the fielder stationed where you’re headed.
ON DEFENCE [ Z.0720 ]
----------
Okay, now let’s assume you ground into a double play and strike out to end the
inning, so we can cover the defencive controls. (Note the detailed stats on the
bottom of the screen between half-innings.) Now you are in control of the
pitcher; press left or right to move the pitcher on the mound. (Pressing up
twice will activate the pitcher’s Ultra Pitches, if s/he has any.) To start a
pitch, hold down if you want a fastball, up if you want a forkball/slowball,
left or right if you want a curve in that direction, or nothing at all if you
want a "regular pitch", then press A. During the windup, you can hold left or
right to add more curve to the pitch; you can even control the pitch while it’s
heading to the mound in this manner, although not by much.
Let’s say that the batter hits an infield grounder. Assuming a player has
caught the ball (you can move fielders around with the Control Pad), you can
then hold a direction and then press A to have the player throw to that base, or
hold a direction and then press B to have the player run to that base. You can
also move around with the Control Pad in an attempt to tag out a baserunner, but
you don’t move as fast as a B-button run. Also note that whenever you throw the
ball, ANY of your players in the way of that ball will catch it. I mention this
because unless you’re careful, a batter who has grounded to third may be safe
because the pitcher catches the relay to the first baseman. (To avoid this,
after starting the throw to first base, immediately hold up or down to move the
pitcher out of the way.) Also note that the ball doesn’t tend to slow down that
much during a throw, and it takes a while for someone who has caught a relay to
throw it again, so catching relays generally isn’t worthwhile unless you’ve
changed your mind on which base you want to throw to.
But now let’s say that your infielder commits an error. You’ll know whenever
someone commits an error because s/he will squat over and have sweat coming out
of his/her forehead for a couple of seconds, and be unable to move. (Note that
each of these automatically count as an error in the game’s scoring, unlike in
Major League Baseball where the error will generally be ignored if it didn’t
contribute to a runner advancing further than s/he normally would had the ball
been properly handled.) There’s not much you can do about errors, and because
player fatigue/luck isn’t simulated in this game, there’s no real point in
substituting fielders unless you’re REALLY nervous about an error being
committed at some point. Substituting fielders is covered below.
Now let’s say that the next batter gets one into the outfield, and you need to
make a stretch to get the ball. (If the ball is in the air, you can judge where
it’s going to go by its shadow on the ground.) If you need to dive for the
ball, hold the Control Pad in the direction you want to dive and press A; if you
need to jump for the ball, take your thumb off the Control Pad and press A.
Note that if you fail, you will have about a one-second window where your
fielder is motionless, and the jump and slide don’t cover much distance to start
with, so use these options wisely.
MISCELLANEOUS [ Z.0730 ]
-------------
Okay, now let’s get to the later innings of the game, where your pitchers may
get tired. You can tell a pitcher’s level of tiredness by its animation on the
mound before a pitch; if a pitcher is motionless, the pitcher is not tired. If
a pitcher is sweating, the pitcher is starting to get tired. If the pitcher’s
shoulders start to move up and down, the pitcher is tired, and if the pitcher is
sweating AND his/her shoulders are moving up and down, the pitcher is VERY tired
and should be replaced immediately. To replace a pitcher, press Start before a
pitch to pause the game, then press A. Select CHANGE from the menu and then
press A, then press A while the cursor is over the pitcher’s position on the
field. You will be taken to a screen showing the pitchers warming up; select a
pitcher and press A, and you will be shown the pitcher’s current statistics.
You’ll also see a picture of the pitcher’s face; a smile means the pitcher is
healthy, no expression means the pitcher is somewhat tired, and a frown means
the pitcher is tired. You will be asked to confirm the pitcher be inserted into
the game before you return.
Substituting fielders also works through the CHANGE menu in much the same way;
after selecting CHANGE, simply move the cursor to the position you want to
substitute in, press A, and select an available player. Note that the game will
NOT ask for confirmation before doing this, so use this option wisely. The MOVE
option below CHANGE can also be used to move fielders around on the field before
a pitch, but this is rarely of any use within the game. If you want to use it,
simply move the cursor over the fielder you want to move, press A and then use
the Control Pad to move the fielder around. Press A to lock the fielder in that
spot, or press B to move the fielder to his/her standard position. END simply
returns to the game.
Not all pitcher fatigue is due to how long a pitcher has been in the game,
though. Whenever there are runners on second and third, there is a chance
(seemingly a greater chance if the bases are loaded) that the pitcher will enter
"pinch" mode. You will know if the pitcher is in pinch mode because the
background music will change, and the word "PINCH" will appear in the lower-left
window. In pinch mode, pitchers who are tired may suddenly gain all their
energy back, and pitchers who shouldn’t be tired may suddenly appear, and
perform, as though they are very tired. How a pitcher reacts to pinch mode
seems to vary from pitcher to pitcher and from game to game; it just seems to be
a matter of chance as to how the computer decides to place the pitcher.
Whenever a run is scored, the crowd flashes rapidly and you get a sound effect.
The sound effect changes into something more triumphant-sounding after the tenth
run. If someone hit a home run, in addition to all the special effects with
each stadium, you may also be treated to a quick animation of that player high-
tenning everyone on his bench, inset on the scoreboard screen. (It’s a really
bad animation, though.)
If you enter the seventh inning of a game, the game will display "Lucky 7"
before each half of the inning. It’s unknown exactly what happens in the game
during the seventh inning, but from my own observations it appears as though
everyone’s stats are boosted; both the batting and pitching teams seem to
perform better, get more strikeouts and home runs and what have you. Or it
could just be a silly graphic they put on the screen. Who knows.
The triggers for the end of a game are like Major League Baseball, except with
one hitch: if the away team is ahead by ten or more runs at the end of an
inning, or the home team is ahead by ten or more runs at any point, the game
will automatically be awarded to the team in the lead. After a game, you’ll get
a brief shot of the game’s stats, then you will be thrown to the "Sports News"
set, featuring the ugliest anchor in the history of video games about sports. I
normally like Culture Brain’s character designs, but this one is just ... ugh.
Anyway, the screen will display the box score for the game (though not hits and
errors), the winning and losing pitchers and, if applicable, the pitcher who
gets the save. (Although the game seems to give these awards out at random, and
not according to standard baseball rules.) From there, press A and either
select NEXT GAME to begin a new exhibition game, or END to end the game. Note
that if you choose to end the game, you won’t go back to the main menu; you’ll
get a message warning you to hold in the Reset button while powering off the
console, and you’ll have to do that (or else press Reset) to go back to the
start of the game.
------------
| ULTRA PLAY | [ Z.0800 ]
------------
If you’ve selected a team from the Ultra League, or an edited team based on an
Ultra League team, then Ultra Plays will be available to you throughout the
game. Any team with Ultra Plays starts with a certain amount of Ultra Points,
which can be spent on various Ultra Plays. (Each Ultra Pitch or Ultra Hit costs
three points, each Ultra Fielding costs five points.) Ultra Points cannot be
gained during a game, but are replenished at the start of every game during a
season/playoff.
Because Ultra Points are limited, it’s a good idea not to use them on every
play. (Unless you’ve activated unlimited Ultra Points on a Game Genie or
something, in which case go to town.) Especially with pitches, the occasional
Ultra Pitch will fool the computer, but throw more than two in a row and all of
a sudden the computer will get a hit off of one.
ULTRA PITCHES [ Z.0810 ]
-------------
Pitchers can have up to four Ultra Pitches; to use an Ultra Pitch, before
throwing press up twice on the Control Pad to display the Ultra Pitches menu to
the right of the mound; press up and down to cycle through available pitches,
then press A to throw that pitch; press B to cancel out of the Ultra Pitches
menu.
SNAKE BALL: "Snakes" from side to side as it goes to the plate. Good against
both human and computer opponents, but increases the chance of
beaning the batter.
(Icon: White ball with a black "S" on top, on a blue background.)
STOPPER BALL: After throwing, press A once to stop the ball. With the right
timing, easily fools computer opponents; not so effective against
human opponents.
(Icon: Light blue "STOP" sign on a black background.)
MIRACLE BALL: Random Ultra Pitch. Throws pitches even the pitcher doesn’t have
in his/her repertoire. Useful, and risky, for obvious reasons.
(Icon: Black question mark on a light blue background.)
FAN BALL: Moves from side to side as it goes to the plate. Doesn’t seem
much different from Snake Ball. As with Snake Ball, good against
both human and computer opponents, but has a tendency to cause
more beanballs.
(Icon: White ball with a white halo over it on a black background
and something light blue I can’t quite make out.)
SPEEDER BALL: After it’s thrown, you can press up and down on the Control Pad to
slow down or speed up the ball. Also tends to make strikes out of
what look like hits. Good against human opponents, less useful
against the computer.
(Icon: Two white balls in the lower corners of the icon and a
light blue left-right arrow between them, on a black background.)
FIRE BALL: Increases in speed as it gets to the plate, then lights on fire.
Like the Speeder Ball, turns some sure hits into strikes. Fairly
useful against human opponents, less so against the computer.
(Icon: White ball with black flame surrounding it on a light blue
background.)
PHANTOM BALL: The ball disappears as it goes over the plate. Hard to hit
because you shouldn’t hit it when you normally would; hitting it
just as it disappears seems to be more effective. Fairly useful
against the computer, but human opponents adapt to it easily.
(Icon: Black "sparkle" lines on a light blue background.)
PHOTON BALL: Faster-than-fast ball. Increases fastball speed by about 25%.
Somewhat useful against the computer, but human opponents will
soon adapt to it and at least get foul tips.
(Icon: White ball in lower-left hand corner with three light blue
lines above it, and two white arrows to the right, on a black
background.)
IRON BALL: Ball turns to iron. Slow as heck, but unless the batter hits it
with the exact middle of the bat, gets a strike. Useful against
both human and computer opponents.
(Icon: Black ball on a white background.)
NINJA BALL: The ball spins in a very tight arc as it goes to the plate, and is
much harder to hit. Useful against human opponents, but the
computer gets a lot of hits off of it.
(Icon: Seven white balls in a hexagonal shape.)
Note that for many Ultra Pitches, if the batter swings and misses, s/he rotates
around wildly until it’s time to throw the next pitch. Also note that sometimes
the batter’s hat seems to fly off, but the spinning animation still shows a hat
on the batter’s head!
ULTRA HITS [ Z.0820 ]
----------
Each batter can have only one Ultra Hit; pitchers cannot have Ultra Hits.
Select an Ultra Hit by pressing B before swinging; note that you can select an
Ultra Hit while the pitch is coming to you. Also note, however, that Ultra Hits
cannot be canceled out of; if you’ve selected an Ultra Hit, the only way not to
spend Ultra Points on it is to not swing at the pitch. In addition, each time
you swing while an Ultra Hit is selected, you lose three Ultra Points, so don’t
take any "practice swings" before the ball is thrown.
HYPER HIT: Doubles batting power. After selecting, the batter will spin
around in place in the batter’s box. Shallow outfield flyouts
become home runs, but groundouts remain groundouts. Somewhat
useful in this regard, but creating a high-home run hitter may be
simpler (and not cost Ultra Points or Ultra Hitting slots).
(Icon: Light blue bat with two white arrows to the right pointing
to it, on a black background.)
METEOR HIT: Bat fragments surround the ball as it flies through the air,
knocking out any fielder who tries to catch it. Ground balls don’t
seem to be affected. Not too useful.
(Icon: What looks to be a black television set with the glass
punched out, on a light blue background.)
SHADOW HIT: Causes many other shadows to surround the ball as it flies in the
air. Ground balls aren’t affected. Fools the computer easily, but
not human opponents. Limited usefulness in that regard.
(Icon: White ball with black shadows surrounding it, on a dark
blue background.)
MISSILE HIT: Hit becomes a very slow line drive that "catches" any fielders in
its' way and drives them to the wall with it. Once the ball hits
the wall, it drops and falls in front, and any fielders that were
in its’ trajectory are unable to move for a couple of seconds.
VERY USEFUL, as any fair ball is a guaranteed hit, probably for at
least two bases, and this hit can even get home runs in stadiums
with low outfield fences (like Space Stadium).
(Icon: White slash going from the upper-left to the lower-right
corner of the box, on a dark blue background.)
BOMB HIT: If the ball is a fly ball, any fielder who tries to catch it is
knocked unconscious for a few seconds when it falls to the ground.
If a ground ball, after its first bounce it explodes and then falls
down the screen, towards the catcher. Useful, and the computer
fielders fall for it every time. For some reason, I tend to get a
lot of home runs with this Ultra Hit, so maybe it increases batting
power as well.
(Icon: "BOMB" in light blue letters on top of a white explosion
graphic, on a black background.)
MIRACLE HIT: A randomly selected Ultra Hit. Useful and dangerous for obvious
reasons. The batters starts swinging around wildly as with Hyper
Hit after this is selected, but this doesn’t necessarily mean that
the computer has selected Hyper Hit.
(Icon: Black question mark on a light blue background.)
TREMOR HIT: If a fly ball, no effect (unless it drops before being caught). If
a ground ball, the moment it touches the ground the screen starts
to shake, and the fielders are stunned for a couple of seconds
while baserunners can run as normal. Combined with enough running
power, this guarantees singles almost every time (even for infield
grounders), and so this is useful.
(Icon: What looks to be a black pot with the lid partway open on
a light blue background.)
CANNON HIT: If a ground ball, no effect. If a fly ball, the shadow of the ball
spins around, and it seems to fall prematurely. Human players will
adapt to it easily, but computer opponents are always fooled by it.
Somewhat useful.
(Icon: White ball with black lines behind it in the upper-right
corner, black-and-white circle in the lower-left corner, on a light
blue background.)
FREAK HIT: If a fly ball, no effect. If a ground ball, changes trajectory
with every bounce. Too random to be of any good (it’ll sometimes
bounce right into the hands of a fielder); barely useful.
(Icon: White ball with a black zig-zag underneath it, on a dark
blue background.)
SPINNER HIT: If a fly ball, no effect. If a ground ball, rotates around as it
rolls on the ground. Fielders seem to have a hard time picking it
up until it hits the outfield fence. Somewhat useful.
(Icon: Light blue baseball with black eyes and a dark blue sneer,
on a dark blue background.)
ULTRA FIELDING [ Z.0830 ]
--------------
Each fielder, except the pitcher, can have one Ultra Fielding. To use an Ultra
Fielding, when the ball is near a fielder, press B to activate it. Even if you
don’t use it, the five points are lost anyway. Note that these tend to be very
error-prone and difficult to use properly; I usually don’t use them at all,
especially since you have to remember which player has which Ultra Fielding,
without benefit of icons, and they cost so many Ultra Points.
ROCKET JUMP: Allows fielder to leap about thirty feet in the air. If you can
position yourself right, you can rob some homers this way, but
triangulating the ball’s trajectory with the leaping fielder is
just more trouble than it’s worth.
(Icon: White player with light blue lines underneath, on a dark
blue background.)
HYPER THROW: After catching the ball, the fielder throws it at double regular
speed. Somewhat useful for outfielders, I guess, to catch
runners at the plate.
(Icon: A light blue home plate turned sideways, with two white
arrows pointing at it, on a black background.)
SUPER SLIDE: Increases slide distance about threefold. But slides tend to be
spur-of-the-moment decisions anyway, so by the time you press B
to activate the Super Slide, it’s too late to be of any real use.
(Icon: What looks like a bear’s footprint, in white, turned to
the side, on a dark blue background. Hard to describe.)
SUPER CHARGER: Increases running speed of fielder. I could see this as useful
for some infielders, but only very rarely.
(Icon: A black kleat on a dark blue background.)
MIRACLE CATCH: Allows fielder to catch Ultra Hits that normally can’t be caught.
Works a bit odd, though, because if you catch a Missile Hit it
doesn't count as an out, even though it’s a line drive.
(Icon: A ghost-looking creature in white and black, with five
light blue triangles surrounding it, on a dark blue background.)
--------
| SEASON | [ Z.0900 ]
--------
STARTING A SEASON [ Z.0910 ]
-----------------
To start a season, select SEASON from the main menu, then PLAY. You will then
be asked to select a league from the season; either the Atlantic League, the
Northern League, the Ultra League or the Original League you can create with the
New League option described below. (Sorry, no interleague play.) Highlight the
league you want by pressing up and down on the Control Pad, then press A to
select it.
From there, you will be asked to assign each team a home stadium; teams cannot
share a home stadium. If you agree with the choices, select NO, otherwise
select YES and a cursor will appear that you can move around the team names.
Select one with the A button, then the cursor will shift to stadiums. Press A
again to move the selected team to the stadium; the team that formerly had that
stadium will automatically move to the stadium the other team occupied. When
you are satisfied, press B to return to the NO/YES prompt and select NO.
From here you will be asked to select a season; seasons can be 5 games, 30
games, 60 games or 165 games long. In a five-game season, each team will face
each other team once; in longer seasons, teams will face each other in three-
game series, and after two series all the teams get a day off. Move your cursor
to the length of season you want and press A, and a schedule showing the first
few games (all of them in a five-game season) will appear to the left. If for
some reason you want to change the order of games, just re-select the same
length of season and you will get a different order. When you are satisfied
with the order of games and length of season, press Start to continue.
From here a menu showing all six teams will appear with the options MANUAL and
AUTO to the right of each team. You will be asked to select MANUAL (player-
controlled) or AUTO (computer-controlled) for the first team; note that you can
change this later on a game-to-game basis. After selecting the option for the
first team on the list, the cursor will move down to the second team. Once you
get to the end, select END to begin the season or RETRY to reassign MANUAL/AUTO
to each team.
RUNNING A SEASON [ Z.0920 ]
----------------
The moment you begin the season, you will be taken to the first game. Here you
will be given the option of changing control of the teams from the default
settings you just specified. If either team is set on MANUAL, you will go
straight to the game; if both teams are set to AUTO, you will be given the
option to either WATCH the game, or SKIP it and have the computer simulate it.
However, computer simulations still take 6-10 minutes, while watching a game
takes about 25-30 minutes, so either way you’d better go make yourself a
sandwich or something. (And if you choose to skip the game, you’re forced to
look at the Sports News screen, and anchor, the whole time, while the box score
sloooooooowly gets posted.) Also, if both teams are set to AUTO, and twenty
seconds goes by on the pre-game screen without anything happening, the computer
will automatically start the game in WATCH mode.
There are a couple of changes from an exhibition game you need to be aware of.
First of all, instead of displaying the pre-programmed statistics in the bottom
corners of the Batting Screen, it will display current season statistics,
updated all the way to the last at-bat.
The big change comes with pitchers, however. Starting pitchers who have pitched
in the previous game will carry over that fatigue to the next game, so you have
to have a pitching rotation. (Relievers don’t carry over fatigue.) The
standard rotation in Baseball Simulator 1.000 is to go from the top down to the
fourth and start again; if the starter has a bad outing, substitute with the one
who won’t be pitching for two days. (E.g., if the top-listed pitcher is doing a
bad job, substitute the pitcher third from the top in his/her place.) Note that
complete games, shutouts and no-hitters aren’t kept track of by the game, so
there’s no point in leaving a pitcher in there longer than is absolutely
necessary. Also, if a team is leading the league by five or more games over the
second-place team, EVERY PITCHER ON THAT TEAM WILL BE EXHAUSTED. The pitchers
may not look exhausted in their portraits or on the mound, but they will act
like it. This is supposed to help balance the game out, but it doesn’t really
do that good a job of it.
After a game is over, you will be taken to the Sports News screen, just as with
an exhibition game. The only change is that the people who have hit home runs
are listed in the bottom-left corner. Once you get past the box score, though,
you will be presented with a new menu.
NEXT GAME -- Automatically moves to the next game of the season.
STANDINGS -- Allows you to view win/loss, player and other standings. (You can
also go to this screen directly from the SEASON menu.) Note that
pitcher batting statistics are not kept track of.
OVERALL: Shows overall league standings.
G = Games played W = Wins L = Losses
PCT = Winning percentage GB = Games back of first place
TEAM W-L: Displays a round-robin scorecard of how teams have fared
against each other. The left-hand column represents the team,
the topmost row represents the opponent. Within each box, the
top number is the number of victories the team has against the
opponent, and the bottom number is the number of victories
suffered against the opponent.
TEAMS: Allows you to select a team to view individual statistics for
the season. (See Team Stats section below for a guide to the
header codes.) Note that team batting average, home runs, RBIs,
ERA, wins, losses and saves are totaled in the line below all the
individual stats.
AVG: Displays top 10 performers in batting average.
HR: Displays top 10 home run hitters.
RBI: Displays top 10 runs batted in leaders.
WINS: Displays top 10 pitchers by number of wins.
ERA: Displays top 10 pitchers by earned run average.
SAVES: Displays top 10 pitches by number of saves.
SCHEDULE -- Lets you view the upcoming games in the season. (The game with the
blinking baseball is the next game to be played.)
END -- Ends the game, and reminds you to hold Reset while shutting down
the power to save your game to the battery backup.
To continue a season, simply select START from the SEASON menu (as you did to
begin a season) to resume where you left off.
Once the league-leading team comes close to securing first place, it will start
to display the "magic number" for that team to clinch. (Every game that team
wins, and every game the second-place team loses, reduces the magic number by 1;
once the magic number reaches zero, the first-place team is guaranteed of
winning the division.) If multiple teams finish at the top of the division, a
single-elimination playoff will take place to determine the winner. Note that
there are no other playoffs in the game; no best-of-seven championship or
anything like that.
When a team has clinched the season, you will get a few of the typical sports
celebration animations of the time; the team circling and tossing one of its own
members into the air, high-fives and things like that. Nothing all that
special, but then again this is an 8-bit sports game we’re talking about, not a
32-bit Final Fantasy. The rest of the games in the season will still have to be
played, until finally at the end the game will tell you that it will store the
statistics for this season until the season is erased. (Select START from the
SEASON menu and you’ll go straight to the Sports News screen and be able to
select whatever standings you want to see.)
-----------
| EDIT MODE | [ Z.1000 ]
-----------
To begin Edit Mode, select ENTER after selecting it EDIT from the main menu.
You will then be asked to choose a team on which to base the edit; selecting an
already-edited team will allow you to re-edit that team. Note that while you
can still play as the original team in Exhibition mode, if you have edited a
team, the original team will not be available in Season mode. Also note that
the edited team will inherit the "base team"’s colours (see Team Stats below for
colours for each team) and, for Ultra Teams, the number of Ultra Points per
game.
EDITING BATTERS [ Z.1010 ]
---------------
You will then be taken to the Batters Screen. Your cursor will be at the top of
the screen, where you can input the team’s name. Move your cursor left or right
to select a letter, then press A to move forward through the alphabet or B to
move backward. Team names can be up to ten letters long, but must start with an
E. Available characters are all the letters and a space.
After selecting the name, move the cursor down to enter the player information.
Note that you will start with the base team’s names (NAME), batting side (BAT)
and position (P), but you can change these; however, everyone’s statistics will
be reduced to a .150 AV (batting average), 0 HR (home runs), 0 R (running
ability) and 0 F (fielding ability). However, you will have a certain amount of
points you can add to the whole team. If you’re editing a regular team, you’ll
have an extra 1.200 AV, 150 HR, 130 R and 200 F to distribute, while Ultra Teams
get 2.400 AV, 250 HR, 130 R and 250 F to distribute. (You can’t reduce AV below
150 to gain more points to distribute to other players.)
Editing player names works the same as editing the team name. To change batting
side, simply press A or B while over the given player’s batting side. To change
position, however, first position the cursor over the position you want to give
to someone else and press A. Then move the cursor to that player’s row and
press A to set the position, or B to cancel out. Note that you cannot re-assign
pitch hitter (PH) status.
Editing AV, HR, R and F works just like editing names; move the cursor to the
digit you want to change, then press A to increase it or B to decrease it. Note
that you must select each digit individually; while you can move an AV from .150
to .750 by pressing A 600 times while on the 0, it’s a lot easier to press left
twice to put the cursor on the 1, then press A 6 times. Players are limited to
a .750 AV, 99 HR, 99 R and 99 F, although anything above 50 in either of the
latter two categories is really overkill.
In terms of strategy for editing batters, try to keep people balanced; a good
strategy is to start out by increasing everyone’s base stats a bit (say, to .200
AV, 5 HR, 3 R and 5 F), then boost them from there. Typical baseball lineup
strategy will help you; put your speediest guy as the leadoff hitter, your power
hitters third and fourth. In terms of F, your infielders should have higher
numbers than your outfielders, simply because they’ll handle the ball more often
on defence. Also, be sure you have worthwhile pinch-hitters; make sure you have
one high-AV hitter and one high-HR hitter among them, just in case. When you’re
happy with your selections, press Start to move on to the Pitchers Screen.
EDITING PITCHERS [ Z.1020 ]
----------------
For some reason, you can re-edit your team name on the Pitchers Screen if you
want. The controls on the Pitchers menu are roughly the same as those on the
Batters Screen; player names (NAME) work the same, throwing style (THR) toggles
between the four options (L = left-handed, R = right-handed, O = overhand throw,
U = underhand throw). All pitchers start with a base of 0.00 ERA (earned run
average), 62 SPD (throwing speed), 0 R (right curve), 0 L (left curve), 0 F
(fork) and 0 ST (stamina). Regular teams get 18.00 ERA, 180 SPD, 35 R, 35 L, 20
F and 160 ST to distribute; Ultra Teams get 10.00 ERA, 240 SPD, 45 R, 45 L, 30 F
and 180 ST to distribute. (Again, you can’t reduce SPD below 62 and give the
extra points to other players.)
Note that unlike other stats, you MUST distribute every point of ERA you have;
ERA is a negative stat where a lower number is better, so to keep everyone at
0.00 ERA would make them all super-pitchers. (Strangely, in Super Baseball
Simulator 1.000, you didn’t have to distribute ERA if you didn’t want to.) SPD
can go as high as 124 for an individual pitcher but no higher, and ST is
likewise limited to 99; pitchers can receive the entire allotment of R, L or F,
but that, again, would be overkill.
When editing pitchers, again, balance is key. When you’re just playing against
the computer you don’t need much variety, but when playing against human
opponents it helps to have a variety of pitchers; one who’s good at throwing
curveballs, another who’s a fastball expert, and so on. Keeping a couple of
underhand pitchers is a good idea too; for some reason many people, including
myself, have a harder time hitting pitches from an underhand pitcher than an
overhand pitcher. Also, remember that the last two pitchers on the list are
relievers, so they should have lower stamina. (They "eat up" stamina faster
within the game anyway.)
If you’re done editing pitchers, press Start to have a menu pop up in the upper-
right corner. Select BATTER to return to the Batter Screen. If you’re editing
a regular team, select END to finish editing the team; if you’re editing an
Ultra Team, select ULTRA to go to Ultra Editing.
EDITING ULTRA PLAYS [ Z.1030 ]
-------------------
Your batters will be listed at the top of the screen in two columns. Note that
the columns read from left to right, i.e. the second batter is at the top of the
right-handed column, not second from the top on the left-hand column. You will
have fifteen Ultra Plays to distribute among your batters, and ten Ultra Pitches
to distribute among your pitchers. (Remember that pitchers cannot have Ultra
Hits or Ultra Fielding.)
To give a player an Ultra Play, move the cursor to the left of that player’s
name and press A. For batters, a menu will appear at the bottom of the screen
with the Ultra Hits and Ultra Fielding icons; moving the cursor to the left of
each one will display the Ultra Play’s name at the bottom of the left-hand
window. Note that each player can have only one Ultra Hit and one Ultra
Fielding; if you select another Ultra Hit or Ultra Fielding after already
selecting one, it will replace the previous selection. Multiple players can
have the same Ultra Play; in fact, a team where everyone has Missile Hit is
probably the cheapest way to guaranteed victory in the game. To exit out of
that player’s Ultra Plays menu, press B. To clear the selections for a player,
move the cursor to the left of that player’s name and press B.
Selecting Ultra Pitches for pitchers works similarly, although each pitcher can
have up to four different Ultra Pitches. Note that you can select the same
Ultra Pitch more than once for the same player, although there’s no sense in
that because then other pitchers can’t have as many Ultra Pitches. If you’ve
already selected four Ultra Pitches for a pitcher, selecting a fifth Ultra Pitch
will cause that pitch to replace the fourth one. As with batters, press B when
you’re done editing a pitcher’s Ultra Pitches, and press B while the cursor is
next to the pitcher’s name to remove all the Ultra Pitches for that player.
When you’re done editing, press Start to bring up a menu in the upper-right hand
corner; select PITCHER to go back to the Pitchers Screen, or select END to save
the team.
As for strategy, my advice is to play the game with the preset Ultra Teams a few
times, find out what Ultra Plays work best for you, and use them. Try not to
assign Ultra Plays that don’t fit with the player’s stats, though; for example,
Cannon Hit doesn’t do much for a high-HR hitter, because whenever Cannon Hit is
activated, the batter can never generate enough power to get the ball out of the
park for a home run. Also, I’d advise just leaving Ultra Fielding alone; it’s
rarely of any use, and when you do try to use it, you’ll likely just spend five
Ultra Points and fail at what you were trying to do anyway, if not make it
worse.
------------
| NEW LEAGUE | [ Z.1100 ]
------------
The New League mode is fairly self-explanatory. You’ll be taken to a screen
showing the three pre-set leagues (with edited teams substituted in the place of
their base teams if applicable); simply move your cursor around to each team you
want in the league, then press A to select that team. Once you’ve selected six
teams, select END to set your Original League, or RETRY to start over.
------------
| TEAM STATS | [ Z.1200 ]
------------
These statistics are taken from the cartridge itself, and represent
programmed statistics. The first line will give the team’s logo (usually the
letters within it), then their full name. (Note that the first two letters of
the full name are used in the various statistic-tracking devices in the game,
and may differ from the letters in the logo.) The second line gives the team’s
colours, and for Ultra Teams, the amount of Ultra Points each team starts with
are listed below that.
Key to Batters:
BA -- Batting Order, or what order the player normally bats in the lineup.
Pitchers automatically bat in the ninth spot. (No designated hitter.)
PH designates a pinch-hitter.
NAME -- Player name.
BAT -- Whether the player bats right-handed or left-handed.
P -- Position.
1B = First Base 2B = Second Base 3B = Third Base SS = Shortstop
C = Catcher LF = Left Field CF = Centre Field RF = Right Field
AVG. -- Batting Average, where .000 = the player never gets a hit and
1.000 = the player always gets a hit. E.g., if a player has a batting
average of .250, s/he will get a hit one out of every four at-bats.
HR -- Number of home runs the player should get over the course of a season.
Higher number means more hitting power.
R -- Running ability. Higher number means faster movement on the field.
F -- Fielding ability. Higher number means fewer errors while on defence.
LTRA -- Ultra Hits and Ultra Fielding available (if any). Omitted from non-
Ultra Teams to conserve space.
Key to Pitchers:
NAME -- Player name.
TH -- Throwing style.
RO = Right-handed, overhand LO = Left-handed, overhand
RU = Right-handed, underhand LU = Left-handed, underhand
ERA -- Earned runned average. How many earned runs a pitcher should give up
for every nine innings pitched. (Thus, lower is better.) Lower number
means higher overall pitching quality.
SPD -- Maximum pitching speed. (This is more theoretical; higher speeds than
those listed can be achieved during gameplay.)
R -- Right curve. Higher number means curveballs will curve more to the
right after being pitched.
L -- Left curve. Higher number means curveballs will curve more to the
left after being pitched.
F -- Fork ball. Higher number means slower slow ball.
ST -- Stamina. Higher number means the pitcher can throw more pitches
without getting tired.
LTRA -- Ultra Pitches available (if any). Omitted from non-Ultra Teams to
conserve space.
Note that pitchers do not have listed batting stats; all pitchers automatically
receive the following offensive stats (from manual):
AVG. HR R F
150 0 7 16
ATLANTIC LEAGUE [ Z.1210 ]
---------------
* BOS (BOSTON) * DET (DETROIT)
Blue/Light gray Black/Light blue
Batters Batters
BA NAME BAT P AVG. HR R F BA NAME BAT P AVG. HR R F
1 GLEN L 3B .367 6 20 29 1 JOE R CF .211 2 19 24
2 HRLD R 2B .284 2 18 17 2 KURT R 1B .254 4 17 8
3 JNTN R CF .295 20 17 15 3 LON L 2B .276 24 10 30
4 KIRK L LF .324 32 12 12 4 TOM R SS .312 27 12 18
5 LES R RF .294 20 11 12 5 LUIS L LF .254 24 12 14
6 MART R 1B .242 16 10 16 6 RDNY R RF .265 18 8 13
7 OZZY R SS .294 1 9 24 7 STAN L C .250 16 9 10
8 PETR R C .230 7 11 20 8 VINC R 3B .236 1 10 9
PH RDLF R PH .236 8 9 15 PH ANDY R PH .253 10 8 11
PH SMON R PH .261 4 15 15 PH BOBY L PH .250 6 10 7
PH TONY L PH .238 11 13 17 PH CLIF R PH .242 4 9 8
PH ADRE R PH .250 3 14 28 PH DAVD R PH .272 7 9 12
Pitchers Pitchers
NAME TH ERA SPD R L F ST NAME TH ERA SPD R L F ST
JOSE RO 2.94 97 08 07 08 36 ENRC RO 3.95 85 10 7 7 38
CHUK LO 2.62 92 06 03 03 36 GRLD RO 2.98 88 8 4 9 40
DARN RO 5.32 87 13 00 15 36 JOEL RO 4.30 87 6 1 2 38
EMAN LO 3.02 88 08 02 12 32 LON LU 4.20 88 6 6 7 38
FRNK LO 3.06 87 10 01 02 15 MAUR LO 3.05 81 7 9 8 15
GREG RO 5.96 95 05 05 05 20 PHLP RO 1.86 88 12 6 13 15
* TOR (TORONTO) * OAK (OAKLAND)
Red/White Blue/White
Batters Batters
BA NAME BAT P AVG. HR R F BA NAME BAT P AVG. HR R F
1 REG L 2B .275 0 23 34 1 PHIL R 3B .280 6 18 19
2 STNL R CF .305 12 16 14 2 JUAN L LF .290 1 16 12
3 ANTH L RF .260 12 10 16 3 MGEL R CF .305 20 16 11
4 BRET R LF .251 34 10 9 4 RICK R RF .308 44 24 23
5 CRLS L SS .240 20 11 11 5 ART R 1B .259 30 10 20
6 NATE L 1B .211 5 12 13 6 BRY R C .264 8 13 9
7 ERIC R 3B .311 9 25 19 7 CURT R 2B .208 1 15 18
8 NTHN L C .243 3 13 12 8 DENY L SS .252 3 12 33
PH LOU L PH .268 10 15 20 PH DICK R PH .242 7 16 27
PH MEL R PH .275 6 11 19 PH JOSH R PH .276 15 13 10
PH RICH R PH .242 4 13 23 PH LUKE R PH .194 5 16 11
PH STRM R PH .273 3 16 19 PH MICK L PH .234 4 22 26
Pitchers Pitchers
NAME TH ERA SPD R L F ST NAME TH ERA SPD R L F ST
ANTN LO 2.49 90 7 14 12 42 KEN RO 3.22 90 18 2 6 46
BRI RO 3.10 86 7 5 11 42 RLPH RO 3.65 86 11 6 3 40
CRAG RO 4.14 87 11 8 6 32 STVE RU 3.77 90 9 3 7 30
DEAN RO 4.70 85 11 9 8 30 BRCE LO 4.10 87 10 1 8 30
ERIK LO 4.06 84 9 9 6 12 JRGE LO 1.82 85 12 5 3 15
DNIS LO 2.42 91 9 6 8 18 MLVN RO 2.34 87 10 10 10 18
* MINN. (MINNESOTA) * KC (KANSASCITY)
Blue/Light blue Black/Gray
Batters Batters
BA NAME BAT P AVG. HR R F BA NAME BAT P AVG. HR R F
1 MORS L 2B .302 0 22 24 1 RON L CF .263 0 21 15
2 RNLD R LF .270 10 18 20 2 ENRQ R 3B .303 4 24 9
3 DON R CF .358 25 10 25 3 MAX L 1B .305 25 11 27
4 MATT L 1B .313 27 9 18 4 ROBT R RF .275 31 9 9
5 MRIO R 3B .300 27 11 29 5 ABE R LF .245 24 16 17
6 ROD L RF .262 13 12 11 6 BEN R C .294 4 11 19
7 JULI R C .250 12 16 12 7 CLEM R 2B .234 7 11 14
8 MTCH R SS .235 11 13 14 8 DIRK L SS .250 8 10 23
PH NEIL R PH .248 15 17 16 PH ELI R PH .282 6 14 18
PH ROGR R PH .259 4 12 15 PH EMIL R PH .356 20 11 17
PH GRGE L PH .218 5 12 7 PH GUS L PH .263 8 14 18
PH RUSS L PH .203 18 12 11 PH HUGH R PH .193 4 14 15
Pitchers Pitchers
NAME TH ERA SPD R L F ST NAME TH ERA SPD R L F ST
DONY LO 2.65 93 4 13 10 42 ROSS RO 2.69 95 11 0 11 48
RYAN LO 2.44 92 11 7 5 38 IRA RO 3.78 93 9 8 12 38
DOUG LO 4.16 89 8 8 11 35 JAKE LO 4.32 87 15 3 5 42
JAY RO 4.25 92 12 8 8 38 LEO RO 2.51 88 6 6 6 44
ARTH RO 3.94 90 3 9 8 18 MAC LO 3.18 86 7 3 6 12
RON RO 2.46 92 9 9 10 18 NAT RO 5.16 86 8 8 8 10
NORTHERN LEAGUE [ Z.1220 ]
---------------
* N.Y. (NEW YORK) * PIT (PITTSBURGH)
Light blue/White Red/Gray
Batters Batters
BA NAME BAT P AVG. HR R F BA NAME BAT P AVG. HR R F
1 AARN L CF .295 9 21 15 1 TIM L CF .289 20 25 32
2 BARN R 2B .215 0 16 23 2 VANC R 2B .263 3 18 34
3 CAL L 1B .278 22 11 24 3 WADE L 1B .265 9 12 16
4 DALE L RF .270 40 25 20 4 XAVR R 3B .275 32 8 9
5 EARL R LF .287 26 18 30 5 ZACH L LF .285 32 14 13
6 FELP L 3B .320 5 11 19 6 ADRW R RF .269 3 12 14
7 JEFF R C .241 9 10 15 7 BART L C .260 1 10 17
8 HAL L SS .277 12 11 16 8 CARL R SS .212 0 15 18
PH IAN L PH .280 6 16 14 PH DAN L PH .302 24 14 18
PH OREL L PH .219 3 17 16 PH ED R PH .255 16 11 14
PH KARL R PH .268 2 10 15 PH FELX R PH .262 7 16 26
PH LANC R PH .238 10 13 11 PH GENE R PH .283 3 18 8
Pitchers Pitchers
NAME TH ERA SPD R L F ST NAME TH ERA SPD R L F ST
MACK RO 3.20 93 10 6 12 35 HANK RO 3.06 92 12 4 4 42
NEIL RO 3.25 88 8 4 7 35 IRWN LU 3.24 90 11 4 11 32
OLLY RO 2.20 92 2 10 5 30 JACK RO 2.70 86 9 4 5 30
PAT LO 3.00 88 4 12 8 30 KEN RO 3.95 90 11 4 3 30
RAFL LO 1.71 91 12 2 6 15 LARY RO 3.48 97 8 8 9 17
SAM RO 2.64 92 10 6 12 24 MANL RO 3.02 90 10 10 12 24
* MON (MONTREAL) * LA (LOSANGELES)
Peach/Cream Blue/Yellow
Batters Batters
BA NAME BAT P AVG. HR R F BA NAME BAT P AVG. HR R F
1 NICK R LF .269 10 21 15 1 LEE R 2B .232 3 18 18
2 OLVR L CF .256 7 18 12 2 MANY R 3B .235 5 20 19
3 PAUL R 1B .302 30 10 32 3 NOLN R RF .280 22 10 17
4 RAY R RF .280 32 16 8 4 GARY L 1B .285 34 10 25
5 SAUL L 3B .258 22 11 29 5 PBLO L LF .292 30 22 8
6 TERY L 2B .266 14 10 23 6 REX R CF .264 10 12 12
7 VCTR R C .238 9 15 9 7 SCOT L C .256 2 9 16
8 WALT L SS .260 0 9 16 8 THMS L SS .200 0 11 22
PH ADRN R PH .267 10 10 7 PH VERN L PH .286 7 13 14
PH BERT R PH .222 9 14 18 PH WARN L PH .258 9 14 16
PH CARY L PH .213 3 18 19 PH KETH R PH .270 5 9 15
PH DANA L PH .240 2 16 18 PH BIFF L PH .213 19 19 15
Pitchers Pitchers
NAME TH ERA SPD R L F ST NAME TH ERA SPD R L F ST
EDDY RO 2.73 90 9 10 10 42 CASY RO 2.25 91 10 4 3 36
FERD RO 2.42 88 3 15 6 42 DANL LO 4.25 90 8 6 6 35
GEOF RO 3.02 84 10 8 6 30 EDWD LO 2.30 95 6 2 8 38
HARY RO 3.42 87 13 8 6 30 VAN RU 2.92 88 6 5 9 32
JERY RO 1.19 88 7 5 7 10 GIAN RO 2.05 86 5 5 3 15
KENT LO 2.84 92 6 6 4 17 HNRY RO 5.08 83 9 3 3 19
* CI (CINCINNATI) * SD (SAN DIEGO)
Dark red/Mustard Purple/Light purple
Batters Batters
BA NAME BAT P AVG. HR R F BA NAME BAT P AVG. HR R F
1 JESS R SS .295 10 20 19 1 JIM R LF .235 19 18 9
2 MARK R 3B .270 12 21 39 2 KEVN L 2B .267 10 24 32
3 LEN R CF .272 28 18 28 3 LENY L CF .312 28 14 22
4 MARC L LF .292 32 15 16 4 TODD R 1B .244 32 10 8
5 PDRO L 1B .255 13 8 10 5 NORM L RF .242 10 12 12
6 REY L RF .251 18 16 12 6 OSCR R C .250 9 17 28
7 SID R C .218 9 9 12 7 PETE R 3B .265 6 13 19
8 BOB R 2B .281 1 10 23 8 RCDO R SS .250 2 9 14
PH VIC R PH .248 6 13 18 PH SKIP R PH .252 5 16 19
PH WILL L PH .237 4 16 16 PH ROY R PH .290 8 9 14
PH ALAN R PH .163 15 10 13 PH VRNN L PH .266 6 14 15
PH BILL R PH .220 4 10 13 PH WLBR L PH .348 1 11 18
Pitchers Pitchers
NAME TH ERA SPD R L F ST NAME TH ERA SPD R L F ST
CHET LO 2.72 89 10 6 13 34 ALEX RO 3.25 90 12 6 14 36
DANL LO 3.40 89 14 2 4 34 BO LO 3.65 86 8 8 11 32
EDWN RO 2.40 86 11 7 2 30 CHRS LO 2.54 86 8 7 10 34
FRED RO 3.68 86 14 6 6 30 DARL RO 3.76 85 7 2 0 36
GINO LO 1.56 90 5 3 4 12 ELDN LU 3.98 86 12 6 10 15
HOWD RO 1.80 95 11 8 14 20 FRCS LO 2.00 93 8 3 7 22
ULTRA LEAGUE [ Z.1230 ]
------------
* STAR GRAPHIC (ALL STARS)
Black/Dull teal
120 Ultra Points/game
Batters
BA NAME BAT P AVG. HR R F LTRA
1 DAN L LF .325 6 24 28 Spinner Hit
2 PAT L 2B .333 18 10 27 Cannon Hit, Super Slide
3 CARL R 3B .353 44 11 59 Hyper Hit
4 ERIC L 1B .355 55 10 30 Shadow Hit, Super Slide
5 IAN R C .320 35 9 29 Freak Hit, Miracle Catch
6 PAUL R CF .336 30 8 34 Missile Hit
7 BART R RF .303 28 8 26 Cannon Hit
8 CARY L SS .358 7 8 49 Bomb Hit
PH JOSH R PH .295 20 7 20 Meteor Hit
PH MARC L PH .383 17 15 15 Shadow Hit
PH ROSS R PH .329 9 8 15 Miracle Hit
PH AL L PH .369 16 9 24 Tremor Hit
Pitchers
NAME TH ERA SPD R L F ST LTRA
BERT RO 2.00 88 30 30 10 30 Speeder Ball, Snake Ball
GLEN RO 2.12 92 18 4 6 30 Fire Ball, Stopper Ball
JACK RO 1.92 92 8 16 4 30 Phantom Ball, Miracle Ball
MARK LO 1.64 90 10 10 10 30 Photon Ball, Fan Ball
NEIL RU 2.36 90 16 6 12 15 Iron Ball, Ninja Ball
ROY LO 1.44 93 11 9 16 20 Fire Ball, Fan Ball
* HOMER (HOMERS)
Black/Sky Blue
100 Ultra Points/game
Batters
BA NAME BAT P AVG. HR R F LTRA
1 ALAN R 2B .340 11 30 38 Shadow Hit
2 EARL L SS .223 16 30 49 Freak Hit, Super Charger
3 GREG R LF .292 38 10 16 Meteor Hit
4 JEFF R 1B .293 45 8 6 Missile Hit, Rocket Jump
5 NICK R 3B .300 36 9 9 Bomb Hit
6 PETE R RF .288 32 10 19 Bomb Hit
7 ALEX R CF .270 17 23 36 Miracle Hit
8 BILL R C .261 6 14 16 Spinner Hit
PH ED R PH .254 31 24 36 Hyper Hit
PH TIM L PH .316 6 14 49 Cannon Hit
PH JESS R PH .267 23 13 24 Meteor Hit
PH KARL L PH .289 17 12 27 Tremor Hit
Pitchers
NAME TH ERA SPD R L F ST LTRA
PHIL RO 3.40 90 11 7 8 40 Speeder Ball, Stopper Ball
WALT RO 3.76 89 14 8 16 32 Fire Ball, Stopper Ball
BOB LO 1.70 92 9 10 10 36 Phantom Ball, Miracle Ball
DAVE RO 3.88 88 13 10 12 30 Photon Ball, Fan Ball
FRED RO 3.15 89 10 7 13 20 Iron Ball, Ninja Ball
JIM RO 1.95 91 12 8 14 22 Fire Ball, Snake Ball
* SWEEP (SWEEPERS)
Green/Greenish-yellow
100 Ultra Points/game
Batters
BA NAME BAT P AVG. HR R F LTRA
1 SAM R RF .327 14 23 21 Spinner Hit, Miracle Catch
2 ANDY R SS .277 16 12 8 Freak Hit
3 DEAN R CF .292 38 25 37 Cannon Hit, Rocket Jump
4 HANK R 1B .280 31 9 17 Tremor Hit
5 LOU L LF .311 44 8 4 Bomb Hit
6 SAUL L 3B .326 16 23 29 Missile Hit, Super Slide
7 JOE R 2B .320 7 12 20 Shadow Hit, Super Slide
8 MICK R C .252 11 8 26 Meteor Hit
PH RAY R PH .283 21 20 12 Hyper Hit, Super Charger
PH TOM L PH .307 34 9 14 Miracle Hit
PH DICK R PH .296 22 10 5 Miracle Hit
PH JOEL L PH .303 7 26 31 Miracle Hit
Pitchers
NAME TH ERA SPD R L F ST LTRA
LUKE RO 1.60 94 22 10 8 40 Phantom Ball, Fan Ball
MIKE RO 2.30 93 16 8 13 37 Iron Ball, Miracle Ball
REX LO 1.99 93 12 17 11 35 Photon Ball, Snake Ball
TONY LO 2.08 92 13 6 8 38 Iron Ball, Stopper Ball
GENE RO 1.69 91 18 8 12 20 Phantom Ball, Stopper Ball
MACK RO 2.04 92 19 6 25 25 Speeder Ball, Snake Ball
* POWER (POWERS)
Red/Light blue
100 Ultra Points/game
Batters
BA NAME BAT P AVG. HR R F LTRA
1 ROB R SS .289 11 30 9 Hyper Hit, Hyper Throw
2 STU R C .291 12 30 8 Meteor Hit, Miracle Catch
3 CLEM L CF .297 31 21 7 Shadow Hit, Miracle Catch
4 GUS L 1B .337 40 11 6 Missile Hit, Hyper Throw
5 LANC R 2B .327 31 15 10 Bomb Hit, Hyper Throw
6 LEO L 3B .268 38 14 9 Tremor Hit, Miracle Catch
7 SETH L LF .320 28 10 16 Cannon Hit, Super Slide
8 ADAM R RF .308 26 10 16 Freak Hit, Rocket Jump
PH DIRK L PH .174 39 13 7 Miracle Hit, Rocket Jump
PH GUY L PH .274 5 14 12 Miracle Hit, Hyper Throw
PH HUGH R PH .299 23 12 11 Miracle Hit, Super Slide
PH MAC L PH .159 20 10 4 Miracle Hit, Super Charger
Pitchers
NAME TH ERA SPD R L F ST LTRA
NOAH RO 2.34 97 10 5 4 35 Speeder Ball, Phantom Ball, Stopper Ball
TED RO 3.03 100 8 6 4 38 Fire Ball, Photon Ball, Miracle Ball
MAX RO 4.42 94 9 7 4 30 Phantom Ball, Iron Ball, Fan Ball
AMOS RO 3.97 92 11 0 4 28 Photon Ball, Miracle Ball, Ninja Ball
WAYN RU 2.54 98 10 3 4 15 Iron Ball, Snake Ball
IRA RO 3.00 100 8 2 4 23 Speeder Ball, Snake Ball
* WIN (WINNERS)
Gray/Pink
100 Ultra Points/game
Batters
BA NAME BAT P AVG. HR R F LTRA
1 MORT R CF .272 16 55 46 Missile Hit, Super Charger
2 MATT L 2B .294 29 34 32 Shadow Hit, Rocket Jump
3 NOEL R SS .309 38 11 28 Bomb Hit, Rocket Jump
4 VAN R 3B .442 52 10 49 Miracle Hit, Rocket Jump
5 ROLF R 1B .361 44 9 21 Meteor Hit, Rocket Jump
6 EMIL R LF .350 28 17 17 Hyper Hit
7 EVAN R RF .326 24 8 18 Tremor Hit, Super Charger
8 JAKE R C .290 19 8 27 Tremor Hit, Super Charger
PH OWEN L PH .311 20 10 16 Cannon Hit
PH NAT R PH .320 18 25 16 Cannon Hit
PH OTTO R PH .294 19 25 16 Freak Hit
PH WARD R PH .289 17 10 16 Freak Hit
Pitchers
NAME TH ERA SPD R L F ST LTRA
BEN RO 1.24 105 16 16 14 43 Speeder Ball, Fire Ball, Snake Ball, Stopper Ball
EZRA RO 2.36 102 6 22 14 30 Phantom Ball, Photon Ball, Miracle Ball, Fan Ball
JAY LO 3.00 101 18 25 20 28 Iron Ball, Snake Ball, Ninja Ball, Speeder Ball
NED LO 1.52 98 12 16 10 35 Stopper Ball, Miracle Ball, Fire Ball, Phantom Ball
SEAN RO 3.01 97 8 8 12 20 Fan Ball, Ninja Ball, Photon Ball, Iron Ball
YALE RO 1.87 106 20 20 20 35 Iron Ball, Photon Ball, Phantom Ball, Fire Ball
* SMILING BASEBALL GRAPHIC (HEROES)
Blue/Orange
150 Ultra Points/game
Batters
BA NAME BAT P AVG. HR R F LTRA
1 BOYD L LF .150 0 55 49 Cannon Hit, Rocket Jump
2 JED R 2B .329 19 20 40 Hyper Hit, Super Charger
3 BARN R 1B .401 49 20 29 Missile Hit, Rocket Jump
4 BOBY L C .750 62 10 19 Shadow Hit, Miracle Catch
5 BRET R RF .594 58 10 19 Bomb Hit, Hyper Throw
6 CLIF R 3B .443 18 20 39 Freak Hit, Super Slide
7 DENY R SS .375 21 20 29 Tremor Hit, Super Slide
8 KENT L CF .280 12 31 18 Cannon Hit, Super Charger
PH STAN R PH .084 2 12 0 Miracle Hit, Rocket Jump
PH JOSE L PH .102 4 10 0 Miracle Hit, Rocket Jump
PH CAL R PH .120 3 4 0 Miracle Hit, Rocket Jump
PH OREL R PH .000 4 0 0 Miracle Hit, Rocket Jump
Pitchers
NAME TH ERA SPD R L F ST LTRA
SKIP LO 0.65 100 16 30 11 30 Phantom Ball, Photon Ball, Stopper Ball, Fan Ball
ROD LO 1.14 97 20 10 15 30 Ninja Ball, Iron Ball, Speeder Ball, Miracle Ball
LES LO 1.32 115 13 13 13 30 Speeder Ball, Photon Ball, Fan Ball, Snake Ball
EDDY RO 2.44 85 15 15 0 30 Fire Ball, Speeder Ball, Miracle Ball, Fan Ball
SCOT LU 2.06 90 10 21 10 20 Snake Ball, Fan Ball, Speeder Ball, Photon Ball
SID LO 2.19 97 13 13 3 20 Fire Ball, Photon Ball, Stopper Ball, Miracle Ball
------------------
| GAME GENIE CODES | [ Z.1300 ]
------------------
Here are all the Gane Genie codes I’ve been able to rustle up for Baseball
Simulator 1.000. I got one of the first Game Genies, so the codebook that came
with it didn’t even have any Baseball Simulator 1.000 codes inside. These are
all codes that I’ve found on the Web through my own searches (see
Acknowledgments for sources); if you know of any other codes, they’d be greatly
appreciated.
001. PESEPTLA 1 strike and you're out
002. ZESEPTLA 2 strikes and you're out
003. IESEPTLA 5 strikes and you're out
004. SZVAYTVT Strikes aren't counted
005. SZNAATVT Balls aren't counted
006. PESALTGA 1 ball and you walk
007. ZESALTGA 2 balls and you walk
008. LESALTGA 3 balls and you walk
009. PESALTGE 9 balls and you walk
010. OXVZITVV Strike outs aren't allowed
-----------------
| ACKNOWLEDGMENTS | [ Z.1400 ]
-----------------
Some material was taken directly from the Baseball Simulator 1.000 instruction
manual, written by Culture Brain.
Japanese release data came from GameFAQs (
http://www.gamefaqs.com/).
Game Genie codes #001-010 came from World of Video Games (
http://www.world-of-
video-games.com/).
-------------
| FINAL WORDS | [ Z.1500 ]
-------------
Um ... thanks for reading!
Copyright (c) 2002 Sean Shannon, all rights reserved