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    FAQ by SShannon

    Version: 1.0 | Updated: 08/07/02 | Search Guide | Bookmark Guide

    Written by Sean Shannon -- sean@seanshannon.org
    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.
    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 
    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
          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
    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
    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 
    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 
    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 
      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
    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
       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 
    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 
    | 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
     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
    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
     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
    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
     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
    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
     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
    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
     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
    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
     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
    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 ]
    Black/Dull teal
    120 Ultra Points/game
     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
    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
    Black/Sky Blue
    100 Ultra Points/game
     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
    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
    100 Ultra Points/game
     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
    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
    Red/Light blue
    100 Ultra Points/game
     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
    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
    100 Ultra Points/game
     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
    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
    150 Ultra Points/game
     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
    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 
    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-
    | FINAL WORDS |                                                       [ Z.1500 ]
    Um ... thanks for reading!
    Copyright (c) 2002 Sean Shannon, all rights reserved

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