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    FAQ/Strategy Guide by VinnyVideo

    Version: 1.0 | Updated: 03/06/10 | Search Guide | Bookmark Guide

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    Table of Contents
    [INTRO] Introduction
    [MODES] Modes of Play
    [CONTR] Controls
    [TEAMS] Team Summaries                       
    [STRAT] General Strategies
    [QUEST] Frequently Asked Questions
    [REALL] Comparing to Reality
    [VERSN] Version History
    [COPYR] Copyright
    [CONTC] Contact Information
    Navigation tip: Press Ctrl and F to bring down a search bar. Then type in the
    name of the section you're looking for - like [VERSN] for the ever-popular
    Version History.
    Introduction                                                         [INTRO]
    "For the safety of our players and fans, please refrain from throwing objects
    onto the field. Thank you."
    Perhaps the best way to begin my latest guide, which is the first I've written
    for a PlayStation game. We're rapidly approaching that fine day when pitchers
    and catchers report to camp, and the local prep field is already ringing with
    the pings of (aluminum) bats, so it's about time that I made another guide for
    a baseball game. I've apparently rescinded my earlier threats that I would stop
    writing guides for older games, and if you're reading this, that's something to
    smile about.
    MLB 2005 was one of the last games released for the original PlayStation.
    Despite its shortcomings, it manages to be fairly fun despite the fact that
    it's, well, old. The graphics leave something to be desired. Despite the neat
    video to open the game, the stadium introductions are wiggly, and all the
    players are terribly jerky and look like they weigh 350 pounds. As for sounds,
    Vin Scully is a great announcer, but it's not his fault that his partner, Dave
    Campbell (the color guy), gets some dumb lines that appear at inopportune
    times. The PA's announcements are a good touch, but most of the comments occur
    far too frequently. In addition, all of the voices are radio-quality at best,
    and the sounds of the bats seem clunky. The menu music is OK but hardly
    memorable, while the batter introduction songs are kind of annoying - most of
    them sound like surfing music, not baseball music (the organs are underused).
    And while I've sometimes said bad things about patriotism, I think it's mean
    that they don't play the national anthem before the game. Play control is
    pretty standard. I like the fact that the bases are all assigned to a button
    instead of having to use a button in conjunction with the Directional Pad, but
    other things are awkward - most notably, grounders to a shortstop or second
    basemen, where one of the infielders is always covering second base, and it can
    cost a valuable split-second to take manual control of one of them and move him
    to the ball - by which time the ball has gone into the outfield. Another
    problem is it's impossible to steal bases (except going 1 for 2 on double
    steals), and the game usually glitches up on the tag, with the ball shooting
    off into a random location at the end. MLB 2005 isn't extremely difficult, and
    on the lower levels of play you can achieve some pretty huge wins. Overall, MLB
    2005 is an OK baseball sim despite its over-reliance on the long ball. If
    you're playing with a friend, you'll probably have more fun, considering how
    predictable the pitching AI is.
    Modes of Play                                                        [MODES]
    Here's a brief description of all the games available for selection:
    ---Select Game---
    Exhibition mode pits two teams of your choice against each other. You can
    determine things like the stadium and the time of day, and you can play two-
    player games or watch the computer play itself.
    All-Star Game pits the American League All-Stars against the National League's
    best in the midsummer classic. You can even choose the members of the squad
    you're using.
    Season begins various forms of season play. There are standard seasons for one
    or two players, a franchise mode (which I explain in greater depth in the
    Strategies section), and a manager mode (which is rather boring, because you
    don't control the players; you just make managerial decisions like picking
    lineups and changing pitchers). Because a full 162-game season would take many
    hours to complete (likely 100 or more), you can select a shorter season or
    simulate a few games if things get too boring.
    Playoffs begins a new playoff series. Choose this if you want to head straight
    to the playoffs without going through a regular season.
    Spring Training allows you to create a player and play him throughout a two- or
    six-game spring training run. If that player performs well (either by making
    big hits or by pitching well), his abilities will steadily increase. If you
    play well enough, you might have yourself an All-Star!
    In Home Run Derby mode, you can select any player in the game to participate in
    a homer-hitting contest. It's best to select top sluggers like Sammy Sosa, Ken
    Griffey Jr., and Jim Thome; anyone with a Power rating of 99 is ideal. Remember
    that if you don't like a pitch, you can take it and it won't cost an out. Also,
    there's no batting cursor, but you can use the Directional Pad to change the
    trajectory of your hit. By default, the Home Run Derby takes place at Minute
    Maid Park, the site of the 2004 All-Star Game, so you might want to adjust for
    that. Of course, you can also change the hosting stadium.
    ---Quick Start---
    This begins a game with two randomly selected teams - a good way to experiment
    with teams you might not select ordinarily or if you want to get straight to
    the action and don't care about who's playing.
    ---General Manager---
    Here you can make player transactions and change lineups.
    Trade Players allows you to make trades between teams.
    Create Player enables you to create a custom player - maybe a rookie who isn't
    in the game, a Cooperstown great, or even yourself! There are quite a few
    options for player creation, including skin color, stance, bat and glove color,
    and sock length, and you can also adjust the player's abilities in every aspect
    of his play. You can even create a 7'0, 100-pound beanpole or a 5'0, 300-pound
    lump if you want to.
    Draft is similar to a fantasy draft - all the players in the game become free
    agents, and each team takes turns selecting them. I cover this more in the
    Strategies section.
    Free Agents allows you to sign players from the pool of free agents - usually
    players you've created yourself.
    Player Cards shows detailed dossiers for every player in the game.
    Reset Rosters restores all team rosters and lineups to the way they were when
    you first played the game. This undoes all transactions you've made, so be
    careful when using this option.
    ---User Records---
    User Records allows you to set up profiles for up to eight different players
    and keep track of certain notable performances. User Records can be used for
    Exhibition Mode and some seasons.
    ---Memory Card---
    This lets you save or load modified rosters or a season in progress. Keep in
    mind that season modes can use a lot of space on the memory card.
    ---Game Tips---
    Game Tips displays basic information about various game modes. It's not
    extremely useful, even for beginners, and everything it discusses appears in
    much greater detail in the guide you happen to be reading.
    Controls                                                             [CONTR]
    These are the basics of the game. Many things are explained more thoroughly in
    the Strategies section.
    ---Before Pitch---
       X: Practice swing
       Circle: Bunt
       Square: Toggle between contact and power swing
       Directional Pad: Move contact area
       L2 + direction/pitch buttons: Guess pitch type
       R1: Cycle through infield shifts
       R2: Cycle through outfield shifts
       Triangle, Circle, X, Square: Select respective pitch
    ---Post-Pitch Selection---
       X: Swing
       Circle: Bunt
       Square: Toggle between contact and power swing
       Triangle + Directional Pad: Increase lead/steal base
       Square: Increase lead/steal all runners
       X: Throw pitch (hold for faster pitch)
       Directional Pad: Change pitch location
       Square, Triangle, Circle: Pickoff attempt if runners are on (Triangle =
         second base, etc.)
       R1: Cycle through infield shifts
       R2: Cycle through outfield shifts
    ---Ball in play---
       Triangle + Directional Pad: Advance runner from respective base
       X + Directional Pad: Return runner from respective base
       Square: Advance all runners
       Circle: Return all runners
       X: Diving catch
       Triangle: Jumping catch
       Square: Switch to closest player
       L2: Hold for special fielding moves ("Total Control Fielding")
       Square, Triangle, Circle (with ball): Throw to respective base (Triangle =
         second base, etc.)
       R1: Throw to cutoff man
    Press START at most times to pause the game and bring up a menu that allows you
    to view statistics, change your lineup, watch an instant replay, or adjust game
    settings. Press SELECT to change camera angles on the fly, although this can
    also be done from the pause menu.
    Most menu controls are explained clearly in-game. However, generally you use
    the Directional Pad to move up and down, X to select an option, Triangle to
    return to the previous screen, Square to change sides (on certain screens), L1
    for help, and R1 to pull up a shortcut list.
    Team Summaries                                                       [TEAMS]
    MLB 2005 doesn't give teams precise ratings, so I'll step in and provide you
    with a general summary of every team.
    Anaheim Angels: While the Angels (now going by the melodious moniker of the Los
    Angeles Angels of Anaheim) don't have as much starpower as the Yankees of Red
    Sox, the lineup is full of speedy overachievers like Adam Kennedy and Bengie
    Molina who do one thing: win games. Vladimir Guerrero, Garret Anderson, and
    Troy Glaus provide power, too. While some of their starting pitchers had down
    years in 2004, the rotation is still outstanding, and Troy Percival is a top-
    of-the-line closer.
    Baltimore Orioles: The definition of a team lacking in direction. Melvin Mora,
    Javy Lopez, Miguel Tejada, and 'roided-up Rafael Palmeiro give the O's some pop
    in the heart of the lineup, but even with the emergence of Rodrigo Lopez and
    some OK relief, there's some bad pitching on this team.
    Boston Red Sox: After 86 years of frustration and heartache, the Red Sox
    finally won their world championship in 2004. Led by Johnny Damon, Manny
    Ramirez, David Ortiz, and Nomar Garciaparra (who was traded to the Cubs at the
    deadline), this team can score. And with Curt Schilling and Pedro Martinez
    anchoring an excellent five-man rotation (and a reliable bullpen), you're
    looking at what's arguably the best team in MLB 2005.
    Chicago White Sox: Not a bad team, but they look like they're more than a year
    away from making it to the World Series. Carlos Lee, Frank Thomas, and Paul
    Konerko are good sluggers in the middle of the order, and with guys like Joe
    Crede batting after them, you can keep innings alive. Mark Buehrle is the ace
    of a tolerable pitching staff.
    Cleveland Indians: The Indians were still rebuilding in 2004, and their lineup,
    while fairly balanced, doesn't have many real stars. C.C. Sabathia and Jake
    Westbrook are two underrated starters, and the bullpen is above average.
    Detroit Tigers: While vastly improved from their dismal 119-loss 2003 campaign,
    the Tigers still have major holes in their lineup, especially without Ivan
    Rodriguez being with the team. The Tigers' young arms are still developing and
    can't be relied upon yet for consistency.
    Kansas City Royals: Let's see. Unless you count DH Mike Sweeney or RF Juan
    Gonzalez (neither of whom was ever healthy in real life), we've got a team with
    real problems. Despite the emergence of future star Zack Greinke (who isn't in
    the game), the pitching staff has so many weaknesses it's surprising the Royals
    lost only 104 games.
    Minnesota Twins: The Twins of this era had perfected the art of reaching the
    playoffs on a shoestring budget. Their reliance on speed and lack of real
    sluggers hurts them unfairly in MLB 2005, but Brad Radke and Johan Santana can
    still pitch really effectively.
    New York Yankees: The Yankees forked out a lot of dough for this talented (and
    aging) ballclub, but it wasn't enough to get them to the World Series. Still,
    the batting order is probably the most dangerous in baseball, the pitching
    rotation is one of the game's deepest, and Mariano Rivera is a stellar closer.
    Oakland A's: The A's had a very strong team that was squeezed out of the
    playoffs by Anaheim. Oakland's lineup is constructed around players who reach
    base a lot, with moderate emphasis on power and no emphasis whatsoever on
    speed. Their devotion to plate patience will do you little good in MLB 2005,
    where walks are almost nonexistent, but their lack of speed won't hurt much
    either. Barry Zito, Tim Hudson, and Mark Mulder lead one of the game's best
    pitching rotations.
    Seattle Mariners: With tremendous batting averages and great speed, Ichiro
    Suzuki is the game's best leadoff hitter, but otherwise you've got an aging
    lineup and an average pitching staff. Still, this team is stronger in MLB 2005
    than their real-life performance indicated.
    Tampa Bay Devil Rays: Carl Crawford lights up the basepaths, and Aubrey Huff
    and Rocco Baldelli show tremendous promise, but back in the Devil Rays era, the
    star of the show was still... Raymond. The biggest problem is pitching, since
    there are about zero dependable hurlers on the staff.
    Texas Rangers: Every man in the starting nine reached double digits in the
    homers column, and even with the pitching problems, the Rangers can never be
    counted out of a game. And dare I say it, Alex Rodriguez is the best player in
    baseball at the time, even if he cost $25,000,000 a season. Of course, in real
    life the Rangers traded him before the season to the Yankees for another
    superstar, Alfonso Soriano.
    Toronto Blue Jays: One of the weakest Blue Jays teams in recent years, 2004
    Toronto has two good power hitters in Vernon Wells and Carlos Delgado and one
    good starting pitcher (Roy Halladay), but the lineup is shallow and the bullpen
    is shaky at best.
    Arizona Diamondbacks: The D-backs have a good pitcher named Randy Johnson.
    That's it. The key components of their 2001 World Series winners are mostly
    past their prime (or retired), and what's left is a hodgepodge of terrible
    free-agent acquisitions (see Alomar, Roberto; Hillenbrand, Shea; Sexson,
    Richie) or marginal young players (Cintron, Alex; Kata, Matt) that ended up
    going 51-111. Youch. In MLB 2005, though, Luis Gonzalez and Steve Finley still
    have something left in the tank, and Alomar and Sexson remain healthy.
    Atlanta Braves: At this point in time, Bobby Cox's team had gotten pretty good
    at consistently winning division titles (and faltering the playoffs) even after
    losing quite a few of their more expensive players. Rafael Furcal is one of the
    game's best leadoff hitters, and Chipper and Andruw Jones were RBI machines at
    the peak of their careers. The Braves also have plenty of pitching with Greg
    Maddux (traded to the Cubs before the season), Mike Hampton, Paul Byrd, and
    John Smoltz as a closer. And don't forget 46-year-old Julio Franco.
    Chicago Cubs: Coming off a 2003 season that ended just five outs away from the
    World Series, the Cubs were National League favorites. It's easy to see why.
    Sammy Sosa, Aramis Ramirez, Derrek Lee, and Moises Alou provide outstanding
    power in the middle of the order, and Carlos Zambrano, Kerry Wood, Mark Prior,
    and Matt Clement make up one of the best rotations in baseball, even if their
    ratings are a tad low and they're without Greg Maddux, a late acquisition.
    Cincinnati Reds: Cincinnati's lineup boasts great power but little else. Ken
    Griffey Jr. is a more balanced hitter than homer-or-nothing Adam Dunn. Once you
    get past those two sluggers, you're looking at a team with little contact
    hitting (besides Sean Casey and Barry Larkin), shaky defense, and bad pitching,
    especially in the pen.
    Colorado Rockies: The Rockies, still first a slugging team, have a few good
    hitters like Todd Helton and Larry Walker, but the offense was in a down year.
    Jason Jennings (a highly-rated pitcher in the game who had a 5.51 ERA in 2004)
    leads a shallow pitching staff.
    Florida Marlins: The 2004 Marlins had lost a few of the key players from their
    2003 world championship team (like first baseman Derrek Lee), but they remain a
    contender. Juan Pierre and Luis Castillo are good catalysts batting in front of
    Miguel Cabrera and Mike Lowell. The Marlins have an underrated pitching
    rotation, and Ugueth Urbina is a capable closer. Ivan Rodriguez had moved on to
    Detroit in real life, but he's one of the best catchers around.
    Houston Astros: Biggio. Bagwell. Berkman. With the midseason acquisition of
    Carlos Beltran, stopping the Killer B's (and Jeff Kent) was a real challenge.
    Roger Clemens, Roy Oswalt, Andy Pettitte, and always-injured Wade Miller make
    up a great rotation. The bullpen, however, is rather iffy.
    Los Angeles Dodgers: The Dodgers lack the big names of the Giants or the
    pitching of the Padres, but they were the ones who earned the National League
    West crown. No superstars, but overall a solid team, and Eric Gagne is the
    game's best closer.
    Milwaukee Brewers: I know how to turn this struggling franchise around - trade
    for the D-backs' infield! That's precisely what the Brew Crew did in the 2004
    offseason, and it didn't really work out (Junior Spivey's name was better than
    his offense). Scott Podsednik is the fastest player in the game, but that's of
    little consequence if nobody can move him over. Ben Sheets's talent isn't
    reflected in the game, and overall the pitching is atrocious. And sadly, the
    game omits outfielder-turned pitcher Brook Kieschnick.
    Montreal Expos: The Expos spent 2004 as a lame duck in Montreal and moved to
    Washington the following season. Not surprisingly, the '04 Expos lost 95 games.
    Brad Wilkerson can drive people in from the cleanup spot, and Livan Hernandez
    is the league's best inning-eater. Otherwise, the Expos' lineup includes more
    than a few holes.
    New York Mets: The Mets spent a lot of money to win 71 games. The lineup is
    pretty mediocre - David Wright isn't in the game and Jose Reyes wasn't ready
    for the big show yet - and the team wasted a lot of time trying to convert Mike
    Piazza to first base (although he's a catcher in this game). Still, the Mets
    might have a shot with Tom Glavine leading the pitching staff after 15+ years
    in Atlanta.
    Philadelphia Phillies: The Phillies were obviously a team on the rise and just
    missed out on a playoff spot. Jimmy Rollins is one of the best leadoff hitters,
    Jim Thome is one of the best sluggers, Bobby Abreu can do everything, and Billy
    Wagner is a lights-out closer. There are still a few questions in the rotation
    and bullpen, however.
    Pittsburgh Pirates: Bad team. Case closed. Jason Kendall is a durable contact
    hitter, and Jason Bay has some power. The Bucs could seriously use some
    pitching help.
    St. Louis Cardinals: Lately the Cardinals have been winning with Albert Pujols
    alone, but back when Scott Rolen and Jim Edmonds were in their prime, the
    Cardinals had three of the best power threats in the game. Don't overlook Edgar
    Renteria and Reggie Sanders, either. And with a deep (though underrated in
    places) rotation, it's no surprise the Cardinals won the National League
    pennant. It should be noted that Albert Pujols moved from left field to first
    base in 2004.
    San Diego Padres: Despite having one of the weakest lineups in baseball, the
    Padres win games with their pitching: starters David Wells and Jake Peavy, and
    closer Trevor Hoffman. In MLB 2005, that might be good enough.
    San Francisco Giants: Barry Bonds is a pretty good hitter, regardless of what
    he might have taken. For whatever reason, though, he's not in the game. Ray
    Durham is a great leadoff man for MLB 2005 purposes, and Jason Schmidt is a
    capable starter. Past him and crossword-answer closer Robb Nen, the entire team
    isn't much good.
    American League All-Stars: As good as they get - the A.L. All-Stars.
    National League All-Stars: A great all-around team made up of the best players
    from the National League. Some of the default selections for starting pitchers
    were a bit strange, however.
    General Strategies                                                   [STRAT]
    * To make good contact with the ball, swing the bat when the batting cursor
    overlaps squarely with the pitcher's aiming sight. Watch the latter closely, as
    it may dip or curve, especially on breaking balls. Usually it's best to aim a
    little below the ball, although some fastballs rise. Also keep in mind that
    different pitchers may throw the same pitch in different ways.
    * It's almost always easier to get on base with a power hit than with a contact
    * At the plate, don't try to chase bad pitches that are obviously outside the
    strike zone.
    * Keep in mind that if you hit just a little above the ball, you'll hit a line
    drive. Aim a bit under the ball to hit a higher ball, perhaps increasing the
    chances of a sacrifice fly. The same applies to hitting left or right of the
    ball if you want to push or pull the ball.
    * Be willing to take pitches. The computer hardly ever gives up walks, but it
    will throw balls sometimes. Also, swinging at the first pitch every time is a
    great way to keep the opposing pitcher fresh. Moreover, whenever a new pitcher
    comes in, be patient so you can see what kind of "stuff" he has.
    * Press L2 and the corresponding button before the pitch to "guess" that the
    pitcher will throw that particular pitch. You can also use the Directional Pad
    to guess that the pitcher will throw to a particular part of the zone. If you
    guess correctly on either the pitch or the zone, your odds of hitting the ball
    will increase. If you get both right, a special lock-on cursor will appear;
    when that happens, you'll have a 100% chance of making contact and a decent
    chance at getting a home run or other extra-base hit as long as your timing is
    right. If both of your guesses are wrong, the batting cursor will become quite
    small and you might want to take the next pitch.
    * I strongly recommend guessing both the pitch and the location on EVERY pitch.
    This way, if for example you guess an outside fastball, and the batting cursor
    shrinks drastically, you'll still at least know that something other than a
    fastball is coming and that it won't be an outside pitch. And that's pretty
    * If you correctly guess both the pitch type and the location, the double lock-
    on cursor will appear. While this will move automatically with the movement of
    the pitch, you can use the Directional Pad to hit toward a particular part of
    the field. Hold Left to aim toward left field, Right to hit toward right, Up
    for a fly ball, and Down for a grounder. Remember that your hitter's natural
    tendency to pull or push the ball may still affect the trajectory of your hit.
    * Personally, I find good fastballs to be harder to hit than breaking balls.
    For that reason, I usually guess fastball (unless the opposing pitcher is
    living off sliders or sinkers or whatnot), so hard-to-hit heaters will be
    easier to hit, and even if I get a tasty breaking ball, those will already be
    easier to make contact with anyway.
    * Against a small number of elite pitchers (most of the pitchers with overall
    ratings in the 90's), the location-guessing zone will have eight sectors
    instead of the usual four. This doesn't make things much different though,
    although you can then make location guesses like up/right.
    * It's not very hard to predict what kinds of pitches the computer will dish
    up, especially if you pay attention to the pitch chart shown when you make your
    guess. Most computer pitchers throw fastballs about half the time and use one
    of their other pitchers (usually the slider) 25-40% of the time. Changeups are
    generally very rare, especially on the Rookie and Veteran difficulty levels.
    The computer hardly ever throws back-to-back pitches in the same part of the
    zone. Also, a lot of computer pitchers throw only fastballs to the sluggers and
    save their sliders and curves for the less dangerous hitters.
    * As with computer-controlled pitchers, when you're playing against a real
    person, you'll probably notice patterns as well (albeit different patterns).
    If you notice your friend (or enemy) is starting every at-bat with a fastball
    and only throws curveballs on an 0-2 count, be ready to punish such mistakes.
    * To bunt, hold Circle and use the Directional Pad to angle the cursor so
    you'll hit the ball strongly toward one of the foul lines. Use Up or Down on
    the Directional Pad to raise or lower your bat to hit the ball. On sacrifice
    bunts, it's often a good idea to increase the runners' leads before you bunt.
    Lastly, remember that bunting is most effective with players who have high
    Contact and Speed ratings. I'm not a big fan of bunting in this game, though,
    except to move runners over when a weak hitter is at the plate. It's almost
    impossible to bunt against fastballs or outside pitches.
    * It's not difficult to pull off a sacrifice fly in this game, but remember to
    return to the bag, and don't leave until you're sure the fielder has caught the
    ball, or you may end up getting doubled off. And that's no fun.
    * Use pinch-hitting to your advantage, especially when a tired pitcher is at
    the plate. But don't pinch-hit for an effective, energized pitcher.
    * Your pitching will be most effective if you aim for the corners of the strike
    zone. Unlike real umpires, the game's strike zone never changes. Remember that
    you can aim closer to the corners of the zone if you have a fresh pitcher with
    good control, and that it's important to remember that different pitchers'
    pitches move in different ways.
    * If your pitcher is getting tired, don't throw high breaking balls to a heavy
    hitter unless you'd like to give up a home run.
    * Different pitches have different pitches to choose from.
    * If you're ahead in the count (like 0-2), throw a tempting pitch at the edge
    of the strike zone or a weak pitch in the dirt.
    * You can aim breaking balls a little off the plate, and if done properly,
    they'll curve back for a strike (keep in mind whether you're a lefty or a
    * When pitching to an opposing pitcher, just blow by him with a few sizzlers.
    Don't waste your time with trickery; the CPU pitchers simply can't hit the
    ball. Against a human, though, pitchers can hit slightly more effectively, so
    be a little more cautious.
    * You can see whether the computer batter is hitting for power or for contact.
    * Batters' vertical strike zones vary depending on stance; a player with a very
    erect stance (like Derrek Lee) will have a bigger zone than someone who's more
    compact, like Jeff Bagwell.
    * A pitcher's energy level is shown on the meter beside the pitch selection
    dialog. If the meter drops too close to the yellow region, be ready to give him
    the yank if your current pitcher gets into trouble. And when it starts
    flashing, you're going to see a rapid drop in performance and risk wild pitches
    and hit batsmen.
    * Remember that you DON'T have to warm a pitcher up in the bullpen before
    making a pitching change.
    * In this game, fielding can be tough. You may want to use the auto-fielding
    option when you're starting out. However, even the computer seems to have
    trouble with dribblers to the pitcher.
    * Bring the infield in (check the Controls section) if you think the opposition
    is planning to bunt. If you're an advanced player, use infield and outfield
    shifts to your advantage.
    * Be vigilant at all times! A strong-armed right fielder can often turn a line
    drive single into an out at first. If there's a runner on first and the ball is
    hit to the CF, throw to second and you can frequently get the man out. Be
    aggressive on fly outs, too; it's not difficult to double off the computer-
    controlled runners, especially on tricky foul outs.
    * Similarly, it's a good habit to throw to the necessary base when you catch
    what you think is a fly out or a foul ball along the line, just in case what
    looks foul or caught is actually fair and in play.
    * When making substitutions, don't insert a player into an unnatural position -
    for example, don't play a first baseman in center field.
    ---Franchise Mode---
    Franchise Mode isn't as much a typical franchise simulation where you're in
    complete control of a franchise and do everything from making trades to setting
    ticket prices. Instead, it's almost RPG-like in that you use franchise "points"
    (assigned at the beginning of the game and also earned by winning games and
    accumulating hits) to sign players from a pool of free agents.
    When you begin a new Franchise Mode game, your selected team will automatically
    be assigned 11 random players (a starting pitcher, a reliever, the eight field
    positions, and a DH, even for N.L. teams). Most of them will be marginal
    players like Aaron Miles or Mike Hessman or something - don't expect to get any
    players with ratings above 80, or if you're lucky, 90.
    You'll also be given approximately 4,000 franchise points, which you can use to
    purchase new players. You can "trade" existing players into the pool, but only
    half their original value will be returned to you. Since you're working on
    filling up the roster at this point, I'd only purchase players from the pool
    right now.
    At this point in time, you desperately need pitching help. Sign the best
    starting pitcher you can find. Get another pitcher, too - either a starter or a
    good closer or reliever. At this point, you should have enough points left for
    two or three field players. I strongly recommend getting at least one good
    power hitter (Sammy Sosa was my pick). Anyone with a Power rating of 99 will
    average about a home run per game and will vastly improve your team.
    From here, just keep playing games. Along the way, you'll earn points for
    getting hits, winning games, and above all, sustaining long winning streaks.
    Once you accumulate 600-900 points, go back to the player pool and sign another
    player. The computer teams will also sign players on occasion, but they don't
    make very frequent signings. Remember that each computer-controlled team's
    first transaction will usually be a closer, followed by an ace starter.
    ---Draft Mode---
    In the draft, every player in the game is dispersed into a pool of free agents,
    and each team is restocked round by round. You can take control of one or two
    teams. Every player is worth a certain number of points (like in many fantasy
    leagues), and you can set a points limit for each team to help keep teams
    relatively equal. Point limits can be set as low as 14,000 and as high as
    20,000, in 2,000-point increments. Oddly, the time limit for making each draft
    pick is lower (15 seconds) on 14,000-point drafts than on 20,000-point mode (60
    seconds). If you set the point limit very low, many big players will be left on
    the boards and not all rosters will be full. If you need to take a breather,
    press Square to see your team's current roster (which is also helpful to make
    sure you avoid obtaining, say, three left fielders in the first few rounds) The
    computer's selections generally make sense, but that's not to say you won't be
    able to find a steal in a later round. Typically, the computer will look for
    field players in the first few rounds, although a handful of elite pitchers
    will also be snatched up quickly. The pool of closers is always shallow to
    begin with, and the computer will grab the best ones in the first two rounds.
    The first base and left field positions are pretty deep, so it's smart to begin
    by picking a slugger from a less deep position like third base or catcher with
    your first few picks. Utility players tend to sit on the draft boards for an
    eternity. After the draft is over, you may need to adjust your team's lineup
    and rotation, since the game's automatic lineups can often be improved upon.
    ---Other Game Notes---
    * If you leave the main menu unattended long enough, the game will go into a
    demo mode. Press any button to leave the sample game.
    * The game doesn't have balks, catcher's interference, or other rare events.
    And, of course, there aren't rain delays, bench-clearing brawls, or mound
    * Home runs are often a bit longer (and for players like Sammy Sosa or Jim
    Edmonds, more frequent) than they would really be.
    Frequently Asked Questions                                           [QUEST]
    Q: Are there any cheat codes in this game?
    A: None that I know of. If you find anything, tell me and I'll give you credit
    for it.
    Q: How accurate are the rosters in this game?
    A: The game's rosters were finalized sometime in January 2004. Some things
    changed between then and Opening Day - most notably, the Rangers traded Alex
    Rodriguez to the Yankees for Alfonso Soriano. The Cubs signed Greg Maddux from
    the Braves, while their fifth starter, Shawn Estes, went to the Rockies. Ivan
    Rodriguez left Florida for Detroit. And, of course, numerous trades, signings,
    and other roster moves occurred during the course of the 2004 season. I don't
    include a section about trades you can make to update your favorite teams,
    since some people might prefer rosters to look the way they looked in spring
    training, on Opening Day, or on the last day of the season. If you want to
    tweak the rosters, look on Baseball-Reference.com, MLB.com, or other sites for
    2004 stats. And if realism doesn't matter, feel free to make moves that never
    occurred at all in real life.
    Q: What does the fielding percentage statistic mean?
    A: The game omits the first digit of the number (for the game's purposes,
    always a 9). If a player's listed fielding percentage is 73%, read .973.
    Q: Should I hit for contact or power?
    A: For almost every player in the game, it's easier to use the power shot. The
    only exception is if you're inexperienced and having trouble hitting the ball.
    Q: What are the differences between the difficulty levels?
    A: The main difference is the size of the contact areas. On Rookie difficulty,
    the hitting contact area is much larger than it is on the Veteran or All-Star
    levels. Also, the computer throws a somewhat better variety of pitches on
    higher difficulties and is less likely to let you get away with throwing
    dangerous pitches.
    Q: Does anything special happen if I pitch a no-hitter?
    A: Not really, although the Player of the Game screen will at least note that
    your pitcher threw a "complete game no-hitter." I earned mine on Veteran
    difficulty, using Shawn Estes for the Cubs (who didn't actually stay in Chicago
    in 2004) against the Pirates in Spring Training mode. No save states or Game
    Genie codes were used.
    Q: Why can't the announcers pronounce "Aramis?"
    A: For the same reason they can't say "offensive" the right way. And oddly,
    Coco Crisp goes by his nickname in the game text, but the announcers always
    call him Covelli Crisp.
    Comparing to Reality                                                 [REALL]
    Yeah, you probably knew I was going to do some kind of season summary in this
    guide. I'll keep it short.
    2004 was the year the Red Sox broke the "Curse of the Bambino" and finally won
    the World Series, sweeping St. Louis and sending Red Sox Nation into
    As for notable career achievements, Cubs starter Greg Maddux joined the 300-win
    club, while Ken Griffey Jr. of Cincinnati hit his 500th homer.
    In general, home runs were up in 2004. While new hitter-friendly ballparks had
    recently opened in Philadelphia and Cincinnati, this power spike was more
    profound in the American League, and 2005 was much more pitcher-friendly than
    And, of course, everyone was talking about steroids (especially in the 2004-05
    Version History                                                      [VERSN]
    Now we're talking.
    Date    | Version | Size |
    2-12-10 |  0.1    |  2KB | Began guide.
    2-13-10 |  0.2    | 19KB | Finished basic guide framework.
    2-14-10 |  0.4    | 25KB | Worked on Strategies and Team Summaries.
    2-15-10 |  0.7    | 36KB | Finished Review and Controls.
    2-16-10 |  0.9    | 40KB | Finished Team Summaries. Nearing completion.
    2-17-10 |  1.0    | 42KB | Finished revising and proofreading.
    Copyright                                                            [COPYR]
    (c) 2010 Vinny Hamilton. All rights reserved.
    All copyrights mentioned in this guide are property of their respective
     * You can print this guide out for your personal use.
     * You can download this guide to your computer for your personal use.
     * You can post this guide on your Web site as long as you give proper credit
    AND you don't change a single letter, number, or symbol (not even an tilde).
     * Remember that the latest version will always be available at GameFAQs.com,
    but don't count on there being frequent (if any) updates.
     * You can translate this guide into a foreign language (British, Southern,
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     * You can't post this guide on your Web site and then say you wrote the guide
     * You can't post this guide on Web sites that contain (or have links to sites
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     * You can't post this guide on your Web site if you're going to change
    anything in this guide that took me so many hours to write.
    If you don't comply with these guidelines, your hard drive will be reformatted
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    Contact Information                                                  [CONTC]
    If you have any questions or comments about this guide, please send an e-mail
    to VHamilton002@gmail.com. That's zero-zero-two, by the way. Remember that not
    all e-mail messages will be read. Please follow these guidelines:
     * Do include "MLB 2005" in the subject line.
     * Do send polite suggestions for ways to make this walkthrough better.
     * Do tell me about any errors or omissions you find in this guide.
     * Do send information about any glitches, tricks, or codes you discover in
    this game.
     * Do ask any questions you have about MLB 2005 gameplay. I will respond
    eventually if you follow all of these rules.
     * Do make a reasonable effort to use decent spelling, grammar, usage,
    punctuation, and capitalization so I can understand what you're trying to say.
     * Do use patience. I check my e-mail quite sporadically.
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    And lastly, a public service message: Fight for and affirm the rights of all
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    when writing strategy guides for obsolete baseball video games. No one's likely
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    For Bobby Ford

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