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    FAQ by antseezee

    Version: Final | Updated: 03/11/11 | Search Guide | Bookmark Guide

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                           For Super Nintendo
                               Version Final
                             By Chris Zawada
                             User: antseezee
                       E-mail: chris@z-wad.com
    		    Website: www.z-wad.com
                             Created: 02/23/04
                           Last Update: 03/10/11
                        Copyright 2011 Chris Zawada 
    Author's Note
    Baseball has always been America's sport. While it may not be as exciting as 
    the raging tackles of professional football, or swish-like as the NBA, it has 
    always kept a sense of resiliency amongst itself. One of the more classic 
    (although often forgotten) baseball titles is Super Baseball Simulator. Inside 
    this game, it allows you to customize every nook-n-cranny of players. You can 
    go in-depth by creating your own team, or using special powerups to increase 
    your playing abilities on the field. The following guide will basically 
    outline special hints and tips, along with team profiles, controls, and codes. 
    Enjoy, and may the next homerun be yours!
    If you have any contributions, feedback, or strategies you'd like to have 
    added to the guide, contact me via e-mail or on GameFAQs. I'll be more than 
    content to add your segment of information, and will also provide credit. If 
    you have any questions you'd like added to the Common Questions section, ask. 
    I simply don't have the time to sit around thinking of questions. Provide me 
    with what you want to know!
    =03/10/11= vFinal
    Final update.
    =02/23/04= v1.0
    Started the FAQ. This is sort of a "pro-tempore" project as I like to call it. 
    I'm looking forward to FAQing other games, but this one is basically just 
    something to write out in my spare time. Going to start by outlining the guide 
    and detailing the basic sections. Looking for a release date sometime around 
    the 26th...perhaps.
              -    Table of Contents     -
              1) Introduction
              2) Game Basics
                 > Controls
                 > Player Ratings
                 > Hints, Tips
              3) Game Modes
                 > Description of each          
              4) Team Profiles
                 > Atlantic League [6 teams]
                 > Northern League [6 teams]
                 > Ultra League    [6 teams]
              5) Ultra Powerups
                 > Ultra Hits
                 > Ultra Pitches
              6) Codes
                 > In-game
              7) Common Questions
              8) Copyright/Distribution/Reproduction Guidelines
              9) Proper Credits
    - 1) Introduction          -
    Out of the numerous baseball games for several systems, very few exceed beyond 
    expectations. In most cases, you'll receive your typical baseball game with 
    expected results. However, during the 16-bit era, companies were trying to 
    experiment with limited 2D engines. Some developers managed to create unique 
    masterpieces, while others just came up with generic mixes. Super Baseball 
    Simulator 1.000 is unlike any other game of its time. It basically permits the 
    player with more options to choose from, such as editing teams or abilities. 
    Not only does it contain a sense of realism, but you can also use special 
    powerups to increase your abilities on the field. Imagine a pitch that gets 
    shocked with lightning and disappears into thin air. Or perhaps a power swing 
    that yields an instant home run upon contact.
    All of these elements are made available thanks to Super Baseball Simulator. 
    The customization features only extended the replayability as you could 
    emulate the real MLB profession. Statistics are kept track of, along with any 
    outside circumstances (playoffs, world series). In a typical sense, this is 
    the ultimate baseball game as it combines realistic results with unparalleled 
    Here's a brief excerpt from the back of the box (credit to Culture Brain):
    This is the ultimate baseball game! Precise pitching, bulls-eye batting, and 
    Awesome fielding! It's all under your control with simpler yet more 
    sophisticated operation. With loads of features, you'll be an All Star! It is 
    the ultimate baseball simulation you've dreamed of.
    ##### GAME INFO #####
    Players: 1-2
    Developer: Culture Brain
    Released: 1991
    Rarity: fairly rare
    Special Features: Internal Battery 
    Cover Art on cartridge: 
    - Shows three different frame animations of a player pitching, swinging, and 
    making contact with the ball
    - 2) Game Basics           -
    The SNES controller fits fairly well to the entire baseball theme. Most of 
    your primary functions are set to the four main buttons, and there's no really 
    worry about pressing side triggers to affect your swing or anything. It 
    basically comes down to your timing skills when hitting, and what directions 
    you press when pitching.
    KEY representation for each button:
                 Y = Y button (pink)
                 X = X button (pink)
                 B = B button (dark purple)
                 A = A button (dark purple)
                 L = L button (gray, top left)
                 R = R button (gray, top right)
       Control Pad = directional pad (black)
             START = start button (black))
            SELECT = select button (black)    
    /Menu Controls/
          START - advances through most menus
              A - confirms selection
              B - rejects selection
    Control Pad - navigates through menus
          START - calls time
              X - picks powerup (if available)
              A - swings bat
              Y - tells runner (on base) to steal
    Control Pad - moves batter in box, affects where bat hits ball
    - To perform a full swing while batting, simply hold down A. You must time the 
    swing so that it makes contact with the pitch when tossed by the pitcher. 
    Whereever the ball makes contact with the bat usually affects its direction. 
    If you press and hold the control pad along with a swing, this can often 
    affect the pull of the ball. For example, pressing up and to the left on an 
    inside pitch will cause for you to pull the ball in that direction if you time 
    it right. This increases your chances of homeruns.
    - Try to hit the pitch with the fat chunk of the bat. You can often miss 
    pitches that are too far inside, or too far outside. To bunt, simply tap A for 
    a short period, and wait for the player on-screen to put his bat halfway out. 
    To direct the bunt, aim the bat in a certain angled direction.
          START - calls time
              X - picks powerup (if available)
              A - tosses pitch
              Y - pitcher steps off rubber, pickoff move
    Control Pad - moves pitcher on white rubber (horizontally)
                - also affects velocity, stamina used per pitch, and direction
    - The longer you hold down the A button, combined with the pressing down of a 
    specific direction, affects the velocity and direction of your pitch. Charging 
    the pitch longer causes for a more speedy pitch while pressing down towards 
    the plate. However, pressing up the entire time will cause for a slower 
    changeup to occur. Experiment by curving pitches back and forth slightly 
    before the release of the pitch. The pickoff move zooms out to a whole portion 
    of the field. After you press Y, simply press the direction of the base + A to 
    toss the ball to that base.
    Direction + A - tosses baseball to respective base
    Direction + Y - has fielder run towards that base
      Control Pad - controls direction of player
                B - player dives
    - You can move your fielder around by using the control pad. To catch pop 
    flies, direct him under the path of the ball, and a "catching" animation will 
    appear. To toss the ball to a specific base, press the direction of the base 
    on the field (left = 3rd, up = 2nd, right = 1st), and tap A. Players are prone 
    to making errors, so be weary.
             B + Direction - causes for base runner to advance to that base
    A + Opposite Direction - causes for runner to go back to the previous base
    - Baserunning is fairly easy. To advance to the next base, press the 
    corresponding one base on where your runner is. For example, if you want to go 
    to second base, press Up + B and your runner will go from first to second. A 
    small icon should pop up in the lower left corner to designate so. To run back 
    to the previous base, press Right + A (to go back to first). It's a simple 
    concept. Runners slide on their own.
    /Player Ratings/
    Super Baseball Simulator 1.000 makes exclusive use of player ratings 
    throughout the game. While it may not seem like much, these ratings affect how 
    your players compete on the field. Ratings are usually universal for all 
    players, but there are also some exclusive ones for specific positions as well.
       {[^ Hitter Ratings ^]}
      B = bats left or right
     St = batting stance (different selections)
      P = position
     Av = batting average, chance of contact with a pitch (higher is better)
     Hr = home run chance, chance of a homerun per hit
      R = running speed (on the bases and the field)
      F = fielding abilities, aka less errors/diving plays
       {[^ Pitcher Ratings ^]}
    ERA = earned run average, how many runs the pitcher gives up per 9 innings
    SPD = velocity of the average pitch, higher means faster pitches
      R = running speed (on the field)
      L = location, accuracy when throwing pitches at the plate
      F = fielding abilities, aka less errors/diving plays
     St = stamina, how durable the pitcher is before getting tired
    /Hints, Tips/
    In the game of baseball, there isn't much you can do. Most of the actual 
    gameplay in Super Baseball Simulator comes down to smart decision making and 
    knowing when to swing at a pitch. Here are some key points in specific areas 
    of the game.
       {[^ Batting ^]}
    - Batting can be a difficult process if you don't take it conservatively. The 
    primary objective when you bat is that you want to get on base. Regardless of 
    how you do it doesn't matter. To essentially get a hit, you need to time your 
    swing of the bat with the pitch from the pitcher. To do so, hold down A right 
    when the pitch is about 2 feet in front of the batter. It all depends on the 
    velocity of the pitch, and where it's curving.
    - Move yourself in the direction parallel to where the pitcher moves. If you 
    notice the pitcher moving to the right side of the rubber, cheat yourself in 
    the box, and move a tad to the right. Chances suggest that the pitch is going 
    to be on the outside corner, and you have to be ready to pound it.
    - Use your ultra powerups sparingly. Save them for times when the bases are 
    juiced, and you need a guaranteed hit to score some runs. Always press in the 
    same direction of where the pitch is, respective to when you swing. For 
    example, if an inside pitch is coming towards you (and you're a right handed 
    batter), press Up + Left + A to perform an upward leftern swing. While it may 
    not look like it on the screen. You'll actually pull the ball in that 
    direction. If you time the swing right, you can often pull off easy homeruns 
    without the help of powerups.
    - Bunting isn't too difficult. Simply tap the A button till your batter holds 
    the bat out about halfway. Don't give it away too early. To angle your bunt, 
    move the batter in the box while the pitch comes towards you, or pick a tilted 
    swinging animation to fend it towards a certain base.
       {[^ Pitching ^]}
    - There are primarily four different pitches in Super Baseball Simulator 
    (excluding the powerups). To throw a fast ball, hold down the A button for the 
    longest time, and press down on the controller. A fast ball usually has the 
    most velocity, and is a good surprise pitch for catching hitters off-guard. 
    Unfortunately, it's also prone to giving up easy homeruns.
    - A curve ball is one that tends to sway from one direction to another. In an 
    essence, it looks similar to a curve, hency why it's called a curve ball. To 
    toss one, hold down the A button, then press left or right while doing so. You 
    can alter the course of the ball while it's in the air by pressing left/right 
    on the control pad. Great for nudging the edge of the base for a corner 
    strike, or having a batter swing into thin air. Unfortunately, curve balls 
    tend to get pulled quite a lot, and can turn into "hanging" pitches if not 
    performed correctly.
    - Changeups are sort of like slow-down pitches. The idea is to pitch a ball 
    that "looks" fast, but ends up going slow. Simply hold Up + A when pitching, 
    and you'll toss a changeup. Again, these should be used sparingly. Changeups 
    hardly have any velocity, and can be pickings for any homerun hitter out 
    there. Only use them when you're 80% sure the batter is expecting a fast ball.
    - Sinkers, as I like to call them, are a very interesting pitch. Hold Up + A, 
    but then press Down right before the pitch is released. If performed 
    correctly, you'll hear a drooping sound as the pitch approaches home plate. 
    This drooping sound is actually the pitch dropping in altitude. Eventually, 
    sinkers can drop below the batter's range, and he'll swing right through it. 
    These are excellent pitches for striking hitters out as they "appear" 
    hittable, but are actually unhittable. Unfortunately, sinkers are guaranteed 
    balls as they drop out of the strike range all the time. Don't overuse them, 
    but toss as least one per batter.
    - 3) Game Modes            -
    Culture Brain decided to be fairly innovative in their production techniques 
    when they developed Super Baseball Simulator. While it contains the usual 
    season mode, and exhibition games, you can actually edit your own options. 
    This was rarely seen back in the 8 and 16-bit eras, where elements of this 
    sorty were hardly heard of. The following section will detail the game modes 
    available, along with options that can be customized.
    Your typical non-accountable game where nothing is kept track of. It's 
    basically a practice match between two teams. Thankfully though, exhibition is 
    great for testing out your skills, competing against friends, and trying to 
    break your previous records. After selection the option, Exhibition Mode 
    splits into:
    1 Player
    2 Players
    ^ Each let's you select the amount of human players. The number of innings can 
    be set as well:
      9, 5, 3, or 1 innings  >> From here, you must select any available teams
    - After you've picked your two teams, you have the option of selection 
    additional "changes."
     > Errors (Yes/No) --> Players will make mistakes and fielding errors
     > Computer (Standard, Advance, Expert) --> decides upon difficulty of CPU
    Finally, you're able to select from 6 different stadiums to play in:
           Dome Stadium -=- 120 meters by 100 meters
         Harbor Stadium -=- 112 meters by 90 meters
           Town Stadium -=- 122 meters by 85 meters
          Grass Stadium -=- 122 meters by 100 meters
             CB Stadium -=- 110 meters by 90 meters
          Brown Stadium -=- 120 meters by 85 meters
    From here on, you may select whether or not you want to control your team 
    (HUM), let the CPU take control (CPU), or manage the team (MGR). You also 
    select your starting pitcher (four starters, two relievers to choose from), 
    along with your starting lineup. This is how all games are start inside Super 
    Baseball Simulator.
    In a realistic sense, season mode is basically like your MLB season. Teams 
    compete in full-game schedules to reach the playoffs, and eventually become 
    world champions. Of course, the path is no easy challenge. You must wield your 
    way through the schedule to have the best record. You'll also need players of 
    superstar caliber, who can hit homeruns on command, and close out games when 
    needed. This is the primary mode of Super Baseball Simulator. After selecting 
    this mode, you have the option of selecting from:
      - 5, 15, 30, or 165 game series for your season.
      - 9, 5, 3, or 1 innings per game
    From here on, you must pick a league that you will compete in. There are four 
    different leagues to choose from (Atlantic, Northern, Ultra, or Original). In 
    the original league, you compile your own teams by adding the default game 
    ones, or your own created ones. A menu will pop up. You have to pick which 
    teams will be CPU, HUM, or MGR commanded. If you only want to control one 
    team, set only one to Human control, and the others to CPU control.
    In season mode, statistics can be viewed via the top 30 hitters, pitchers, 
    along with team standings.
    This is the unique feature of the entire game. Edit Mode allows you to 
    customize every aspect of the game. You can assign Ultra Powerups to specific 
    players, create your own team with custom uniforms. Heck, you can even emulate 
    the real major leagues by naming all of the players as their real counterparts.
      Edit Mode is split into three types:
         Enter - allows you to customize data
         Erase - permits you to delete any saved data you don't want
       Display - views statistics and ratings without editing them
                           &&^\\ Creating a Team //^&&
    - Start off by going to Edit Mode, and selecting Enter. Now, pick one of the 
    18 teams in the game you don't want anymore. You may then name the team, by 
    selecting letters from the alphabet. The name should resemble the actual team 
    name, such as the "Phillies", or the "Orioles."
    - After you've named the team, the game advances to the uniform pop-up. You 
    can edit the colors of the uniform, and T-Shirt until you get a combination 
    that looks mighty fine. Afterwards, the game allows you to select the 'type' 
    of team you'll be playing with.
              Standard - typical balanced team with no specialties
              Special  - let's you select two categories your team excels in
                > Options include: Accuracy, Power Hit, Sprinter, Fast Ball,
                                   Curve Ball, Stamina
              Moderate - slightly more average, but has a few perks
    - Now you may edit the ratings of the players on your teams, such as batters 
    and fielders. Refer to the Player Ratings section for more information. You 
    have allotted point totals at the bottom of the screen which are designated 
    based on which option you picked before (Standard, Special, Moderate). More 
    points are rewarded for specialist categories if you picked Special.
    Finally, you can save the options, then use that created team in any 
    season/exhibition game you want. Truly an innovative feature on Culture 
    Brain's part.
    - 4) Team Profiles         -
    As with any sport, the team is what makes the game excel. In most cases, 
    people usually associate themselves with a team because it represents their 
    pride and joy. In the real sports world, teams are often better or worse than 
    each other. Certain ones have strengths that others lack, while another may 
    have a specific advantage over another. This is why sports are so competitive; 
    it all comes down to the talent available. The following section will give a 
    brief overview of each "default" team available in the game. Rosters are not 
    /Atlantic League/
    Your typical "eastern" coast league which has some of the big-name teams. 
    Although not my preferred league, it has a lot of popular teams people can 
    associate with.
         |((= Boston =))|
    /////================\\\\\   UNIs: Solid Blue
    : Average Hitters, very well-spread, but nobody specializes in a specific
      category of hitting.
    : Great starting bullpen, all in the 3.00 to low ERA range. Plenty of stamina,
      speed, and specialty available.
    : Nice team if you're looking to break the old Bambino curse.
         |((= Toronto =))|
    /////=================\\\\\   UNIs: Red T-Shirt/White
    : Low average hitters, not much contact, strikes out a lot. Few homerun hitters
      though to make up for the loss.
    : Starting bullpen is weak, high ERA (4.00s). Excellent closer, good locational
    : Not much to work with here. One of the worst teams in the game that most
      people overlook because of their Canadian origin.
         |((= Detroit =))|
    /////=================\\\\\   UNIs: Purple T-Shirt/Yellow
    : Has one of the best homerun hitters in the game (Tom, 55 HRs). However, low
      contact hitting team.
    : One of the worst bullpens/starting rotations in the game. High ERA, although
      a decent closer.
    : This can be a fun team to work with as they have a few specialties, but
      nothing worthy of a glass of champagne.
         |((= Oakland =))|
    /////=================\\\\\   UNIs: Blue T-Shirt/Light Blue
    : One of the best leadoff hitters in the game. Has a few homerun hitters in the
      middle of the lineup. However, they lack depth in the lineup. 
    : Best closer in the game with an amazing ERA. Starting bullpen is solid with 2
      starters, but shaky in the rest.
    : Probably a true playoff caliber team. As you can see, they certainly have
      talent to compete, it's just a matter of key timing.
         |((= Chicago =))|
    /////=================\\\\\   UNIs: Blue T-Shirt/Pink
    : Hitters are nothing worthy of great. Low contact, hardly any homerun bombers.
      Lacks any true superstars.
    : Excellent closer, starters are actually well-rounded and seem to be very
    : Reminds me of the Cubs. Unfortunately, this was before they had any Sammy
      Sosas, but another challenging team to take on in the game.
         |((= Texas =))|
    /////===============\\\\\   UNIs: Black T-Shirt/Green
    : Horrible contact hitting team. Great fielders though.
    : Closers are nothing exceptional. Starting bullpen is great though, plenty of
      speed and accuracy combined.
    : Not what one would expect from the desert-filled state. Not much talent up
      front, and too lacking in the hitting department to be a legit contender.
    /Northern League/
    My personal favorite league. Has a nice combination of teams that are very 
    competitive. Great balance of talent as well.
         |((= Pittsburgh =))|
    /////====================\\\\\   UNIs: Dark Blue T-Shirt/Blue
    : Decent hitters, with about 2 power hitters tossed in the mix. Lack speed
      though on the bases.
    : Superb starters, except their bullpen is only mediocre. Could use a
      shutdown reliever.
    : Nothing exceptional here, but Pittsburgh is reminiscent of a comeback team.
      Never ready to give up.
         |((= New York =))|
    /////==================\\\\\   UNIs: Red T-Shirt/White
    : Great contact hitting team with a well balanced approach to hitting. There's
      even depth on the bench.
    : Competitive bullpen with low ERA starters, and lots of stamina. Closer is
      decent as well.
    : Maybe not your New York Yankees, but this team certainly has talent that can
      lead to a world championship.
         |((= Montreal =))|
    /////==================\\\\\   UNIs: Black T-Shirt/White
    : Low contact hitting team, lack of power as well. Nothing exceptional in
      fielding, or even speed in this case.
    : Excellent bullpen with two solid relievers. Starters are all very similar,
      and have below average ERAs.
    : Unfortunately, Montreal doesn't have much to offer with. They're an
      underpowered team without much outlet to back up their claims.
         |((= Cincinnati =))|
    /////====================\\\\\   UNIs: Blue T-Shirt/White
    : Average contact team that makes up for it with fast runners. Two power
      hitters as well.
    : Amazing low ERA bullpen. Starters could use improvement, but they do have
      one shutdown starter.
    : My personal favorite team. Uses a combination of speed and low ERA support to
      win games.
         |((= Los Angeles =))|
    /////=====================\\\\\   UNIs: Black T-Shirt/Gold
    : High contact hitting team. Possesses a superb homerun hitter.
    : Bad starting bullpen, high ERAs. Pitching is nothing worthy of a medal.
    : Nothing like the modern day Dodgers. LA is basically a notched-up hitting
      team that just suffers in the pitching department.
         |((= Houston =))|
    /////=================\\\\\   UNIs: Dark Red T-Shirt/Pink
    : Mediocre contact team with 3 great power hitters. Very slow team though.
    : Starting bullpen has its ups and downs. Some starters are good, others are
      bad. Closers are a mixed bag.
    : Nice uniforms, but not quite as good as the actual roster. Relievers could
      use some boosts.
    /Ultra League/
    If you've ever wanted to play in a league of All-Stars, this is it. The Ultra 
    league is basically teams composed of All Stars with Ultra Powerups. This can 
    provide for both fun and agonizing experiences.
         |((= All Stars =))|
    /////===================\\\\\   UNIs: Black T-Shirt/Gray
    : Amazing contact team, along with 3-4 power hitters.
    : Starting bullpen has a shutdown starter with perfect accuracy. Two excellent
      closers as well. 
    : Great All Star team with plenty of talent, but not quite as good as I
         |((= Homers =))|
    /////================\\\\\   UNIs: Blue T-Shirt/Red
    : Excellent lineup full of power hitters. Unfortunately, none of them have
      extreme numbers, but certainly worthy of homerun hitters. Contact is very
      good as well.
    : Their one closer has amazing speed. Starting bullpen is very good, each with
      fast pitching speeds as well.
    : Not quite as explosive as I expected, but a great team nonetheless. Bullpen
      was much more composed than I was expecting.
         |((= Sweepers =))|
    /////==================\\\\\   UNIs: Purple T-Shirt/White
    : Beyond realistic, perfect leadoff hitter. Has Olympic-like speed with a very
      high AVG (.492). There are even a few power hitters tossed in as well. The
      AVGs seem to plummet though.
    : Pitchers have varying amounts, including extremely high stamina (80s). A few
      have high velocities as well.
    : One of my favorite souped up teams. They're fairly odd, but it seems like
      they have extreme ratings that no other teams have.
         |((= Powers =))|
    /////================\\\\\   UNIs: Yellow T-Shirt/Purple
    : Amazing contact hitters, along with some of the highest homerun hitters as
      well. Few speedy runners tossed in the mix.
    : Shutdown starters with fast velocities and extremely low ERAs. One reliever
      sucks though with 44 speed.
    : Really a powerful team if you look at their overall basis. Great pitching,
      superb hitting, not much more to ask for.
         |((= Heroes =))|
    /////================\\\\\   UNIs: Dark Red T-Shirt/Pink
    : Averages seem to boost from really high to really low. Speedy runners along
      with several power hitters. Pinch hitters absolutely suck.
    : Top three starters have fast pitches, high stamina, and accuracy. However,
      closers are nothing to brag about.
    : Not as heroic as I expected, although I could probably imagine one of the
      players screaming "Freedom!"
         |((= Winners =))|
    /////=================\\\\\   UNIs: Sky Blue T-Shirt/White
    : Excellent contact hitters, along with hybrid combinations of power hitting.
      Well balanced speed and ALL have excellent fielding abilities.
    : Starting bullpen is well balanced, but not quite as guaranteed as hopeful.
      Closers are superb.
    : If anything, they truly represent winners. Great overall capabilities, and
      could probably handle the specialized teams in the league.
    - 5) Ultra Powerups        -
    One of the fairly interesting aspects of Super Baseball Simulator 1.000 is 
    that it allows you to utilize special powerups. Better known as Ultra 
    Powerups, these give your hitters and pitchers special abilities never seen 
    before in the sport of baseball. Ever wanted to toss a baseball that splits 
    into three separate forms, or maybe cause for a hit to get ricocheted back and 
    forth? All of this can be made available thanks to the Ultra Powerups. To use 
    Ultra Powerups, you must first select a team (or player) that has them. You 
    can do this by using Edit Mode, and creating your own team, then assigning 
    them. Or, you can use the Ultra teams included in the game. Press X to pop up 
    a small icon in the corner which represents one of the powerups. The following 
    section will state the purpose of each powerup. I'd like to give credit to:
    The Evolution's Ultra Pitch and Swing Guide
    - for the definition of some of these powerups. I did not have an instruction 
    manual to refer to.
    ***IMPORTANT***: The number next to each ultra powerup designates how many
                     ultra points it costs to use the powerup. For example, a
                     powerup that uses 9 points mean your team needs 9 powerup
                     points to use the ability. Once you run out of Ultra points,
                     there is no way to replenish the lost points. Use them
    /Hitting Powerups/
         Hyper Hit (9) - powerful fast swing that boosts your hitting power
       Missile Hit (5) - hits the ball in a straight line-drive pattern
        Tremor Hit (4) - if ball is on ground, launches an earthquake that freezes
                         everyone except runners
          Bomb Hit (4) - explodes upon contact with a fielder's glove or the ground
        Shadowless (5) - when hit in the air, leaves no shadow
        Invisiball (3) - when hit in the air, the entire ball disappears
        Meteor Hit (2) - ball turns into a hot meteor, if attempted to be caught,
                         dazes fielder, only effective on pop flies
      Squirrel Hit (2) - balls move back and forth in an S pattern when hit
       Spinner Hit (4) - if the ball is hit in the air, screen will spin for a few
          Leaf Hit (2) - if hit in the air, ball transforms into a leaf, and will
                         slowly float to the ground, makes it harder to catch
        Shadow Hit (5) - multiple shadows appear when the ball is hit in the air
         Hyper-Run (8) - gives batter super speed after the ball is hit up until
                         first base
         Freak Hit (2) - bounces in random patterns when hit in the ground/air,
                         much harder to snag as a ground ball
        Dizzy Ball (3) - directional pad controls for the fielders are reversed,
                         must navigate in reverse controls to field the ball
         Orbit Hit (3) - when the ball reaches a fielder, it will spin around the
                         player 2-3 times before being tossed to its destination
    /Pitching Powerups/
         Fire Ball (6) - extremely fast pitch with flames surrounding it
      Stopper Ball (9) - after the ball is thrown, press A to stop it
      Phantom Ball (3) - balls becomes translucent halfway to the plate
        Snake Ball (3) - balls move in an S pattern after being tossed
        Ninja Ball (3) - ball splits into several balls, only one is the true one
                         to hit
        Spark Ball (4) - pitch surrounded in lightning, usually shatters bat
         Iron Ball (5) - solid pitch made out of iron, usually shatters bat upon
      Speeder Ball (6) - default pitch that speeds up at the end
       Photon Ball (8) - super fast pitch that is nearly impossible to make contact
       Zigzag Ball (3) - zig zags back and forth, but works better when shifted
                         like a curve ball
       Spiral Ball (2) - twirls around in a circle as it approaches the batter
       Jumper Ball (5) - stays along a default path until you press A to cause for
                         it to stray out of its normal path
       Tremor Ball (2) - after the pitch is thrown, an earthquake erupts
         Change-Up (7) - hit the A button to cause for the ball to alternate
                         between speeds
      Floater Ball (4) - ball morphs into a leaf, causing it to slow down heavily
         Multiball (3) - pitcher morphs into separate forms, each tossing a ball
          Fade Out (4) - pitcher becomes translucent, thus becoming unpredictable
                         on delivery of pitch
         Warp Ball (5) - hit the A button for the ball to shift from one point to
        Lotta Ball (3) - numerous balls appear all at once  
            ? Ball (1) - tosses a random powerup (good or bad) sometimes
    - 6) Codes                  -
    Unfortunately, Culture Brain never truly decided upon adding codes to Super 
    Baseball Simulator. While it's partially sad to see that a developer never 
    took the time out to do so, you can practically cheat by yourself. Simply edit 
    teams, and boost point totals above and beyond the call of duty. However, 
    there is one game genie code available for the game. I'd like to give credit 
    - for this sole game genie code.
              ++ ---------------------- ++ --------- ++
              == Unlimited Added Points <> DDCD-646C ==
              ++ ---------------------- ++ --------- ++
           --> This code allows you to receive unlimited point allocations when
               creating/editing players, assigning Ultra powerups, and so on. Great
               for creating god-like teams.
    - 7) Common Questions      -
    )) Gameplay ((
    << How does this compare to other baseball games on the SNES? >>
    - Quite frankly, I believe it is one of the best baseball games available on 
    the SNES. While it may not have realistic rosters, it certainly was unique 
    when compared to other games of the time. Unfortunately, there truly was no 
    definitive competition in the baseball genre during the 16-bit era. Unlike 
    football with its Madden, and basketball ruled by NBA Live, baseball was sort 
    of left in the dark. This is probably the closest you can get to stat-tracked 
    baseball, along with customization options.
    << Are there any other versions of this game available? >>
    - Yes, there's also an NES version of the game. Surprisingly, it actually has 
    nearly the same amount of detail as the SNES version, with the exception of 
    graphics and sound. Nearly all of the same ultra powerups and teams are 
    available. Other than that though, there never was another "official" sequel 
    developed for the series. However, I've read about a Super Baseball Simulator 
    2 being released in Japan.
    - 8) Copyright/Distribution/Reproduction Guidelines      -
    This FAQ/Strategy Guide/Walkthrough is my own published work, and copyrighted 
    by Christopher Zawada. Whatever you do, DO NOT edit this FAQ in any way. DO 
    NOT steal anything from this FAQ. If you want to use some information in your 
    own guide, simply ask me. If you want to place this guide on your website, 
    either link to the GameFAQs game page, or download the file and place it on 
    your own web server. Basically, you can post this on your website as long as 
    its in ORIGINAL form, and not linking directly to GameFAQs. Aside from that, 
    all proper credit is due when necessary. Also, don't even think about selling 
    FAQs. Trying to prosper off of other people's work will get you in big time 
    trouble (coming from an eBay seller myself).
    This is a list of the current known sites that host my FAQs:
    - http://www.gamefaqs.com/
    - http://www.ign.com/
    - http://www.neoseeker.com/
    - http://www.cheatcc.com/ 
    - http://www.cheatplanet.com/
    - 9) Proper Credit        -
    I'd like to thank the following people for their help in making this FAQ 
    )) CJayC (( for constantly updating GameFAQs, and dedicating his entire life 
    to it. Takes a lot of effort to keep a site going this long.
    )) Gamewinners.com (( for providing the sole game genie cheat code. It may not 
    be much, heck it may not be anything, but it's nice to know that you've 
    dedicated a page on your website for this old baseball classic.
    )) The Evolution's Ultra Swing and Pitch Guide (( for providing a few key 
    definitions of what some powerups were. I never was able to use all of the 
    powerups in the game, so your brief descriptions helped me interpret their 
    )) Culture Brain (( for creating a decently good baseball game that has tons 
    of replay value. Seriously, this was a step forward in the progress of the 
    sports genre. If only modern day developers did something along these lines...
      "Some people make sacrifices to make other people happy." - Chris Zawada

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