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ArtCade.it - 2020 Super Baseball - Title   ArtCade.it - 2020 Super Baseball - Snapshot
 
 
 
  • 2020_Super_Baseball_Box_01
  • 2020_Super_Baseball_Box_02
  • 2020_Super_Baseball_Box_03
  • 2020_Super_Baseball_Box_04
  • 2020_Super_Baseball_Cartridge_01
   
 
 
  • art1
  • wheel
 
 
 
A futuristic baseball game with humans and robots where you may buy power-ups with the money gained during the matches.
 
 
 
Developed by Pallas.

2020 Super Baseball was released for SNES on 1993.

Notable downfalls :
* There is no infield fly rule in this game, which can be used to the advantage of a defender if there are base runners. Double plays and even triple plays are common because of this.
* A base runner cannot begin to steal bases until the pitcher has released the ball. In most baseball video games and in real life, a runner can begin to steal the next base at any time. However, stealing a base beforehand can only be done if you continuously press the steal button right after the screen cuts-back after the batter hit a foul ball, and the pitcher will not even notice you running.
* The 3rd baseman, 2nd baseman, and 1st baseman will not leave the base to retrieve a ball. They will instead stand on the base and wait for another fielder to get the ball, which can sometimes mean they will stand there while the ball rolls inches away from them. The only exception would be if the shortstop covers third or second base for the fielder; then they remain in the stationary position.
* Since the game has semi-automatic fielding, you cannot change which defensive player you want to run after the ball, which means sometimes the pitcher will end up chasing a ball well into the outfield.
* If a ball is hit far enough into the stands, it can sometimes become stuck, allowing the batter to garnish an in the park home run. Because of the reduced home run zone, faster players can often round the bases by hitting the ball up into the fair-zone stands.
* The computer players will always attempt to hit the ball straight, as if trying to hit a home run, no matter what the strength of the batter. This can sometimes give an unfair advantage to you, since they do not try to pull the ball just barely fair in order to get a hit. This has its downfall, in that some powerful players will hit home runs easily.
* You cannot play against a team from the other league.
* If you manage to score more than 100 runs, your score will turn back to zero, as there are only two spaces for your runs. Consequently, if you score 101 runs, and your opponent scores two runs, you will lose the game 01-02.
* You cannot change players positions in the field or line up without replacing them.
* If another player is in your line of path to throw the ball, they will catch the ball after you throw it. This means that if the shortstop retrieves a ground ball just behind 3rd base, then the throw will get cut-off by the 3rd baseman and then the pitcher before the ball gets to 1st base. The pitcher will almost always get in the way, and this can present a problem when trying to pull a double play between third and first or second and home.
 
 
 

* The pitcher's location on the mound usually coincides with the location they are going to throw the ball to; if a pitcher stands on the left part of the mound, the ball will go to the left part of the plate.

* If a pitcher stands on the extreme edge of the mound, you can draw a hit-by-pitch call if you're standing on the same side. Just move in towards the plate as much as possible. (This works best against pitchers with submarine [or underhand] deliveries.)

* It's not really a good idea to try and challenge the arms of the fielding players. Only take an extra base if you're sure you can make it.

* The stolen base doesn't really have much of an effect in this game. You get only marginal amounts of cash, and more likely than not you will be thrown out (unless you're playing with the Ninja Black Sox, in which case stealing might give you a good return on the investment.)

* The computer's baserunning AI isn't very smart. With less than two out, it will not run until either a) the ball touches the ground, or b) you give it the command to do so. This can be annoying, as the ball could be deep to left field and your runners won't run. With two out, the runners go automatically whether you tell them to or not.

* The sacrifice fly is usually the only aspect of baserunning that works well in this game. If a ball is hit deep to the outfield, you can tag up and come home with a good success rate. As always, it helps to have a speedy player on third base.

* You can absolutely murder the computer with a left-handed overhand pitcher. For right-handed batters, stand on the extreme right of the mound and throw the pitch. After it travels down a little bit, press and hold the left directional button. The pitch should break just out of reach of the bat.

* For left-handed batters, stand near the extreme left of the mound and throw. As soon as the ball is released, hold to the right. The player should only be able to tap the ball for a grounder. If the ball breaks sharply to the right for a ball, you're pushing right too soon.

* As I said in the money section, jumping just before catching a fly ball gets you 200 extra dollars - but it also wears down robot players much faster.

*Be sure that your player actually has the ball in his/her hand before you try and throw it. You might accidentally end up diving for the ball instead and missing the catch.

* There's a bug in the fielding engine where if you meet the ball in mid-dive it is not an out. This is why your fielder 'holds' in the diving position at the end of the dive. Watch your timing.

 

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