Baseball Simulator 1.000
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Baseball Simulator 1.000
Among all the baseball video games released for the NES console, Baseball Simulator 1.000 was certainly among the most transparent efforts to try and be unique, to stand out from the genre crowd. Released in 1990, it was developed by Culture Brain, who produced a handful of other 8-bit titles, such as Kung-Fu Heroes and Scheherazade.
Want to simulate an entire 165-game season among six teams in a pennant race? You can, with Baseball Simulator 1.000. You can even hop in and out of whichever games you choose, or stick to one particular game, or participate in every single match-up. Statistics are tracked all year long, batting and pitching alike.
Want to create your own team, entirely from scratch, down to their individual names and statistical aptitudes? You can with, Baseball Simulator 1.000. The instruction manual even winkingly suggests that you can use this feature to recreate an all-star squad composed of your favorite real-life athletes.
Want to just play a shorter season with one team, such as 5 or 30 games? Want to watch two computer rosters play against each other, just to get a feel for the simulation? Want to track pitcher fatigue over a series, change line-ups, or even shift fielders mid-inning? You can, with Baseball Simulator 1.000.
Really: Baseball Simulator 1.000 is quite a thorough, dynamic 8-bit baseball simulation. Even if you just want to play one simple game, you have options: You can play against the computer, or against a human opponent. You can pick one of six different fields, each visually different for its setting, including one set in space. You can still alter batting order. As you choose the teams, you can select which league they come from – which, intriguingly, affects the use of Ultra Plays, as only teams from the Ultra League can utilize them.
As it turns out, Ultra Plays are the primary hook of Baseball Simulator 1.000, the single biggest gimmick to try and differentiate itself from other sports titles. The premise is that, in additional to the usual nine innings of offense and defense across a standard 8-bit baseball simulator, the players have basically been given superpowers.
Pitchers can, for example, throw a pitch that comes to a complete stop for a moment before continuing its flight. Batters can, to cite one sample, hit a ball that will have multiple shadows on the ground, making it very difficult to field. But fielders, too, can utilize abilities such as leaping impossibly high into the air in order to make a catch.
These Ultra Plays are used by hitting a certain button, such as B as a fielder or hitting Up twice as a pitcher. Once selected, they will be visibly indicated by an icon, but usually also by a sort of special animation. Spectators will note pitchers bursting into flames for fiery pitches and batters whirling like a tornado before smacking an especially thunderous knock. These descriptors, of flames and tornadoes, are not figurative: They are the shapes taken literally in animation, cartoon-like in their appearance.
The Ultra Plays are optional, entirely dependent on whether any Ultra League teams are participating in a given game. As a concept, the Ultras hit a sweet spot: Well-planned, with much variety, and executed in a way that does not break the gameplay entirely. However, as a gimmick, it is one that ends up as annoying just as often as it seems fantastic. In an attempt for balance, teams are limited to how many Ultra Plays they can perform per game, but such effort seems a little futile.
The special plays do lean on the defense a bit, though. Pitchers are favored in Ultra Moves, where pitches are made nearly unhittable. Yet half the time a batter will try to use an Ultra Move, it will be wasted on a short pop fly, or a quick little ground-out to the shortstop.
Maybe the comet strike Ultra Move is the best for batters, but slapping home runs is not too terribly difficult anyway, given how tiny the field is. Seriously, fielding is a nightmare: The ballpark is small, the fielders run terribly slowly, and diagonal movement is a clunky joke. At least even non-Ultra fielders are given a little jumping ability at a tap of the A button, but it proves inconsequential in the face of stacked odds.
The actual batting screen is fine, just fine. As a baseball simulator, those intense pitch-by-pitch at-bats are well-done, and seem to be fine-tuned to a mechanical science by Culture Brain. It is a shame, really, that the fielding is done so poorly, then. When placed head-to-head next to other baseball titles, most of them will shine as being an obvious improvement in the field. However, the real strike against Baseball Simulator 1.000 is that even a new NES player can tell that fielding is wonky, without necessarily any prior baseball-game experience.
This is what dooms Baseball Simulator 1.000 to the middling, not-the-best pile of baseball games, in this reviewer’s mind: The intrigue of the Ultra Plays would be awesome, if they did not backfire half the time; otherwise, the core mechanical make-up of the matches is just not strong enough to completely hold the fort against its opposition, even in the same genre.
With its crazy Ultra animations, very mold-breaking character models, and the gorgeous array of different environments to play in, not to mention the absurdly colorful scoreboard model – Baseball Simulator 1.000 is beautiful. The visuals are a strong point, and go a long way towards enjoying this to its greatest possible extent.
Savvy listeners will notice similarity to Bad News Baseball in the sound department, down to the cadence of a certain background track and its drumbeat section. Those tunes, and the effects, are pretty good, if not as explicitly pleasant as the graphics.
Well, Baseball Simulator 1.000 certainly goes out of its way to separate itself from the pack of baseball games on NES. To a degree, it succeeds: The Ultra Moves are provocative, the customization options are in-depth, and the ballpark selection might actually be among its best spots. But no matter what selections are made, the actual baseball mechanics still have to be used, and thus are revealed for its weaknesses. A very competent batting set-up cannot make up for piss-poor fielding control and other minor elements that may make the player feel stacked-against. Add the fact that the Ultra Moves are often just as much a hindrance as they are a bonus, and you can look elsewhere for superior baseball action, even if Baseball Simulator 1.000 is serviceable.
Overall rating: 3/5 stars.