Take on the NES Library

An 8-bit Extravaganza!



#46 – Bases Loaded

Better hope you are loaded with free time!

The music is upbeat, at least!

To Beat: Win 80 Games
Played: 1/2/17 – 3/1/17
Difficulty: 2/10
My Difficulty: 2/10
Video: Bases Loaded Final Game and Ending

Bases Loaded is a game that has a reputation for being a very long game, which I can now confirm to be true. I am not the biggest fan of sports video games, so this is exactly the type of game that I wanted to avoid playing if I could. I originally came up with the idea in my Methodology to shuffle undesirable games like this to the end of the list and most likely skip them altogether. I have since had a change of heart and decided that if I really want to beat all the NES games, I shouldn’t make excuses against any game at all. So occasionally I will be pulling a game off the top of my “snub list” and playing that one instead. Bases Loaded is the first game off of that list, and actually it came at a good time because I had been building a large backlog of game posts and needed a long game to help me catch up with writing.

Bases Loaded is known in Japan as Moero!! Pro Yakyuu and was originally an arcade title in Japan only in 1987. It was published and developed by Jaleco. That same year the game was ported to Famicom by the developer Tose, and it was brought to the NES in 1988. A Game Boy port was released in 1990. Bases Loaded had several other installments. In all there are four NES games, three SNES games called Super Bases Loaded, and Bases Loaded ’96: Double Header for the Sega Saturn and Playstation. The original Bases Loaded was also released for Virtual Console on the Wii, 3DS, and Wii U, all in both Japan and North America.

When you start the game you choose from either Pennant mode or Vs. Mode. Pennant mode is the single player game and Vs. Mode is for a two-player game. If you select Pennant mode you are brought immediately to the password screen where you may continue your game. If you leave the password as the default or enter the wrong password, the game assumes you are playing a new season. You get to pick your team from the 12 teams in the league. In two player mode both players will choose their team. From there you go right into a baseball game!

I spent a lot of hours looking at this screen.

The pitching perspective is similar to how baseball games are shown on TV. You see the pitcher from behind looking toward the batter and catcher at home plate. Before throwing a pitch, you can tap Left or Right on the D-Pad to position the pitcher where you want him on the mound. To throw a pitch you press A while pressing directions on the D-Pad to choose your pitch. You can throw a fastball by holding Up or a breaking ball by holding Down before you throw. You can also hold Left or Right to target one side of the plate if you choose, and you can hold diagonal directions for both pitch type and direction. As the pitcher winds up to throw, you can then hold down any direction on the D-Pad to curve the pitch toward that direction. The breaking pitches are slower in speed than the fastball but have more curve as they approach home plate. The two step process of pitching allows you to throw many different types of pitches. Also, if there is a runner on base, you can press B and the direction of the base before throwing to do a pickoff move to try and get the runner out. Here, Right represents first base, Up represents second base, and Left represents third base. I never used this because I couldn’t figure out the timing for the pickoff.

When a batter puts a ball into play, the perspective shifts to an overhead view. You take control of the fielder that is closest to the ball. Use the D-Pad to move your fielder in any direction. You pick up the ball whenever you come in contact with it, and from there you the throw the ball by holding the D-Pad at the base you want and pressing A. Throws automatically go to first base if no direction is held. Any subsequent defender with the ball can run and throw to bases in the same way. If you don’t press anything at all when the ball is put into play, the fielders will automatically run toward the ball which is a nice touch. They will usually end up catching weak fly balls for you in the outfield. If the ball gets past an outfielder then it is best to take matters into your own hands.

The batting uses the same perspective as the pitching. You press A to swing at the pitch. As you swing you can hold down a direction on the D-Pad to swing toward a specific area. For instance, hold Up to swing high or Down to swing low. You can also swing toward the left or right and also in the middle by not pressing anything. Essentially you have to aim your swing toward the pitch right before the catcher grabs it if you want to make contact. If you want to bunt, press B before the pitcher starts his delivery to go into the bunting stance. When bunting you use the D-Pad to move the bat around to try and bunt it. You can also attempt to steal bases if you have a runner on by pressing B and the direction for the base during the pitcher’s windup.

It’s fun juggling several baserunners when you get a base hit like this.

Baserunning takes place from the overhead view. You press B and a direction to advance that runner ahead a base or press A and a direction to go back toward a base. You can move all the runners by pressing Down and either A to move them back or B to move them ahead. I found this a little confusing so here’s an example to explain how it works. If you have a runner either at first base or between first and second, you use Right on the D-Pad to control that runner. Hold Right and press B to move the runner toward second, or press Right and A to move the runner toward first. I am very used to the R.B.I. Baseball style of A plus direction to retreat to a base and B plus direction to advance to that base, and I never really did get used to the different method here.

You can choose to bring in a new pitcher or a pinch hitter. While pitching or batting, press Start to call timeout and press A to bring up the scoreboard. You can choose a new pitcher or batter by selecting his number on the board and pressing A, or you can change your mind with B. If you bring in a pinch hitter, sometimes you have to make an additional substitution before going back to defense if the new hitter does not play the same position as the player you replaced. Each pinch hitter is assigned either as an infielder, outfielder, or catcher, but you can’t tell which one they are. Also, the game will not allow you to pinch hit for a batter if there are no available players at that position. You have to keep track on your own as you play to figure out which positions your best pinch hitters play.

Each player in the game has a name as well as some basic statistics. Batters have a batting average and home run total displayed on the scoreboard before batting. You can see the ERA of the pitcher chosen as well when brought into the game. The home run numbers tend to mirror well with batter power and the pitchers with lower ERA can have more curve to their pitches, but this isn’t always true. It takes some playing to figure out who is more useful to the team.

When you finish a game you get a password. These are 7 characters long with only uppercase letters, so they are easy to manage. The passwords contain the number of games you have played along with your number of wins and the team you will play next.

Not looking too good for the outfielder.

Bases Loaded is one of the sports games on the system that requires you to play a full season of games to get the ending. The season consists of 132 games but you can end it early if you win 80 games. I believe this is the only way to get the ending, but I am not about to play 132 games just to see what happens.

This was my first and likely only time playing through Bases Loaded. It is a very common cart that shows up all the time and it’s cheap. As of this writing I have somewhere between 8-10 copies of the game because it is that common and that hard to get rid of short of giving them away. I bet that most NES collectors got this game early on.

When I started the game I picked Omaha as my team. There were quite a few teams in this game where there is not a real-life MLB team in the same city, and Omaha stood out to me. That team is not one of the good teams in the game, and so the beginning of my season got off to a rough start. As usual it takes some time to get accustomed to the gameplay. I have played a few baseball games on the NES but none from the behind-the-pitcher perspective. It made pitching and hitting different which meant it took me longer to get the hang of the game. My first few games ended up closer than I thought they would, but I fell short. The fourth game I played was my first win and then I lost the next, starting off the season with a 1-4 record. That’s when I figured out The Exploit.

One thing the game has going for it is that the pitching is consistent. I am used to games where you have control over the ball in-flight, but here the path of the pitch is already determined when it leaves the pitchers hand. I took advantage of this mechanic. There is a certain spot the pitcher can throw the ball where it is always called a strike if the batter doesn’t swing, and the batter will always miss if he does. Once you figure this out, you can consistently throw strikeouts and the batters will never make contact with the ball.

This is the magic spot for infinite strikeouts!

Not every pitcher has the capability of throwing this super pitch, so you have to find one who does. For Omaha, the pitcher I relied on the most was Foot. Strange name for a pitcher, I know. Here is my exact technique. Hold Down and Left and press A to start the pitch, then hold Down and Right before letting go of the ball. This starts the pitch on the left side and fades it over to the bottom right for a strike every single time. Now this doesn’t last for long. Pitchers get tired the longer they are in the game and at that point the pitch is no longer effective. It takes Foot 40 pitches to get tired, meaning he can get me to the 5th inning with one out and one strike if I execute perfectly. The good news is I can take advantage of his tired state to throw another super pitch. This time just hold Down, press A, then hold Right. A left-handed batter will sometimes have this pitch called a ball, so to compensate I have to slide the pitcher over to the left one tiny step before executing the pitch. This works for another 30 pitches which gets me to the 8th inning. Then I change pitchers over to Waters who can throw the same pitch as Foot does when he gets tired. Between the two of them I can cover more than 9 innings without the other team scoring anything. Armed with this knowledge I won the next 79 games in a row to end my season at 80-4.

With the defensive side completely solved by pitching, there’s not much to worry about on offense. My strategy consisted of scoring one run and then making outs as quickly as I can. For the most part, I decided to swing away at every pitch just to put the ball into play. Sometimes I would make an out the normal way, other times I would get a hit and purposefully get thrown out at first or second, and occasionally I would hit a home run. The homers may be counterproductive, but they are fun!

My lineup was not particularly good but they got the job done. Far and away my best hitter was the number four hitter Lyonse. His stats showed 25 home run power but he probably hit 50-60 for me. He would hit the ball hard almost every time he batted. The rest of the lineup power wise was remarkably consistent. Each other player with the exception of the pitcher had 5-10 homers each regardless of their noted totals. I even had the pitcher hit a home run one time, which I couldn’t believe when I saw it!

On that note I had a few other rare moments documented over the course of the season. In one two-game stretch Lyonse hit five straight home runs. In another game, I purposefully stopped myself from scoring to try and hit a walk-off homer in either the 9th inning or extra innings. I went scoreless through 12 innings and then the game suddenly ended in a 0-0 tie but credited me with the win anyway. I couldn’t find that outcome documented anywhere else, so that was a neat tidbit to discover.

I enjoyed running up the score in my final game!

The problem with Bases Loaded is not so much that it demands you play a large number of games, but it’s that the pace of play for each individual game is terribly slow. The pitching in particular is very intentional. The entire pitch from windup to catcher’s mitt is slow. The catcher then slowly throws the ball back to the pitcher to start the next pitch all over again. It takes a long time for the fielding to end when an out is recorded. The scoreboard showing which batter is coming up to the plate is displayed for a long time. There’s no mercy rule like in R.B.I. Baseball so all nine innings need to be played each game. I get that the idea here is to look and feel like a real baseball game, but trying to play through 80 wins with this pace is agonizing especially when the game boils down to simply executing the same plan over and over. When trying to speed through the game like I did it still took 25-30 minutes per game, and that adds up to about 40 hours over the entire season. That’s a lot of time to spend on an old baseball game, but hey, this is what I signed up for when I started this project!

Bases Loaded has a lot of minor glitches too. Sometimes the outfielders will drop routine flyouts. Sometimes an infielder steps out of the way when the ball is thrown at him. Sometimes the defense forgets who is holding the ball and you can circle the bases for a cheap run while the defense does nothing. When a ball is hit to the first baseman, he will run to the bag in a rapid zigzag pattern instead of running straight to the base. One time I saw an umpire standing on top of the crowd past the left field wall. Once I saw two infielders standing on top of each other throwing the ball back and forth instead of toward the intended base. With the long season, it ended up being a breath of fresh air to see some weird things happen like that.

I guess what I’m trying to say here is that there’s really no reason to play Bases Loaded in the single player mode anymore unless you are trying to beat all the games or you are involved in some kind of other larger project. It might be fun for a few games but the whole season is obviously such a drag. The two player mode could still be fun, but I think there are better baseball games on the NES and time is better spent playing them instead.

#46 – Bases Loaded


#45 – Rollergames

Maybe this game should have been called Skate or Die instead.

They aren’t even shy about this being a Konami game.

To Beat: Reach the Ending
Played: 12/30/16 – 1/2/17
Difficulty: 6/10
My Difficulty: 6/10
Video: Rollergames Longplay

I used to go roller skating often growing up. The local roller rink was the place to be for young kids on a Friday night, and even though I was not particularly good at skating I still enjoyed being there with my friends. It wasn’t until years later that I learned about the contact sport roller derby, and it just so happens there is also an NES game based on the sport. With a library this vast, I guess I should not be so surprised!

The sport of roller derby originated in the 1930s. The game is played with two teams of skaters who skate laps around a banked track. The object of the game is to score points by having a designated member of the team lap opposing players. The sport grew in popularity during the 1940s and 1950s. As interest started to decline, and as television became more prominent, the sport shifted more toward storylines and theatrics and away from pure competition. Since then the sport has shifted back toward its competitive roots. Roller derby has seen a resurgence beginning in the early 2000s, predominately in all-female leagues.

In the middle of all this is Rollergames, a 1989 TV show that went all in on the theatrical approach to roller derby. There were changes made for Rollergames, such as introducing a figure eight shaped track instead of the traditional banked oval track. Rollergames is like the WWE with a heavy focus on rivalries and storylines. The show was quite popular, but despite that it only ran for one season because some of the show’s producers when bankrupt.

Complete with broadcasters!

There are two video games based on Rollergames. The first is an arcade title of the same name developed by Konami in 1990. The gameplay is modeled closely after the TV show. The second name is the NES version of Rollergames, also developed by Konami and published under the Ultra Games label. This version is also influenced by the show, but it plays more as a classic beat-em-up game. It was released in the US in September 1990 and in Europe in October 1991. It was not released in Japan or ported to any other systems.

Rollergames is a side-scrolling beat-em-up game with some platforming elements included. Members of a criminal organization have corrupted three of the Rollergames teams leading to the capture of the league commissioner, and the only people that can save him are the members of the other three good teams. The introductory cutscenes frame the game as a storyline fitting of the TV show. You must complete all six levels to save the commissioner and win the game.

At the start of each level, one of the sideline reporters asks you which team you would like to choose. You can pick either Ice Box of the Thunderbirds, Rolling Thunder of the Hot Flash, and California Kid of the Rockers. Each character plays differently so that you want to choose the team best suited to clear the current level. Ice Box is the slow but powerful character, while Rolling Thunder is the weak, but speedy character. California Kid is naturally the balanced choice.

You can knock down the bad guys quickly.

The controls are very natural. Use the D-Pad to skate in all eight directions. The A button is for jumping and the B button is used to attack. The standard attack is a basic punch, but you can do a jump kick by pressing B during a jump. You also have a special attack that you trigger by pressing both A and B at the same time. Each character has a slightly different special move. Ice Box does a body slam, Rolling Thunder does a spinning jump kick, and California Kid has a double jump kick. The moves are powerful but you are limited to only three per level, so use them wisely.

The levels all play from a side-scrolling perspective, but there are two different types of levels. The normal levels can scroll in all directions and you progress linearly through the level. There are many slopes to navigate and pits to jump across, as well as other enemies and traps that stand in your way. These can be quite tricky to clear while on roller skates! As you go, you will run into groups of enemy skaters and you must beat them all up before moving forward. Three normal levels revolve around each of the bad teams, which are the Bad Attitude, Maniacs, and Violators, and these levels have two sections each. The final level is in this normal style but it has four parts.

The other type of level is an auto-scrolling level. The skater of your choice is always moving forward here and the goal is to survive to the end. These levels follow along a broken highway so there are many gaps to cross. Of course, there are also various obstacles, traps, and enemies to contend with. These levels also feature boss-like encounters, but all you need to focus on is dodging the attacks until they go away, ending the stage.

Roads are always under construction!

At the top of the screen, there is a timer in the middle. This countdown only applies to the normal stages where you have to move ahead on your own pace. At the lower left is a vertical health bar. Your skater can suffer several hits before losing a life, though falling down a pit or landing on spikes results in immediate, swift death. The lower right area shows markers that indicate how many special attacks are remaining for the stage. There is a separate screen at the start of each stage that displays your score, high score, current level, and number of lives remaining. There are no powerups in the game for replenishing any of these elements. However, you can earn an extra life when reaching either 20,000, 50,000, or 80,000 points.

The obvious gimmick to Rollergames is that you play the entire game while on roller skates. As a result, your character controls in a fitting manner. It’s akin to playing a game with nothing but ice levels and ice physics. The skaters are generally slow to accelerate and slow to come to a stop. Often, I found myself making quick turns in a different direction than where I was moving to keep myself from falling. The game has various sections of platforming where you need clear gaps of different sizes. Not only that, but there are falling platforms, moving platforms, and crumbling floors to deal with. It’s a tough combination to work with and there is much trial and error involved to learn the right moves.

Slopes and tiny jumps on roller skates don’t mix.

The game balances this difficulty out in several ways. The levels tend to be reasonably short with checkpoints after every sublevel. The hand-to-hand combat is simple and the enemies themselves don’t pose much of a threat. Lastly, there are infinite continues in the game, so you can keep banging away at each level until you clear it. You always start at the beginning of each sublevel if you die, so once you reach the checkpoint you don’t have to play past sections again.

Seeing as it’s a Konami game in the middle of the NES lifespan, Rollergames is a quality title. Not only do the controls make sense, but the game has good graphics and some excellent music. It’s the soundtrack that really stands out overall. In my mind, it has a similar sound to TMNT II and III. Maybe that is because both games are beat-em-ups, but regardless it sounds good and it suits the game well.

I first played Rollergames last year for the NintendoAge weekly contest. Unfortunately, I did not have much time to play that week and I only reached Stage 2. That was barely any experience so this was the first time I seriously played Rollergames. This was one of those filler titles that I acquired in a random NES game lot that I purchased back in my collecting heyday. When it showed up on the list, I knew that Rollergames was a pretty good game that is easily overlooked, so I was happy to play through it.

This part is particularly devilish.

I beat Rollergames over two days and those two days just happened to fall on either side of New Years, making this the first game I have played for the project over two separate years. On the first attempt, I reached Stage 5-1 and this is where I got stuck. The first part of level isn’t all that bad, but the section right before the checkpoint is pretty nasty. You have to cross along the edge of a cliff where the ground periodically crumbles away in front of you. It forces you to move slowly to reveal the hidden gaps, and then you must back up enough to get the momentum to leap to the other side. But you must be careful not to go too far past the hole or you will fall into the next one. It wouldn’t be so bad if the controls weren’t slippery, but here it’s a pretty evil little section under the game’s ground rules. After several attempts at Stage 5-1 I turned the game off for the night.

The next time I sat down to play, I performed decently up to 5-1. After many new attempts, I reached 5-2 and from there I pushed my way through to the very end. I recorded my playthrough on video, but it was the ugliest playthrough I have recorded so far. There are several sections that must be practiced, and without any of that experience I died a bunch of times until I made it through. There are enough problem spots that I would have to beat the game a few times just to record a decent run. However, a game finish doesn’t have to be pretty to count, so I’ll accept this one and move on!

Rollergames is a fun game that I enjoyed playing. It’s got that Konami standard level of polish to it with solid controls, good gameplay, nice graphics, and catchy music. The one problem with the game is that there’s a significant amount of platforming that doesn’t properly fit the game’s slippery physics. It makes this game less accessible than other NES games of similar style right off the bat. If you can get by the initial hurdles, I think you would enjoy playing the game. It’s also an inexpensive cart for the collector or player insisting on the original cart. It’s too bad that it is overlooked because I think it deserves more recognition than it receives.

#45 – Rollergames


#44 – R.B.I. Baseball

Crush monster home runs in this quintessential NES baseball game!

Not shown is the giant baseball and corresponding *pling* sound effect at power on.

To Beat: Win 9 Games
Played: 12/29/16 – 12/30/16
Difficulty: 2/10
My Difficulty: 2/10
Video: R.B.I. Baseball Longplay

The NES library holds a large collection of sports games. While Mike Tyson’s Punch Out!! and T&C Surf Designs could be loosely classified as sports games, I feel comfortable saying that today’s game is the first major sports title covered on the blog. There are more baseball games on NES than any other sport. So not only is it fitting that this first sports game is a baseball game, but it also happens to be one that I really enjoy and have spent a lot of time playing over the years.

R.B.I. Baseball is the first in a long series of baseball games developed by Namco for release in Japan. There it is known as Pro Yakyuu Family Stadium. Subsequent games on the Famicom were released yearly spanning 1986 through 1994. The 1989 installment was called Famista as a play on the name Famicom, and the series has been named Famista ever since. R.B.I. Baseball on the NES was released in June 1988 and was published by Tengen. This is one of three licensed NES games published by Tengen. It was also released as an unlicensed black cart version that seems to be much more prevalent than its gray cart equivalent.

The Famista series in Japan would carry on to many other consoles such as the Super Famicom, MSX, and Game Boy, as well as modern versions on the 3DS and Android/iOS. Not related to Famista, the R.B.I. Baseball name would be used in a brand new series developed by Major League Baseball (MLB) themselves in 2014. This separate series has received new entries every year. Also unrelated to both this new series and Famista are two R.B.I. Baseball games on NES. Developed by Atari Games and published by Tengen, R.B.I. Baseball 2 was released in 1990 and R.B.I. Baseball 3 came out in 1991. These games share a similar style as the original game but with all MLB teams and rosters included. They are not officially licensed by Nintendo and so they will not be covered in the main project, though I will probably play and write about them one of these days.

Choose your abbreviation and let’s get started!

R.B.I. Baseball lets you play a typical nine-inning match against either a computer opponent or another human player. When you begin, you get a list of ten teams and you can choose the team you want. The list only consists of two letter abbreviations and only a fraction of the teams are covered. The last two teams in the list are the American League All-Stars and National League All-Stars, and their rosters are comprised of best players not already included within the other eight teams. Once teams are selected, choose from one of four pitchers. Then the game begins!

The gameplay for R.B.I. Baseball breaks down nicely into pitching and fielding on the defensive side, and batting and baserunning on the offensive side. The one common thread between everything is base selection. On the controller, Right represents first base, Up is second base, Left is third base, and Down is home plate. Most baseball games will use this same scheme because it is both sensible and intuitive.

Player 1 is always the away team, meaning he bats first. While batting, the pitcher is shown at the top of the screen and the batter on the bottom. When batting you can position your player anywhere within the batter’s box with the D-Pad. Press the A button to swing the bat. You can hold the button down to do a full swing, and you must press A again to bring your bat back if you swing way too early. If you tap the A button the bat will immediately stop at whichever point it lies during the swing path, and if you get the bat to stop over the plate you can bunt the ball. The B button is used for sending your baserunners on a steal attempt. While the pitcher is winding up to throw, you press B along with the direction of the base you want to steal. For instance, if you have a runner on first base, press B and Up to have the baserunner start running toward second base.

It doesn’t look like it but this is good swing timing.

When a batted ball is put into play, the perspective shifts to an overhead view of the field and now you control the baserunners. Here the A button is used to go back and the B button is used to go ahead, and you combine this with a D-Pad direction to direct a specific runner to the nearest base. This is the same as baserunning while batting. For example, say you hit a ball all the way to the outfield wall. When your batter reaches first base, you can press Up and B to advance the runner to second base. Now if the throw from the outfielder is going to beat you to second base, you can send the runner back to first by pressing Right and A and avoid making an out. As long as the ball is hit fair and the screen remains in fielding mode, you can move runners around as much as you want, though you run the risk of getting tagged out for being careless on the bases.

In the bottom half of the inning you control the pitcher and defense. To pitch, you start by positioning your pitcher on the mound with either Left or Right. Press the A button to start your windup and throw a pitch. If you hold Down with A, you will throw a faster pitch, and if you hold Up with A you will throw a slower pitch. The slow pitch plays a different sound effect than that other pitches and sometimes it will bounce off the ground, causing the batter to swing right over top of it. After the pitch is thrown you can steer it with Left or Right to curve the pitch. Finally, the B button in combination with a D-Pad direction lets you do a pickoff move toward a base.

If the opponent puts a ball into play, then you play defense from the overhead view. Depending on where the ball is hit, the game will automatically give you control of the nearest fielder. Actually, you get to control most fielders simultaneously. Just run your fielder into the ball to pick it up, or you can follow the ball’s shadow if it is hit into the air. Once you have possession of the ball, press A and a direction to throw the ball to the desired base. If you press A without a direction the throw goes to first base which is useful for infield grounders. If you press B with a direction then your fielder will run toward the base with the ball in hand. This is useful for running down baserunners. The game goes back to pitching once the fielder has the ball without any controller movement for a while.

Sometimes you have to make a long throw to get an out.

The team rosters are very simple. As selected at the start, there are only four pitchers per team. The first two pitchers are the starters and the other two are relievers. This is important because the starters maintain their stamina longer than the relievers. Also in consecutive games, the prior game’s starter is unavailable. You can change pitchers in the middle of the game by pressing Start to call timeout while pitching. You can then bring up a menu of available pitchers and get a fresh arm into the game right away. The same goes for hitting if you want to bring in a pinch hitter. Each team has four pinch hitters on the bench and they can be swapped anywhere into the lineup regardless of position. Just like in a real game, if you pinch hit for the pitcher, then you must select a new pitcher at the start of the next half inning.

Players have different attributes that are not always spelled out in the game. For pitchers, you can see their ERA. Typically, the lower the ERA the better the pitcher. What the ERA doesn’t indicate is that some pitchers throw faster, some have better curves, and a few even throw sidearm for a different look. On the hitting side, you can see a hitter’s batting average and home run count. Hitters with high batting averages tend to hit the ball more often in places it can’t be fielded easily, and hitters with high home run totals have more power. The hitters also have different speeds while baserunning with no visible stat to suggest how fast they run. Finding skilled players in certain areas requires trial and error.

Love that 32 home run power!

R.B.I. Baseball was one of the few sports games I had growing up and I played it often. I owned both the unlicensed black cart and the licensed gray cart and those same copies are still in my collection today. This game was particularly popular in college and people would drop in to play matches all the time. I haven’t lost to the CPU in ages but I lost quite a few games in the two player mode. Our preferred house rule was “straight pitch” style where we always threw pitches right down the middle, focusing just on hitting, fielding, and baserunning.

Despite all those years of playing R.B.I. Baseball, it turns out I learned something new about the game when I set out to beat it. I was expecting that I would have to win a single match to consider the game beaten. However, there is a different ending screen if you win nine matches, one against each opponent. The downside to that is that there are no passwords or saving in the game, so you must complete all nine games in a single sitting. The upside is that the game has a mercy rule which can shorten games significantly. If you lead by 10 or more runs at the end of an inning, then you win immediately.

My favorite team in the game is the National League All-Stars, but similar to college it’s not quite fair to play as one of the teams completely stacked with talent. I would have definitely picked my favorite team, the Chicago Cubs, except they aren’t represented in the game at all. So I decided to play as my backup team Detroit. They are a very good offensive team which aligned with my desire to score a bunch of runs to win quickly by the mercy rule. Since I have the game mastered already, it was a breeze to beat all nine teams.

It’s true! Chicks dig the long ball.

Here are some stats about my 9-0 run of the game. I outscored my opponents 112-4, and I allowed all four of those runs in one inning of my first game. Every game I won by the mercy rule and I averaged a little over 5 innings per game. I pitched two separate three inning no-hitters and struck out 90 batters total. I got 145 hits, including 28 home runs, and I only allowed 23 hits. It was a pretty thorough bashing of the other teams, but I expected nothing less!

One interesting tidbit about R.B.I. Baseball is that it is the first console baseball game that uses actual MLB player names. This is because the game is the first baseball game officially licensed by the Major League Baseball Players Association. However, the game is not licensed by MLB, and as a result it cannot include the names of the actual teams. So here you have the names of the players but not the name of the team, leaving only the city names to represent the teams.

It may not be easy to see just looking at the game, but R.B.I. Baseball is a classic title that is still fun to play today. Appearances can be deceiving, since the characters are large, chunky sprites and the movement feels slow. The music, while catchy, can get repetitive over a long play session. What really matters is that R.B.I. Baseball is simple and easy to play. It may be a trimmed down experience, but it is so intuitive and quick to start playing that it has maintained its popularity for all these years. If the formula is good enough for a modern remake, then it is good enough here.

#44 – R.B.I. Baseball