Take on the NES Library

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second

JAN
31
2020
0

#141 – Bases Loaded II: Second Season

The second season went more smoothly than the first.

The logo flashes, that’s as exciting as you can get!

To Beat: Win the World Series
Played: 11/11/19 – 12/12/19
Difficulty: 3/10
My Difficulty: 3/10
My Video: Bases Loaded II World Series and Ending

Uh oh, here we go again!  The first Bases Loaded was a very easy game that took a really long time to beat, solely because you are required to grind through a full season to get the ending.  Bases Loaded II: Second Season has a similar requirement to the original.  I’m not sure to what end the developers were able to take feedback from the first game to apply it to the second, but I did notice differences between the games that made the entire playthrough of Bases Loaded II more streamlined.  Despite the improvements, this is still a long season and another game to grind.

For more information about this series, check out my review of the original Bases Loaded.  In this review I will be focusing mostly on the changes made to this game.

Bases Loaded II: Second Season was first released on the Famicom.  In Japan the game is called Moero!! Pro Yakyuu ’88 Kettei Ban, which translates to Burn!! Pro Baseball ’88 Decision Version.  The game was developed by Tose and published by Jaleco, releasing in Japan in August 1988.  The NES release in North America was delayed until February 1990.

The first differences are notable before even starting the game.  The title screen contains Start for a new game or season and Continue to resume an existing season.  When starting a new game, you will first decide if this is a 1 or 2 player game.  A single player game always begins a season even if you just want to play one game.  First choose either the Eastern or Western division, then select a team and the opposing team.  For a two player game, you first choose a calendar date sometime from 1989-1993 (I guess they didn’t expect people to be playing this game now), then each player selects any team.  The teams in this game are the same one from the first game with half of the teams in the Western Division and the other half in the Eastern Division.  Teams only play against teams in the same division in the season mode.  The Continue option first prompts you for a password which is in the same format as the first game.  The character entry is slightly changed in that each character has a scrolling animation when moving to the next character.  This is the kind of design decision that infuriates me.  This game is long enough, why lengthen it even a little with unnecessary animation on password entry?  Before starting each game, you have the option to modify the lineup.  The Player Change option substitutes bench players into the lineup, while Line Up rearranges the order of the lineup.  Choose Play Ball to start the game!

Let’s get it started.

The pitching controls are the same: Hold a direction and press A to choose a pitch, hold a direction while winding up to set direction, and press directions while the pitch is moving to adjust it mid-flight.  In this game you cannot adjust the pitcher’s position on the mound prior to the pitch.  The manual has a chart with some detail pitching stats.  Each player’s ERA is listed, top speed in MPH, which role they play, i.e. starter or reliever, and curve ball ability separated by vertical curve, left curve, and right curve.  Curveball scores are from 0-15, which mean 0 being no curve and 15 as maximum curve.  These metrics are not listed in-game (aside from ERA) but are useful to know.

Fielding has a couple of differences.  First is that you can now dive for a ball by pressing B.  Just B alone makes your fielder jump, and B with a direction dives in that direction.  The jumps and dives only work when you are close to the ball.  The other, more significant change is that there are two fielding views.  The first game has the view from up above behind home plate while the second game has views from above both the first base and third base dugouts.  When the home team is batting, the view is behind first base, otherwise it is from behind third base.  This is a very strange decision.  You can plan ahead if you think about it, but I just adapted from game to game. Due to the perspective, I found right field defense tough from the first base view and left field defense difficult from the third base angle.

Hitting has one minor tweak and one hidden feature I discovered.  In the last game you bunt by pressing B before the windup.  This time all batting is done by the A button, so to bunt you tap A to prepare the bunt before the pitch or you do a very quick half swing when the pitch arrives at home plate.  When you set up the bunt early you can aim the bat with the D-pad just like in the original Bases Loaded.  There is an advanced hitting technique I discovered very late in the season that may have been present in the first game, I’m not sure.  There are nine hitting zones you can target with the D-pad, either low, middle, or high combined with left, middle, or right.  As you are swinging in one of those zones, you can shift the D-pad direction to sort of swipe the bat in between those nine zones.  You have to swing toward one of the nine zones with A and then immediately after press a nearby D-pad direction.  It’s tough to explain, hopefully that was sufficient. Sometimes pitchers will throw pitches in between the standard bat zones and they are nearly impossible to hit unless you aim in between zones.

The sweet swing of a game-winning home run is magical.

Baserunning is exactly the same between the two games from what I noticed.  It retains the strange convention where the D-pad direction is the base either behind you or where you are standing.  While holding the direction, you press A to retreat or B to advance.  I didn’t really grasp it the first time around, despite the long season, but I got it this time.

The biggest difference in Bases Loaded II is the introduction of the biorhythm system.  This mechanic attempts to simulate streaks and slumps over the course of a long season.  There are three ratings, physical, sensitivity, and intellectual, that are rated with a score from -8 to +8 for each player.  There are in-game charts of these three ratings for each player that are displayed either after the game for the entire lineup, for a relief pitcher, or a pinch hitter.  Charts are color coded with red for physical, blue for sensitivity, and white for intellectual.  Each space on the grid on the x-axis represents a single game, while each mark on the y-axis represents a point of the stat.  The bottom of the screen shows the actual values of those stats for the next game.  Curvy lines are animated on the grid for each of the three stats going out the next 20-30 games.  When two or all three of those lines come together at the top of the chart, you know that player is going to be a major force for a few games.

The biorhythm ratings mean different things for pitchers and hitters.  The pitcher physical stat relates to stamina and for how long the pitcher can both control his pitches and throw them at a high speed.  Pitcher sensitivity is the adrenaline level and affects how fast pitches are thrown.  The pitcher intellectual rating influences the tightness of the curveball, though it will not suddenly give a curveball to a pitcher whom does not already have one.  The hitter physical stat correlates to getting base hits.  A hitter with a high physical rating will tend to get base hits more easily.  Hitting sensitivity is for power and how far a ball can be hit.  The hitter intellectual rating is for clutch hitting and the ability to get hits with runners in scoring position.  As these stats fluctuate game per game, they determine how well a player will perform in relation to his natural abilities.

It’s a long season and you can see these stats far out.

To beat this game, first you need to win 75 games out of a 130-game season.  This requirement is similar to the first game’s winning condition of 80 games out of 132.  This time, when you win 75 games, you have won the pennant in your division and you get to face off against the winning team from the other division in the World Series.  The opposing Western Division champ is Los Angeles and the opposing Eastern Division champ is New York.  The World Series is a best-of-7 series against one of those two teams.  If you win four of those games, then you win the season and beat the game.  So, you need 79 totals wins, one less than the 80 in the first game.

I had never beaten this game before, but I had a much quicker time finishing the season off in the second game than I did in the first game.  One major contributor was that the pace of play was greatly increased.  Minor actions like throwing pitches back to the pitcher that were very slow in the first game, while still present, take place faster here.  There are a few small tweaks like this that add up to a lot of time savings per game.  In Bases Loaded, games took 25-30 minutes, while in Bases Loaded II matchups lasted closer to 20 minutes each.  Perhaps my favorite new feature in this game is a mercy rule.  If a team is leading by 9 or more runs after at least 5 innings, the leading team wins automatically.  Games won by the mercy rule, if finished optimally, could run closer to 15 minutes total.  I won enough games by the mercy rule to reduce my total game time by a few hours over playing the full 9 innings every game.  I estimate I was able to complete this game in about 25-30 hours as opposed to 40 hours in the first game.  It is still a long, repetitive game, but it was a significantly improved experience.

For my playthrough of the game, my team was Kansas of the Western Division.  The manual has all the stats you need to compare the teams, and Kansas stood out to me for a few reasons.  They have two players appearing in the short list of best players in the league.  Yu is second best in homers and third best in average in the league, while Binder is third best in homers.  (It helped too that the Chicago Cubs have Yu Darvish pitching for them now, who is an incredible pitcher!)  I also wanted to find a pitcher with modest curving ability in all directions.  The pitcher May on the Kansas squad fits the bill for that.  I considered picking Omaha again like I did in the first game, but their team is uninspiring on the stats sheet and none of the same players from the first game show up at all.

In the original game, pitching was so consistent that I was able to figure out a super pitch that the opponent could do nothing with.  I spent a lot of time messing around with the pitching to try and find this game’s version of a super pitch, but sorry to say I did not find one.  I had hoped May would be able to find that sweet spot with his modest curve and throw balls into a dead zone consistently, but it just didn’t pan out.  I had to be more creative in finding exploits for this game.

With a big lead, I sometimes throw down the middle.

For pitching, I eventually settled on throwing fastballs fading slightly down and right.  I wanted to induce groundballs where possible.  I ended up allowing mostly fieldable balls in play, a few strikeouts, some hits, and the occasional home run.  The best exploit I found was my ability to pick runners off base.  With a runner on first, I would do a pickoff throw to second base and have the shortstop run the wrong way toward left field.  Go far enough and the runner will take off toward second.  When the runner reached about two-thirds of the way to second, I would throw to second to get the runner to go back toward first, then I would throw to first to get the runner caught in a rundown.  I would usually make the out at second base as baserunners are slower to take a base than to retreat to their previous base.  If that failed, sometimes throwing a ball home or to first with a runner on second got him to leave his base.  I had a few backup pickoff strategies that mostly worked out.

There is another pitching strategy applicable to this game that also applied to the first game that I forgot to mention in that review.  It has to do with pitcher rest in between games.  Normally, starting pitchers cannot be used for a few games after they have pitched in a game.  The password only tracks wins and losses for your team, so all you have to do is reset the game and apply the latest password, and then you can use whatever pitchers you want in any game.  If you play multiple games per session without resetting, then you have to deal with pitcher rest.  This was much more important in the first game where I needed to constantly use my pitchers with the super pitch.  In this game, I mostly rotated between three starting pitchers.  May was my preferred pitcher, and Holler was really good too.  I used Anders occasionally, but I may have been better off skipping him more often.  In a few cases, I used Antman in relief because he has a decent ERA and a marvelous name.

On the hitting side, I had to play things straight for the most part.  Just put the ball into play and hope for the best.  Watch the opposing catcher’s glove during the pitch to determine where to aim your bat and try to make contact.  I got pretty decent at the timing for stealing bases and with a good baserunner I could take second base easily.  Another minor trick I picked up was with a runner on third, I could distract the fielders into throwing home to get batters to reach either first or second base.  Otherwise, the computer-controlled defense was very good.  Most of the times I got caught in a rundown ended with me getting called out on the bases.  The opponent’s pitching was really feast or famine.  Many pitchers just throw hittable junk near the middle of the plate and often I could score a lot in those games.  A few pitchers found the unhittable zone I was hoping to find when I was pitching.  It was most of the way through the season before I figured out I could put the bat in that zone with just the right touch and hit those pitchers too.  I suppose the opposing batters already could do that when I was pitching.

This resulted in the final out of a winning season!

Over a full season, there were various events I took note of.  My season record at the end was 79-5.  Somehow, I won the very first game I played, I’m not sure how that happened but it did.  I lost the next three games, then I won a game, then I lost another game.  With a 2-4 record, I went 77-1 the rest of the way to finish off the season.  My first mercy rule win came in Game #13, a 9-0 victory after 7 innings.  The next game I hit a grand slam to win 12-1 after 6 innings.  I won 25 games total by the mercy rule, about a third of my total wins.  Two games ended in a tie after 12 innings and I was credited with a win in both.  Game #29 was a walkoff win 1-0.  In Game #44, down 1-0 in the 9th, Norton hit a 3-run homer to win that one for Kansas.  Yu bailed me out with a late two-run homer in a 2-1 win in Game #57.  Every player in my lineup hit at least one home run in the season.  Yu didn’t turn out to be near the offensive powerhouse I expected.  He didn’t hit his first home run until Game #37.  He did have a 3-game stretch where he hit 5 homers.  Saigun had a major hot stretch at one point.  He had a 3-homer game and hit 3 grand slams within a 6-game stretch.  The World Series ended up being a complete joke.  I won 10-0, 9-0, 9-0, and 5-0.  All four games combined were completed in just over an hour, which was easily the quickest stretch of games I played in the whole season.

You might be wondering about what exactly happened in the one random loss I had in the season, and it is so dumb that I have to tell the story here.  It happened in Game #71, breaking a 64-game winning streak.  Once I got good, I still knew that I was susceptible to a loss at any time.  I was vulnerable to the solo home run and any lapses in defense.  I had a few near misses along the way.  Therefore, it wasn’t necessarily a surprise, but frankly it was upsetting that it happened at all, especially so close to the end of the season where a loss feels like a huge waste of time.  What happened was I ran into a hot team.  Two opposing players were knocking the cover off the ball hitting long fly ball outs and some solo home runs.  The game prior I won 6-4, allowing 4 solo homers.  In this game, I had a 3-1 lead in the 9th when things unraveled, but not in the way you are expecting.  I was getting sleepy and nodding off a little in this game.  I had a runner reach second base, and sometimes you just cannot get him to move off the base on a pickoff attempt, which is what happened here.  A base hit scored him, and then more bad defense brought that runner around to tie up the game.  I woke up then and pushed the game into extras.  I made it to the 11th inning still tied 3-3 in fear of a game ending solo homer.  One of the hot batters stepped up to the plate, and I figured he was gonna go deep.  That’s when I had a revelation.  Why don’t I throw pitches way off the plate to walk him intentionally, then pick him off the bases?  It was so obvious I was surprised it took me that long to think of it.  The next pitch I tried to throw something different.  Maybe I was still tired and my thoughts didn’t translate down into my fingers because I threw a meatball right down the middle that sailed over the fence for the game-ending home run.  I went to bed sad after that loss.  At least it made for a good story!

I thought Bases Loaded II: Second Season was a major improvement over the first game with a few issues.  The pace of play is increased to a more sensible level, making for more engaging gameplay.  The graphics aren’t changed too much from the first game, but they are pretty good.  I like the pitching windup animations, and bunting, though mostly unused, had really smooth animation too.  The music is just okay, nothing memorable to me.  There is good variety in control in both pitching and hitting and everything responds appropriately.  The only minor issues were the timing when you can dive on defense and the silly baserunning controls carried over from the first game.  A gameplay nitpick is the unnecessary view shift on defense, as it is disorienting when suddenly in the next game you might see the field from the opposite angle.  The hitting perspective, while nice to look at, still takes some getting used to.  The second game was a little more difficult to win, but it was still pretty easy overall.  The glitches I found from Bases Loaded were all cleared up in the second game.  While it has a few new issues, this was the better game by far, though that doesn’t mean I ever want to play it again.

#141 – Bases Loaded II: Second Season

 
NOV
24
2017
0

Happy 2nd Anniversary!

Yesterday marked the two-year anniversary for Take On The NES Library!

The year 2017 has been a lean year for the website, and a large portion of that has to do with this being a fantastic year to be a modern Nintendo fan. As you know, the Nintendo Switch released this year, and I got my console and The Legend of Zelda: Breath of the Wild on launch day. I will always make some time to play through some good first-party Nintendo games, but the combination of a new Zelda game and a new console that I can play anywhere has really given me the freedom to dedicate much more time to brand new games. It’s so much simpler to play the Switch upstairs in bed instead of playing on my TV. And my wife is happier that I’m spending more time with her versus playing alone in the basement. So far I have put over 150 hours into Breath of the Wild and I’m still not finished, and now almost all my attention has gone toward Super Mario Odyssey. Nintendo has absolutely killed it this year and I feel confident that this year will be remembered as one of Nintendo’s best years ever, perhaps even their strongest year.

So all that is to say that it has been a slow year in terms of progress on my project. I did have a strong end of 2016 with several games completed. Then in January I started grinding through the long season of Bases Loaded. That completion took up the first two months of the year. The end of Bases Loaded dovetailed straight into the Switch release. I still managed to beat a game every couple of weeks or so after that, up until October anyway. With the release of Super Mario Odyssey and some other commitments, I put the project on break for about a month. I’m now ramping back up into normal progress again. Rest assured, I am ready to get back to business and clear some more NES games!

On last year’s anniversary post, I ran some numbers to see how the project was progressing over the long haul. I’ve decided to do that again and make this a yearly tradition. This is going to read like some kind of corporate financial statement or something, but maybe you will find this interesting. Over two years, I have beaten 62 NES games. This averages out to a completion every 11.8 days, which is worse than the 9.6 days per completion from last year’s update. On the current pace, the project should take 7,888 days to complete from start to finish with an estimated end date of June 28, 2037. My slow pace this year added almost four years to that estimate. I have to believe that I will pick up the pace within the next year, and that the 24 games finished this year will be near the lowest output in any year for the life of this project.

Thank you very much for reading this and following along on this journey over the past two years. You have helped give this project life, and I hope that I will cover more games that you will look forward to reading!