“Seriously, fielding is a nightmare: The ballpark is small, the fielders run terribly slowly, and diagonal movement is a clunky joke.”
– from the full review, which you can read here.
Remember NBA Jam?
My friend got NBA Jam first, on Sega Genesis. We played the crap out of it. So fun, whether head-to-head or on a team. We were constantly trying to one-up each other in either case, seeing who could bury them most threes (remember, I grew up in Indiana, idolizing the long-ball play of Reggie Miller), or perhaps block a dunk. Shoving matches were always a must, of course.
NBA Jam was a sports game that understood how to use gimmicks. Sure, the high-flying slam dunks were very over-the-top, to an absurd extent. But they were amazing! And, really, they just represented the usual high-percentage shot of a close-up jam anyway, not any actual foundation-breaking advance.
Then there was the “on fire” concept, which naturally reflected the tendency, even of real-life shooters, to be “in the zone” on a can’t-miss streak. It was so cool to literally (well, digitally literally) watch the net burst into flames when your athlete was on fire. Combine that with backboard-breaking, fun announcing (“THE NAIL IN THE COFFIN!”), and real Association rosters, and you had yourself a nearly perfect formula for fun.
The field selection might be my favorite feature of this game, to be honest.
Heck, I ended up getting my own version eventually: NBA Jam Tournament Edition! Battery saves, and expanded rosters? Wow! I was in arcade-style basketball-game heaven! A fantastic mix of gimmickry and realism; as realistic as a Jam game could be, I suppose. Talking about it now makes me tempted to pick up the Wii version.
Then, later, I tried College Slam, the SNES game, even as someone who does not follow college basketball (no, I do not even fill out brackets).
That one took gimmicks a bit too far. Eight-point shots? Players turning into miniature tornadoes and knocking everyone down? Customizable players, with no limits on the statistical rating they could be given?
It was absurd, overblown — and clearly inferior to NBA Jam.
Which brings us to Baseball Simulation 1.000.
Interesting: Batting screen animates a little after contact, unlike most baseball games.
I do not think it is a bad game. But it is a little too ambitious: In striving to be both a robust simulation, yet also with wacky arcade-style Ultra Moves, it proves to be a bit watered-down as a mix. The Ultras are an annoyance as often as they are a help. And the core mechanics, the actual “how does this baseball game feel on the field” part of the game, is lacking.
If I want gimmicks in my baseball game, I will stick to Base Wars, and even that suffers from Gimmick Fatigue eventually.
Nonetheless, it does stick out among the NES baseball library, and is worth a shot. Its unique combination of traits and characteristics will inevitably be embraced by some.
Most colorful scoreboard model ever. Also note the in-game advertising.
NES Gameplay Tips For Baseball Simulator 1.000: Throw strikeouts, and not walks. Hit home runs, not pop flies. Catch every ball batted. Steal bases constantly. Win games, rather than lose them. I dunno; with the Utra Moves, suggesting actual tips for this game seems silly. Y’know, usual baseball stuff?
Read The Full Review For: I am no fool. I know this game has its fans. If you truly question why I do not consider this among the top-tier baseball games on NES, read the review. Or blame my fondness for the R.B.I. Baseball series.
Also unlike most NES baseball titles: The “FAIR” call during a live ball.
The brown fields are kinda ugly, in my opinion. Eh. Also: The pitcher has burst into flames. It happens.