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Super Action Baseball.txt
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2001-10-17
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ColecoVision Cartridge Instructions
for
Super Action Baseball
by
Coleco
-------------------------------------------------------------------------------
For Use With ColecoVision or the ADAM Family Computer System!
Use your SUPER ACTION CONTROLLERS for this game.
Get ready for the thrill of major league baseball. Your SUPER ACTION CONTROLLERS
put the game right at your fingertips. Up at bat, you can hit anything from a
grounder to a homer. Your pitcher throws fast balls, curves, sliders--everything
short of ye olde spitball! Fielders snag the ball, throw to first or tag the man
out. You can even make double plays! You do it all in SUPER ACTION BASEBALL!
GETTING READY TO PLAY
MAKE SURE THE COLECOVISION CONSOLE IS OFF BEFORE INSERTING OR REMOVING A
CARTRIDGE.
PLAY BALL!
Choose your challenge.
Press the Reset Button. The Title Screen appears on your TV. Wait for the Game
Option Screen to appear. It contains a list of game options, numbered 1-6:
SPRING TRAINING
1. Batting Practice--One Player
Bat against every type of pitch. Knock that ball into the field, then prepare
for the next pitch. If you hit the ball, as soon as it stops another pitch is
thrown. If you don't hit the ball, another pitch is thrown as soon as the ball
leaves the screen. (Batting Practice plays at Skill Level 2.)
2. Fielding--Skill 1
The computer sends random fair balls to the field for practice when you press
any number key. Learn to stop grounders and catch fly balls. Practice double
plays. There are no base runners to confuse your game. Get it down!
3. Fielding --Skill 2
The same as Skill 1, only you must position your fielders more precisely to make
them grab the ball. If an infielder touches a moving ball without catching it,
the ball can bounce away.
4. Pitch and Bat--Two Players
One player pitches, the other hits. There's no fielding, base running or score.
It's exhibition practice before the season begins!
HEAD-TO-HEAD BASEBALL
5. Skill 1
Here it is--two-player competition in our national pastime!
6. Skill 2
The same as Skill 1, only you must position your fielders more precisely to make
them grab the ball. If an infielder touches a moving ball without catching it,
the ball can bounce away.
Select your game option by pressing the corresponding number button on either
controller keypad.
When playing Game Options 1 through 4, you can return to the Game Option Screen
any time by pressing "Return" (Key #). When playing HEAD-TO-HEAD Game Option 5
or 6, press the Reset button instead.
One-Player Games
Use the Port 1 controller.
Two-Player Games
Player 1 (home team -- Red) uses the Port 1 controller.
Player 2 (visitor--Blue) uses the Port 2 controller. Player 2 bats first.
USING YOUR CONTROLS
Control Stick: Use your Control Stick to modify a pitch. move fielders or swing
the bat.
Keypad: Use Keypad Buttons to select pitch speed, to permit base runners to
steal, to throw a pick-off, or to return the ball to the pitcher.
Speed Roller: Move your base runner forward by rolling the Speed Roller to the
right. Move your base runner back by rolling the Speed Roller to the left.
Action Buttons:
Defense--(Team in the field)
As pitcher, you choose the type of pitch with the Action Buttons. Use the color-
coded Pitch Selection area on the left side of the overlay. The color of the
pitch type on the overlay corresponds to the color of the Action Button. Once
the ball is hit, select the player you want to field that ball. For details, see
the appropriate section following.
Offense--(Team at bat)
When your team is at bat and you have men on base, you use the Action Buttons to
select which base runners are to run.
OFFENSE (Team At Bat)
BATTING
Step up to the plate!
Rub your fingers in the dirt and grab that bat. Ready? This pitcher's got some
stuff. Now you've got to hit it! Your Control Stick controls the bat. Swing for
low pitches by pressing the stick down (toward you). Swing for high pitches by
pressing the stick up (away from you). Press the Control Stick left or right for
those pitches thrown right at your belt buckle. Watch for curves and sliders.
Don't swing for the stars. And whatever you do, hit that ball! (For Batting
Tips, see page 12.)
Run!
Make your batter run by rolling the Speed Roller. If you want the batter to run
beyond first, press the blue Action Button as you roll the Speed Roller. Release
the button when you want him to stop.
Batter Up!
The play is over when all runners have scored or are standing on their bases,
and the ball is back in the pitcher's glove. Throw the ball back to the pitcher
by pressing "RETURN" (Key #) on the keypad.
Next hit.
If you want your batter and/or your man on base to run, you must press the
appropriate Action Button(s). Check the color-coded player locations on the
Fielder & Runner Control panel on the right side of the overlay. The colors on
the panel correspond to the colors of the Action Buttons:
Yellow........Runner starting on First Base
Orange........Runner starting on Second Base
Purple........Runner starting on Third Base
Blue .........Batter
The ball is caught.
If your runner is away from the base when a line drive or fly ball is caught,
the runner must return to the base (tag up) before running on. Press his Action
Button and roll the Speed Roller to the left to tag him up. Then take stock: are
the infielders waiting for your move? Maybe hold off running until the next hit.
No Passing.
Caution! No runner can pass another on base or on the base-path. Your first man
must run forward before other runners can follow. And remember, it's good
baseball to keep your runners a safe distance apart. No foul ups!
Steal a base.
Want to get ahead before the ball is hit? Press "STEAL" (Key 7). All your
runners move a short distance from their bases. Press the Action Button of the
base runner(s) you want to keep going and roll the Speed Roller. If the runner
leaves the Base View inset, he cannot return until he appears in full field
view. Watch for the pick-off!
Be careful when you press "STEAL." All your runners will have a lead in the full
field view even if you don't spin the Speed Roller. You'll have to move quickly
if there's a pick-off attempt.
DEFENSE (Team In The Field)
PITCHING
You control the type, speed and aim of every pitch. First, press a Keypad Button
to set the speed of the pitch (see overlay). Then start the windup and select
the pitch type by pressing an Action Button (see overlay). Press the Control
Stick as the pitcher releases the ball to aim the ball high or low, left or
right. Here's how you do it:
Pitch Speed:
Select the pitch speed by pressing one of the following Keypad Buttons (see
overlay):
Key 1.................Slow pitch
Key 2 ................Medium-slow pitch
Key 3.................Medium-fast pitch
Key 4.................Fast pitch
Pitch Type:
Select the pitch type and start the windup by pressing one of the Action Buttons
(see overlay):
Yellow.............straight pitch
Orange ............curve inside
Purple.............curve down and outside
Blue ..............knuckle ball
Aim:
As the pitcher winds up, you press the Control Stick to adjust the aim of the pitch.
Pressing the Control Stick in any direction:
Early ......................ball tends to go high
Late .......................ball tends to go low
Pressing the Control Stick:
Left........................ball tends to go inside
Right.......................ball tends to go outside
Combine these two actions for accurate results. For example, press the Control
Stick early and left to make the ball tend to go high and inside.
All good pitchers want to keep the ball low, and now you know how to do it! But
remember--once the pitcher releases the ball, pressing the Control Stick has no
effect on the pitch.
Size up your batter.
You can tell after the first couple of pitches what your opponent swings at and
what he lets by. Does the batter wait to see what you're going to pitch? Does he
take the first pitch that comes along? Pitch him easy if he's not going to
swing, then throw him a curve. If he swings at anything, throw him anything. But
press your Keypad Buttons out of sight, so he can't see what you're selecting!
Be a manager--use your eagle eye and savvy to outwit your opponents. (For
Pitching Tips, see page 12.)
FIELDING
Your fielders can catch, throw or run with the ball! Here's how you do it:
Infield:
When a ball is hit to the infield, move the infielder you want by pressing the
Control Stick and the fielder's Action Button (see overlay):
Yellow ...................First Base
Orange....................Second Base
Orange & Purple ..........Shortstop
Purple ...................Third Base
Blue......................Catcher
Be careful in Skill 2--the ball can bounce off the fielder if he doesn't grab
it. Once the fielder has the ball, you don't need to press his Action Button to
make him run. Just press the Control Stick in the direction you want him to go!
One thing to remember--the pitcher can't tag anyone out.
Throw that ball.
Release the Control Stick and press a base Action Button. Your baseman will meet
the ball at the bag. If the second baseman fields the ball, the shortstop will
cover second when you throw. Don't worry about his ability. Your players throw
perfectly every time!
Outfield:
When a hit clears the infield, the outfielders become the active, controlled
players. Move the outfielder you want by pressing the Control Stick and the
outfielder's Action Button (see overlay):
Yellow ...Right Field
Orange ...Center Field
Purple ...Left Field
Home!
Once the fielder has the ball, you don't need to press his Action Button. To
make him run, press the Control Stick in the direction you want him to go. To
throw the ball to the infield, release the Control Stick and press the base
Action Button. Remember--your fielder throws to a base, not to a man. When the
play is over, press "RETURN" (Key #). The ball automatically returns to the
pitcher.
It ain't over till it's over!
The score's tied at the bottom of the ninth. Your last man is up. He strikes
out. The game's not over yet! HEAD-TO-HEAD BASEBALL lasts for as many innings as
it takes to establish a winner. However, if the home team is winning after the
visitor's third out in the ninth inning, the game stops and home wins.
TRAINING
Unhappy with your performance?
Try some training. Just for starters, hit one of the Fielding Game Options and
play a few rounds. That's the best way to get your players used to picking up
the ball and throwing to any base. That's important, because you don't always
want to throw to first in a game. Your out should be the lead base runner,
because he'll try to score first.
Double Plays
There aren't any base runners in field training, but you can still practice
throwing to second and then to first as fast as you can. Speed and accuracy are
the keys to any successful double play. How quickly can you pick up that ball?
How soon can the second baseman heave it to first? Work, work, work! It'll pay
off in the game.
Pick off.
If a runner leaves his base inset during the lead off, you stand a good chance
of picking him off. Press "PICK-OFF" (Key 9). If the windup has not started, the
view changes to full field, and your pitcher throws to the base you select. If
the windup has started, the pitch is thrown, then the catcher makes the pick-off
play. The pitcher cannot balk!
Scoring.
Runners who cross home plate score one run. But if the ball is caught, and the
runner on third didn't tag up, his run will not count. If the ball is thrown to
third before the runner tags up, he is out. And, if the third out is made on a
force play, runs do not score, just as in professional baseball.
Reset.
The Reset Button on the console stops the game and returns you to the Title
Screen. It can be used to start a new game at any time, and can also be used in
the event of game malfunction.
BATTING TIPS
You start your swing when you press the Control Stick. The direction you press
the Control Stick is the direction you'll swing your bat.
In games played at Skill 1, it's pretty easy to connect with the ball In games
played at Skill 2, watch the following:
1. Hit the ball right on and it will fly straight out. (You might even get a
homer!)
2. Swing under the ball and it will tend to go higher
3. Swing over the ball and it will tend to be a grounder
4. Hit the ball inside and it will tend to go right.
5. Hit the ball outside and it will tend to go left.
6. Hit the ball early and it will tend to go left.
7. Hit the ball late and it will tend to go right
PITCHING TIPS
The only way to pitch your best is to practice! Try timing your release of the
ball by pressing the Control Stick in the middle of your windup. Then release
the ball earlier or later and watch how the ball goes higher or lower across the
plate. Experiment with each type of pitch. See what happens when you bring the
pitch inside or outside--especially on those tricky curve balls! It's possible
to throw into the strike zone with every type of pitch. Practice with the
Control Stick to perfect your aim. Try some of the following:
1. Mix the types and speeds of pitches you throw. Don't fall into the same
pattern pitch after pitch. (But see tips 3 and 4 below.)
2. Don't always throw strikes. Keep the batter guessing. If he's expecting a
ball, throw a strike. Likewise, if he's looking toward the strike zone, throw a
ball.
3. Adjust your pitches to the batter Some batters will fall for the same type of
pitch each time.
4. If you want to throw the same type of pitch twice in a row, vary the second
pitch by changing its speed or throwing in a different direction.
5. Adjust your pitch to the count. If the batter's count is 3 balls and no
strikes, pitch to the strike zone.
6. If the batter is outguessing you, try a knuckle ball. But be careful--knuckle
balls often miss the strike zone.
Supplement to SUPER ACTION BASEBALL Instruction Guide
(page 2)
2. Fielding--Skill 1
The computer sends random fair balls to the field for practice when you press
any number key. Repeated presses give you repeated fair balls. Learn to stop
grounders and catch fly balls. Practice double plays. There are no base runners
to confuse your game. Get it down!
(page 3)
NOTE: If the horizontal and vertical adjustments on your TV are not properly
set, the ball might disappear in an upper corner of the screen. The outfielder
can still retrieve the ball, however, to complete a play.
(page 6)
The ball is caught.
If your runner is away from the base when a line drive or fly ball is caught,
the runner must return to the base (tag up) before running on. Press his Action
Button and roll the Speed Roller to the left to tag him up. Then take stock: are
the infielders waiting for your move? Maybe hold off running until the next hit.
Take heed: if your runner reaches or passes the next base, he cannot return to
his original base. If a fly is hit, protect your runner by holding up before
reaching the next base to see if the fly is caught. For a runner from third to
score when a fly ball is hit, he must cross home after the ball lands without
being caught, or after tagging up at third if the ball is caught.
No Passing.
Caution! No runner can pass another on base or on the base-path. Your first man
must run forward before other runners can follow.
Keep your men a safe distance apart. On first and third, runners can block each
other if they get too close when right next to the base. If this occurs, move
your last man back a bit. Then move both men forward again.
(page 7)
You control the type, speed and aim of every pitch. First, press a Keypad Button
to set the speed of the pitch (see overlay). Then start the windup and select
the pitch type by pressing an Action Button (see overlay). Press the Control
Stick as the pitcher winds up to aim the ball high or low, left or right. Here's
how you do it: