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Bottom of the Ninth 99 (N64) ReviewBackground Info
People now expect far more from their baseball games than they did back in
the early days of 32-bit gaming. With the N64 starting to come into its own
as a sports gaming platform and with the promise of even more to come on
the Dreamcast and other next generation consoles, it remains to be seen
whether BOT9 can measure up to the competition offered by All Star Baseball
2000, Ken Griffey's Slugfest, and Triple Play 2000 on the N64.
Graphics : 62
The camera angles are not terribly useful. There are three basic positions--the
familiar behind-the-plate shot (preferred for this game), an off-center behind
the batter shot, and an over-the shoulder shot from the mound (which looks
especially odd when one positions the mitt-like cursor to aim a pitch). On the
bright side, the camera interacts well with plays in the field, offering close-ups
of an outfielder's throw and changing angles as it follows a batter's home run
trot.
The mediocrity of these graphic renderings is a shame, for some of the
animations of players at bat and in the field are engaging--players veering off
into foul territory after crossing first base, infielders sidearming some throws,
good diving catches, and so on. Unfortunately, there's no instant replay to
relive those moments--such as when a diving infielder kicks up some dust as
he slides across the...artificial turf. Oops. Although there's little to pick
from when it comes to batters, more care was paid in portraying pitchers,
allowing users to view the distinct deliveries of David Cone or Randy
Johnson.
Audio : 60
Interface/Options : 70
Game Options and Memory Card Management: Pre-game menus are relatively
straightforward and easy to use, allowing players to customize gameplay
options to their liking. One can play an exhibition game, one of several season
modes (variable regular seasons of 15, 30, 69, 112, or 162 games; the entire
postseason; or a one-on-one championship series); a training mode (batting,
pitching, and fielding), and a special scenario mode with various degrees of
difficulty.
You select levels of difficulty and various options, including number of
innings, wind, time of day, errors, whether to employ the designated hitter
rule, audio (voice/music/sound effects), and controller set-up. You may also
choose from several fielding, batting, managing, and pitching options. The
fielding options include automatic, semi-automatic (you choose where the
fielder throws the ball) and manual: be aware that the CPU makes some rather
curious choices if set on automatic fielding or baserunning (and several times
ran me right out of a big inning when I would have held runners up). Once
more the cost of saving options, stats, and a season's progress costs the
majority of room found on a standard memory card.
General Manager/Field Manager: The rosters are rather dated (David Wells is
still in pinstripes--that is, he would be if the New York A team actually had pinstripes).
You can make trades, but only one-for-one deals, and pitchers must be traded
for pitchers, position players for position players. There are no in-season
trades. Although there is no minor league roster, there is a "disabled" list,
which functions as a player reserve pool and is accessed from the roster
option. Missing is the option to create players; the stats database contained
basic information, little more.
Managers can manipulate lineup cards and fielding positions on the roster
menu. BOT9 includes an assessment of each player's "biorhythms" to help
managers choose hot and cold players (these ratings affect the size of the
batting cursor). There are some rudimentary defensive options (play shallow,
deep, or in at the corners) and even fewer offensive options (hit and run)--meaning that the aggressive field manager will have to learn the baserunning
button options to get ahead. And the arms are always fresh and warm in the
bullpen.
Player manipulation: BOT9 continues to rely upon the pitcher-batter interface
it unveiled in the initial Playstation version of the game. At the time it
appeared, it was great...now, it's good, but showing signs of wear. The
batter cannot shift stances or position in the batter's box; one is limited to the
familiar contact (large cursor)/power (small cursor)/bunt options. One can
choose from either a lock-on or manual movement of the cursor; one may also
move the cursor using the D-pad or the analog stick (I prefer the former).
Then it's all a matter of timing (although more than once the game refused to
let me swing late). Frankly, while I have fond memories of this system, on the
whole I prefer the one used in ASB 2000, and even the TP2000 batting
interface offers more options.
Nor has the pitching interface changed much from that employed in BOT9's
ancestors. Users select the pitch using the analog stick (or, again, the D-pad),
press "A" to pitch, then use the analog stick or D-pad to position the catcher's
mitt to determine location (as the pitcher prepares to deliver the ball, limiting
the time the user has to move the cursor). The cursor can be concealed,
helping to mislead batters. I prefer using the analog stick, in part because it is
a little harder to control (and thus more realistic). Pitchers start breathing
heavily when they run out of gas; they may also panic and give up several hits
in a row.
The game screen will offer the usual amount of data (score, outs, balls and
strikes, a diamond icon with baserunners indicated by a helmet, number of
strikeouts by the pitcher, and names and pictures of the pitcher and batter);
pause the game to observe the results of the batter's previous at-bats.
Fielding is straightforward, with the c buttons representing the diamond in the
default controller configuration (pressing Z or a shoulder button hits the cutoff
man); other configurations require you to move the analog stick to determine
where you will throw. You determine player movement with the analog stick;
the instruction book offers no clue on how to make your fielder dive or jump,
although the section on "tips & techniques" implies that those options are
available.
Where the game clearly falls short is in baserunning. As mentioned before, the
CPU makes some questionable decisions, so use the auto setting at your own
risk; however, instead of using the four c buttons as a diamond, they are used
in various combinations along with the analog stick to direct all or individual
runners. This will take some time to learn.
Finally, both the pitching and fielding sequences have built-in possibilities for
error. Sometimes a ball slips; sometimes a fielder fumbles a pop-up; in one
game a shortstop bobbled a ball but recovered in time. Watch for the flashing
exclamation points (although sometimes it's hard to respond in time when a
pitcher grooves one over the heart of the plate). A nice touch and one that
has been in the series since its inception.
Gameplay : 74
The most important decision the player will have to make is how to toggle the
fielding and baserunning options (most players will assume control over
pitching and batting). If you allow the computer to take over, be prepared to
scratch your head in bewilderment at some choices; control these matters
yourself, and take the time to learn those controls. Although the game offers
three versions of the controller, most people will stay with the default choice.
Difficulty : 80
Overall : 69
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