SD Hiryu no Ken (SFC)

If only the game were as badass as the box art...
If only it were as badass as the box art…

Godzilla: Kaijuu Daikessen wasn’t the only SNES fighting game I was curious about for over 12 years. EGM ran a tantalizing preview for a cool looking fighting game in early 1994 that immediately caught my eye. First appearing in EGM issue #55 (February 1994), SD Golden Fighter was slated for a North American release and I could not wait to rent and play it. Several months later (September 1994), EGM would preview it once more (issue #62). Rebranded as Galactic Defenders, I figured we would get it well in time for the holidays and that it was only a matter of a few short weeks before Galactic Defenders would hit the shelves of KB Toys and Software Etc. Sadly, the North American release was cancelled for whatever reason. Probably because Culture Brain figured it wouldn’t sell too well in the end. But thankfully the game did come out in Japan under the name of SD Hiryu no Ken.

A 12 YEAR ODYSSEY

I'll never forget this glorious preview
I’ll never forget this glorious preview

As a 10 year old boy who ate up any and every fighting game that came out back then, I could not wait to get my hands on SD Golden Fighter. I remember thinking that it looked like an arcade game! And feeling that it was probably going to be a lot better than most other SNES fighting games.

The text got me hyped
The text got me hyped
But it was the pictures that stole my heart. Good times
But it was the pictures that stole my heart. Good times
EGM really sold it well. It looked like a can't miss game
EGM really sold it well. It looked like a can’t miss game

But as I said, sadly, the North American release wasn’t meant to be. There was even supposedly a box already designed for it, too.

What a tease...
What a tease…
It was also called SD Dragon's Fist at one point
It was also called SD Dragon’s Fist at one point

The game of many names. It seemed like Culture Brain couldn’t make up its mind. Hell, it even changed from 10 MEGS to 12. In the end, it only came out in Japan as SD Hiryu no Ken.

LABOR DAY WEEKEND 2006

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It was an innocent early Saturday morning just like any other. I remember going to GameFAQs (Classic Gaming forum) to see if anyone had responded to my question in a topic called “Saturn Collection 7″ regarding what everyone’s plans were for Labor Day weekend. It was there that I found someone raving about JapanGameStock.com. They were saying how JGS was having a special on Super Famicom games (Buy 3 Get 1 Free). I immediately visited JGS and what I discovered that night was a gold mine. A lot of the obscure Super Famicom exclusive titles I wanted were on there, including SD Hiryu no Ken! Once I saw the cartridge label, I had a hunch it was SD Golden Fighter AKA SD Dragon’s Fist AKA Galactic Defender(s). After checking AllGame.com (R.I.P.), it was confirmed! At last my 12+ year childhood curiosity was going to be quelled.

I couldn't believe my eyes when I saw it
I couldn’t believe my eyes when I saw it
I ended up buying a crap load. Final damage: $362!
I ended up buying a crap load. Final damage: $362!

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I ended up adding a few more games to the order on September 9, pushing my grand total to $362.16. Because JGS didn’t take PayPal back in 2006, I had to buy one of those pink international money orders. God, I think it’s been 12 years since I last purchased a money order. I bought so many of the green US money orders back in the early-mid 2000s for my Saturn game buying.

So freaking worth it :)
So freaking worth it :)

Fun fact: Once I bought these games during that fateful Labor Day weekend, I felt the timing was right to start my “Obscure Super Famicom Impressions” topic which I posted at several gaming forums. Prior to buying the games, I didn’t want to write about games I didn’t yet own out of fear of driving up prices. So once I knew I had secured a massive lot of them, I felt at ease to begin my topic having peace of mind knowing that I already own the games. My topic went on to become a cult hit within the retro gaming community. Keep in mind that late 2006 was before highlighting “hidden gems” and obscure Japanese games on YouTube, blogs and the like became all the rage. I’m not claiming to be the first one to ever do it, but I did become known as the guy who champions lesser known video games. My topic ran from September to December 2006 and eventually gave way to the birth of RVGFanatic in January of 2007. Without JapanGameStock’s help, there’s a chance RVGFanatic might never have existed. Nearly 12 years later and here we are. Crazy eh?

I bought so much they even linked my site on their site!
Look at the lower bottom right hand corner ;)

I ended up buying so many games from them in late 2006 and early 2007 that when they discovered I started my own site to highlight obscure Super Famicom imports among other things, JapanGameStock linked RVGFanatic. It is still linked to this day. What an honor. Thanks JGS!

DOES SD HIRYU NO KEN DELIVER?

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Choose from four different playing modes: Story, VS., Tournament and Practice. An options screen allows you to reconfigure the buttons, select your computer difficulty level and as was typical of that era, there’s a speed option with a cheat code that allows you to crank it up to a level 3.

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Boasting an impressive roster of 15 warriors, SD Hiryu no Ken held the distinct honor of having the most selectable fighters in a Super Nintendo fighting game. All for a week anyhow. SD Hiryu no Ken was released in Japan on July 17, 1994, while Super Street Fighter II came out on July 25, 1994, and featured 16 fighters. Still, SD Hiryu no Ken certainly gives you a lot of options, especially at a time when 10 or 12 fighters was the norm. It’s got a good mix too of karate masters, badass rebels, muscle-bound maniacs and mutant monsters.

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Ryuhi’s stage takes place on a beautiful cliff overlooking a rock formation that resembles a howling wolf. Ryuhi is a balanced fighter and the main character of SD Hiryu no Ken.

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Suzaku is the main villain of the game. His background is the same as the character you are using.

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Believe it or not, Hayato has better star ratings than the main character. In addition to having a sweet rising uppercut (more of a palm strike really), his stage reminds me a lot of the grassy and stormy background in Australia from Street Fighter Alpha 2, sans the impressive lightning of course.

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Roseman is lacking in power, toughness and throwing ability but he makes up for it with really good speed. Plus, he just flat out looks super cool. Not to mention his background features the famous Big Ben tower. Win!

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Jenifer has Daddy issues you say? I say you’re the one with Daddy issues! After all, you’ll have to contend with Daddy, Jenifer’s big bad pet manticore. Things start to get a little bizarre with this character here, but that only adds to the game’s appeal.

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Mainohonda, I mean, Mainohana, is a grand sumo champion who is surprisingly well balanced and has more stars to his name than the main fighter. He likes to conduct his battles out in a wooded area where he meditates before and after each match. After all, you can accomplish amazing feats when you train your mind, body and soul to be one with nature.

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Looking and fighting like your typical Yakuza, Tetsuo has “badass” written all over him. It’s a shame, then, that he only has a star rating of 9, the lowest total in the entire game. Oh well, at least he looks the part. That and his background is awesome. I love how you can see the sun just peeking out over the land, which most assuredly is somewhere on the wrong side of town.

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Fighting games are notorious for featuring at least one fighter who is the residential “freak.” E. Quaker fits that job description to a tee. A serpentine mummy of sorts, Quaker looks to claim the crown as his very own.

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Wiler’s mighty fist has secured him many wins in the past, and he hopes to continue that tradition in this tournament. A military warrior, Wiler prefers duking it out under the harsh elements of the Amazon. The rain makes for a cool atmospheric effect.

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Shrouded in mystery, RAIMA is a fighting robot and one of the fastest combatants in the tourney. The lab where his fights are held is rumored to be the same place in which he was constructed.

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What’s a fighting game without a lovely backdrop overlooking a pretty city at night? Min Min, a Chinese female fighter with kick-based attacks, likes to pummel overly cocky punks when she’s not busy sampling the latest trendy restaurant or taking in the night life.

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Looking more like he belongs in the Primal Rage universe, Uruka is a hulking and feral freak. I’m a sucker for a quirky fighting game roster and SD Hiryu no Ken definitely has exactly just that. His background is admittedly a bit dull, but I dig the flamingos.

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Syoryu is faster than a bullet and combines traditional martial arts with Lucha Libre. Rey Mysterio would be proud!

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Reserved outside of battle, Yuuka turns into a savage once the bell rings. A master of Daitō-ryū Aiki-jūjutsu, Yuuka likes to create whirlwinds to toss her foes.

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Powers, surprisingly, owns the highest total star rating. Clocking in at an impressive 17 total stars, he is the strongest, toughest and best thrower in the game. Talk about a Hulk Hogan-esque push! The Ultimate Warrior, anyone?

COOL FEATURES

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Rather than always blocking, pressing R allows you to briefly side step and avoid potential attacks. Good stuff.

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Pressing forward and R when close to an opponent allows you to go around them and strike them from behind. Both of these features add extra depth to the game and definitely puts a new twist on an old formula. Really keeps you on your toes!

MISCELLANEOUS

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OUCH… that’s gonna leave a mark.

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Dashing backwards can help you avoid getting punctured by Quaker’s vicious scythe. Tetsuo, on the other hand, wasn’t so lucky.

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Dashing forward is also possible. See the different costume colors for Wiler there? You can actually select from 8 (!) different colors for each fighter. I always loved it when fighting games from that era had that as an option.

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Monsters and muscle-bound maniacs battling feisty females? Sounds like another taping of Lucha Undergound!

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Endless barrage of fireballs await.

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Alongside belly flops both big and small!

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There’s something classic and pure about seeing that Fight label flash across the screen right before two combatants duel to the death.

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Special moves definitely look cool, but the control isn’t the best.

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Seriously, marvel at how badass they are! Such a shame about the unresponsive control, then…

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Roseman thinks he’s so cool, but he’s about to get lit up right under Big Ben!

Gawd damn I'm so cool...
GAWD DAMN I’M SO COOL
That's one hell of a neat party trick, bro
That’s one hell of a party trick, bro

SAY WHAT NOW?!

Was Sega inspired by Tetsuo?
Was Sega inspired by Tetsuo?
Toru Kurosawa from Last Bronx. Hmmm
Toru Kurosawa from Last Bronx. Hmmm
Its even got the bridge...
It’s even got the bridge…
Ah, bless the 90s
Ah, bless the ’90s
Kurosawa and Tetsuo could be brothers at the very least
Kurosawa and Tetsuo could be brothers at the very least

Sega AM3 most likely wasn’t inspired by Tetsuo, but the similarities are fun to note nonetheless. Speaking of fun, Tetsuo has the greatest death cry in fighting game history. Whenever he loses a round, he actually yells “FUCK FUCK fuck!” Don’t believe me? Watch the clip below and tell me you don’t hear him dropping the F-Bomb three consecutive times :P

Or maybe that’s just his reaction to never receiving any royalty checks from Last Bronx.

FUCK indeed
FUCK indeed

CLOSING THOUGHTS

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12 years is a long time to be curious about a video game you saw in passing as a kid. I couldn’t wait to finally play this game after a dozen long years wondering if it was as good as my 10 year old self imagined. Sadly, SD Hiryu no Ken goes down for me as a massive disappointment. It looks great, sure, but not as much when you see it in motion. The frames of animation are a bit lacking and choppy. This is a big no no for a fighting game. Worse yet, the control is leaning toward the unresponsive side, with simple commands such as D, DF, F being way harder than it ought to be. This really spoils the experience.

Oh, what could have been
Oh, what could have been

Sure, the game has got a ton of cool looking special moves, but what good are they if you can’t accurately rely on producing them on a whim? The jumping also feels clunky and the sound effects are lacking in oomph and impact. On paper, it looks like an excellent quirky fighting game. But somewhere in the developmental process, something went awry. Don’t get me wrong, it’s certainly not unplayable. And there are some fans who stand by this game adamantly. The 15 characters are varied and unique. The art style is also very appealing. But it just doesn’t play very well and that’s something I can’t overlook. It does play better on the higher speeds but even then, I can’t help but feel this was a major disappointment. I wanted so badly to put it on my top 50 favorite Super Famicom games list but truth be told, it just isn’t that good. If I had to rate it, I would probably give it a 6.0 or a 6.5. Maybe a 7.0 if I’m feeling super generous. By my account, this game should have been an easy 8.5 at the very least. Very disappointing, indeed.

Despite the flaws, there's still something cool about it
Despite the flaws, there’s still something cool about it

Still, something keeps me crawling back to it every once in a blue moon. A disappointment, sure, but also something of a guilty pleasure. With some tweaking and polish, SD Hiryu no Ken could have been one of the best fighting games on the SNES, especially when talking specifically about home grown fighters exclusive to the Super Nintendo. Alas, much like the canned North American release, it just wasn’t meant to be.

GIF BONUS

THE ULLLLLLLLL-TIMATE WARRIOR! -Vince McMahon
THE ULLLLLLL-TIMATE WARRIOR! -Vince McMahon
I want a donut THIS big
I said… I want a donut THIS big
Someone notify PETA
Someone notify PETA
A shocking disappointment
A shocking disappointment this game is :(

Ultra Baseball Jitsumeiban Trilogy (SFC)

Culture Brain's at it again
Culture Brain’s at it again

You might recall a somewhat obscure company (especially when compared to bigger names like Capcom and Konami) by the name of Culture Brain back in the day. They had a knack for making “quirky” games with features that were a little outside the box (to say the very least). You might remember them for the little quirky SNES game Super Baseball Simulator 1.000. Its Japanese title is Super Ultra Baseball and it was released in Japan on July 12, 1991. It graced North American shores in time for Christmas 1991 and earned itself a semi-cult following with many SNES players harboring fond memories of those early days. Well, did you know that Culture Brain released ANOTHER Super Nintendo baseball franchise but exclusively in Japan? This trilogy was known as Ultra Baseball Jitsumeiban. They share a lot in common with the Super Ultra Baseball series and I find it oddly fascinating that one little company had essentially two similar but different baseball franchises running simultaneously on the same system. It’s about as quirky as Culture Brain itself was!

SUPER BASEBALL SIMULATOR 1.000 2?

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Released on August 28, 1992, Ultra Baseball Jitsumeiban feels more like the true sequel to Super Baseball Simulator 1.000 than Super Ultra Baseball 2 does, on account of the gap being one year as opposed to three. One thing that caught my eye right away was the ability to play in the early evening time which the original game did not present. I’m a sucker for night time in my video games, and that definitely (if not especially) includes baseball.

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Sunny days are meant for baseball. But there’s also something beautiful about baseball in the early evening, and this game captures that.

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Similarities between the two are inherently apparent. I dig the improved visuals of Ultra Baseball Jitsumeiban. There’s something real clean and classy about it especially when compared side by side to the original as seen here.

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Surely you can guess which game is which. What a difference one year makes.

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Cosmetics aside, Ultra Baseball Jitsumeiban also improved on its fielding. Players control a hair smoother.

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Nothing compares to a close dramatic play at home plate!

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WHAT THE — ! Culture Brain trying to infiltrate my brain…

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Celebrate your big shot by shouting WAO! Who doesn’t?

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There’s something truly majestic about smashing the ball deep into the night. You can almost smell the fresh cut grass and hot dogs. If you look closely you can even see the ball heading for those fancy lights there.

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Admiring your handy work is all part of the fun.

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Worry not, the Ultra Plays are back.

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They’re what made the original game so popular and memorable. And just like the first game, when you activate an Ultra Play you and any base runners will flash as well. Good stuff.

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That’s definitely going to leave a mark.

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Missile Hit returns in all its glory.

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That’s not the Flash. But you sure feel like him!

CLOSING THOUGHTS

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Jitsumeiban in case you were wondering means “Real Player Version.” Culture Brain acquired the rights to use professional Japanese ball players in this trilogy, and this accounts for the major difference between this series and the Super Ultra Baseball one. Obviously there’s some Japanese text to wade through but it’s very manageable and just a really well made baseball game overall. I probably prefer Super Baseball Simulator 1.000 on account of English and nostalgia, but it’s definitely not a bad pick up if you’re so inclined.

ULTRA BASEBALL JITSUMEIBAN 2

The hi-jinx continues
The hi-jinx continues in some very charming ways

Funny story right off the bat [HAR HAR -Ed.], I bought this game back in 2006 and for a number of years was convinced it was the direct sequel to Super Baseball Simulator 1.000. After all, it was a Culture Brain baseball game with the number 2 attached at the end of it. How many bloody different baseball franchises on the same system can one company make? Well, apparently two. It came to my attention in 2008 or so that the direct sequel was Super Ultra Baseball 2. And that this game here, in fact, was Ultra Baseball Jitsumeiban 2. Yes, Culture Brain’s other baseball franchise on the Super Famicom. Confused yet? Don’t worry if you are, I sure as hell was nearly a decade ago. Who knew Culture Brain were such whores for baseball? :P They truly were the Capcom of this particular genre. So how does Ultra Baseball Jitsumeiban 2 separate itself from the crowded pack?

… IN SMALL AND BIG WAYS APPARENTLY

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WHOA! Right away you notice there are two vastly different presentational styles. The default is a cute Chibi, almost Super Deformed style. But there’s also an option to switch to more traditional, typical 16-bit looking baseball sprites.

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Honey, I Think I Shrunk The Ball Players! Call me a sucker for the small stuff but I love this! I personally prefer the Chibi style as it gives the game an even quirkier atmosphere not to mention it plays better in this mode.

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Super Deformed mode allows you to see much of the field on defense. The other mode, however, doesn’t. It makes a huge difference when you lose that MUCH real estate! Playing defense takes a huge hit because you see less.

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While it’s cool that Culture Brain threw in this mode, it honestly feels more like a throwaway than a well thought out process. Look at the fielding. You can’t see much and it really hinders play. Shame they didn’t adjust the scope because then it would truly feel like two games in one. Still, being an option, it’s hard to complain much about this. Just stick to the Chibi mode and you’ll be fine.

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These two shots above are from Super Ultra Baseball 2 (July 28, 1994). Ultra Baseball Jitsumeiban 2 only came out less than five months later on December 22, 1994. It’s easy to see Culture Brain just slapped on the sprites from Super Ultra Baseball 2 as a bonus. But look at the much more reasonable fielding in that game. Why they didn’t convert that over as well is much to the detriment of this additional mode. So it’s a nice novelty but not one with any real staying power.

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Nevertheless, I still admire that it’s even there to begin with. It kind of feels like this game Culture Brain wanted to sort of melt their two franchises together: the Super Ultra Baseball series with Ultra Baseball Jitsumeiban. While not a home run, I admire the swinging attempt, anyhow. Besides, the Ultra Plays will forever connect the two series and it’s always a welcomed sight.

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Charming, isn’t it? It’s a lot of fun to play, too.

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Baseball pitchers or Street Fighters? It’s hard to tell at times. But it’s absolutely brilliant all the same.

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There’s even sort of a quasi-EarthBound style to its visuals…

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Speaking of the Bomb special (as seen above next to EarthBound), it always cracks me up to see the ball exploding in the bleachers. Hope those fans are OK!

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ProTip: Avoid meteors whenever possible.

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Taking out multiple defenders with the Missile Hit? Priceless.

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Nervous, are we? Oh, I see why. Hey, this is baseball. Not ballet!

CLOSING THOUGHTS

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There’s something about Ultra Baseball Jitsumeiban 2 that I can’t help but love. I admire Culture Brain’s attempt to blend the two franchises together. Of the trilogy, this is the closest example to such a feat. While it isn’t perfect, you have to admire the attempt. If only they nailed it then this could have been Culture Brain’s definitive baseball game. Still, I love the default Chibi mode. It plays well and it’s the closest thing we’ll probably ever get to EarthBound Plays Baseball. If that sounds like a good thing to you then give Ultra Baseball Jitsumeiban 2 a swing.

ULTRA BASEBALL JITSUMEIBAN 3

The last of the trilogy
Ends it with a bang or a whimper?

Arriving mere days before Halloween 1995 (October 27), Ultra Baseball Jitsumeiban 3 is what you’d get if you took the previous two Jitsumeiban games and mixed them in a visual blender. It’s not quite Super Deformed as the second game but it’s not as serious looking as the first one. It’s almost as if Culture Brain settled on a balance of the two. I appreciate their efforts in making each game in this trilogy look different. At least you can’t say they just put out the same game every year like you can with some other companies, ahem…

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And look, they did it again! You get two different styles of play. The left is the default. Thankfully, the optional mode plays a little better than the previous game’s optional mode, but it’s still not the best and I recommend sticking to the default style for optimal gameplay. But more on that in a bit.

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Exclamation speech bubbles are a nice new touch. Other added details include batters taking practice swings and digging their cleats deep into the dirt. Unfortunately, while you would think added details are a good thing, perhaps not always. Extra animation leads to games taking a wee bit longer to complete. We’re not talking significantly longer, but long enough to be noticeable. It still plays extremely well but you’ll need a little more patience with this one.

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Whereas the alternative visual mode in the previous game was appealing, I have to say not so much on this one. It feels extremely generic in this visual style. Stick to the default.

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Besides, the default style plays a lot better since it gives you a better scope of real estate on defense. The alternative mode still suffers from being too closely zoomed in as it did in the previous game. It’s a little better but still not ideal.

PRO YAKYUU STAR

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Culture Brain’s true swan song on the SNES though came with 1997’s Pro Yakyuu Star. It was a standalone title that took a bulk of the graphics engine from Ultra Baseball Jitsumeiban 3 but it improved vastly on gameplay. Fielding and catching the ball never felt so smooth. Unfortunately, the trade-off is there are no Ultra Plays anywhere to be found. Still, as far as straight-laced baseball games on the SNES go, Pro Yakyuu Star is easily one of the better ones.

CLOSING THOUGHTS

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Ultra Baseball Jitsumeiban 3 is yet another solid addition to Culture Brain’s long running series of baseball games. Don’t worry, the Ultra Plays are in this game as well. However, Pro Yakyuu Star plays a lot better so my problem with this game is whenever I play it I often feel like I’m playing a lesser version of Pro Yakyuu Star, due to the similarities in graphics. As mentioned earlier, it also takes a little longer finishing one game here than it does in previous ones, due to the added animation. If I had to rank the three Jitsumeiban games I would go 2, 1, 3.

Ranking Culture Brain’s six SNES baseball games:

1. Super Baseball Simulator 1.000
2. Ultra Baseball Jitsumeiban 2
3. Pro Yakyuu Star
4. Ultra Baseball Jitsumeiban
5. Super Ultra Baseball 2
6. Ultra Baseball Jitsumeiban 3

Because I’m a nut for baseball, I own all six of these games. They’re all very good but you probably don’t need to play all six (unless you’re crazy like me). If you can only play a few, I recommend checking out the top three in my list above. Pro Yakyuu Star, being the last one released, honestly probably plays the best of them all but because it lacks Ultra Plays I have a soft spot for the earlier games and tend to prefer playing them instead. Enough yapping — there’s only one thing left to do…

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Super Ultra Baseball 2 (SFC)

It's Super Baseball Simulator 1.000 2!
Culture Brain strikes again!

Super Baseball Simulator 1.000 has something of a semi-cult following. An early first generation SNES game, it thrilled players with its engrossing customization and ridiculously fun Ultra Plays. These plays, when activated, give you certain special powers. For example, baseballs turn into floating leaves or scorching meteors. Culture Brain wasn’t shy to think (way) outside the box and they brought a certain level of fun to the genre like no one had done before. It’s a shame, then, that the sequel never saw the light of day here in North America. Released on July 28, 1994, Super Ultra Baseball 2 takes everything you loved about Super Baseball Simulator 1.000 and ups the ante.

BIGGER AND BEEFIER

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Super Baseball Simulator 1.000 looks a bit crude in places. I mean, there’s still a certain level of charm to the rudimentary graphics but no one will ever say that it’s pleasing to the eye. Super Ultra Baseball 2, on the other hand, legitimately looks like a port of an arcade baseball title! Also, new little details like the sweat beads bouncing off a nervous batter’s forehead brings a whole new sense of life to the game. Of course graphics aren’t the be-all, end-all of a video game, but it’s nice when they’re nice! Keep in mind though — the first game was released in Japan on July 12, 1991, so the sequel that came out three years later is bound to look that much better.

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Lovely little intro opens us up. You still get 18 teams to pick from, just like in the first game. And just like the first one, there are six Ultra League teams capable of utilizing the Ultra Plays.

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Select from six stadiums and then if applicable, choose how many Ultra Play points you wish to have. You can go as low as 50 or as high as infinite.

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Presentation is on point. Love the way it looks, especially when you have runners at the corners. One of the best looking SNES baseball games around!

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Those wacky and nutty Ultra Plays are back and better looking than ever.

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Tinkering with all the Ultra Plays is half the fun!

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Brings new meaning to “He’s got ELECTRIC stuff.”

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Pitchers had their fun — now it’s time for the batters. The fan favorite Missile Hit is back and still functions the same. Get the hell outta its way!

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Another fan favorite, the Bomb returns to terrorize defenders.

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Fielding and running feels a bit smoother than the original.

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Baseball players often describe being “in the zone” as seeing the ball like it’s the size of a beach ball. This must be what they’re talking about…

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Seriously, does it get any cooler than this?

BUT IS IT BETTER?

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Super Baseball Simulator 1.000 or Super Ultra Baseball 2? It really is a tough call. To answer the question of is it better… my answer would have to be yes and no. Graphically, it’s not even close (no surprise there). The fielding is a bit smoother and I’d say SUB 2 plays a bit better than its predecessor.

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However, Super Baseball Simulator 1.000 has it beat in two categories: stadium “life” and music. SUB 2 isn’t bad sounding or anything but the renditions were better in the original. Listen to the two and there’s really no comparison. By stadium “life” I mean just look at the first picture here. The first game had some quirky ballparks that added to the charm of the game, such as the field with a tiny white fence that makes hitting home runs a lot easier. Although there are still six stadiums in SUB 2, they all sort of feel the same and there are no interesting quirks with any of them, really. It feels slightly “soulless” if you get my drift. I also even miss the way the first game would zoom in after a home run.

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Summary: the first game wins in music and stadium variety. The sequel wins in graphics and gameplay. If only Culture Brain could have combined the two games it would have been the perfect baseball game.

CLOSING THOUGHTS

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You can’t go wrong with either game. If you love Super Baseball Simulator 1.000 then you’ll like this as well. It’s hard to pick but if I were forced to, as of right now I would give the slight edge to the first game. Regardless, Super Ultra Baseball 2 is a damn fine sequel that’s sure to make any fan of the first game proud. The wacky Ultra Plays make this an appealing title that even non-baseball fans can enjoy.

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Each game in this series brings different pros and cons to the table. Both complement each other well and it’s nice to own both with the choice to play whichever one you’re in the mood for. Super Ultra Baseball 2 has more of that modern flair with all the Ultra Plays you love from the original. But Super Baseball Simulator 1.000 has that classic nostalgic early first generation SNES charm to it. Both games are fun as hell and sure to entertain baseball gamers for many more summers to come. Not to mention those cold December nights where real life baseball is well into its offseason. So grab your mitt, er, SNES controller, and play ball!

"I'm too old for this SH*T!"
“I’m too old for this SHIT!”

PS- Can’t get enough of these wacky Culture Brain baseball titles? Then be sure to check out Ultra Baseball Jitsumeiban Trilogy and Pro Yakyuu Star.

Super Baseball Simulator 1.000 (SNES)

Pub & Dev: Culture Brain | December 1991 | 4 MEGS
Pub & Dev: Culture Brain | December 1991 | 4 MEGS

Every year when summer rolls along I can’t help but grow nostalgic for the 16-bit baseball games of my youth. Summer and baseball just go together, and that includes baseball video games. While I don’t recall playing Super Baseball Simulator 1.000 back in the ’90s, I do remember wondering about it and wishing I could have played it. It’s a game that has gone on to achieve something of a semi-cult status in diehard SNES circles. After playing it myself, it’s easy to see why.

HOMECOMING

Homecoming

January 26, 2006. I remember it like it was yesterday. I just got back into all things Super Nintendo (January 17, 2006) and on that Thursday night I decided to revisit my childhood town. It marked 10 years since I moved from my childhood home. 10 years. I wanted to swing by the old crib and also check out the Game Crazy inside my childhood Hollywood Video, which still stood at the time. Being less than two weeks into my SNES resurrection and having a want list of over 200 games meant there was a good chance I was going to find at least one game to add to my ever growing collection.

My childhood Hollywood Video, taken January 2006
My childhood Hollywood Video — in the flesh!

Early 2006 was a good time to get back into the SNES scene. Prices had yet to explode and real life stores like Game Crazy (a chain tucked inside Hollywood Video locations) actually carried a decent selection of SNES games. So many times as a kid my dad would take me to this very Hollywood Video location and I would browse the horror section endlessly as well as the 16-bit rentals. It was a joy to be able to pick up the various boxes to examine up close, admiring the art work on the front and reading the description on the back of the boxes. It’s a shame kids nowadays don’t get to experience that.

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That fine evening I bought Art of Fighting, Clay Fighter, Mortal Kombat II and Super Baseball Simulator 1.000. It was a perfect mix of childhood favorites and curiosities. Clay Fighter was a guilty pleasure while MK II was legit one of my favorite SNES games, period. As for Art of Fighting and Super Baseball Simulator 1.000, those were two games I always wanted to play as a kid but just never did. Now I could. Such is the beauty of retro gaming — the combination of availability and having the disposable income today that you didn’t have 20-25 years ago. It’s the closest thing to a time machine.

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Four more games crossed off the ol’ want list. Clay Fighter was free because Game Crazy used to do this Buy 2 Get 1 Free deal for older games. Early 2006 was definitely a glorious time to be buying SNES games. Alas, I digress once more. I couldn’t wait to finally play Super Baseball Simulator 1.000.

Good times
Good times

A QUICK HISTORY LESSON

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Culture Brain released Baseball Simulator 1.000, known as Choujin Ultra Baseball in Japan, to the NES in March of 1990. It stood out in a crowded genre thanks in part to its Ultra Plays. Ultra Plays give batters and pitchers different temporary power-ups, such as being able to throw a fire ball — a much faster fastball that is also capable of eliminating an opposing batter from the game if it hits them! Needless to say, it was a fun and quirky take on the sport that endeared itself to many NES gamers.

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December 1991 saw the release of Super Baseball Simulator 1.000 (known as Super Ultra Baseball in Japan). It brought over the Ultra Plays that made the NES original so memorable. While not everyone’s cup of tea, to me it stands as one of Super Nintendo’s most fun baseball games.

OPTIONS

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Select your desired options and then pick from one of 18 teams. The six teams in the Ultra League have the ability to use Ultra Plays.

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Playing with an Ultra League team gives you the choice to set how many points you want. Each Ultra Play costs a certain amount of points. You can set it as low as 50 or unlimited. Or turn it off altogether if you’re the purist type.

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There are six stadiums to pick from. I love the way the umpire looks. Gives off that “NES baseball” vibe and I mean that in the best way possible. Screw the fancy 3D models of today’s baseball games. Give me charming and cartoony sprites any day of the week!

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Zooming in because Mode 7! My personal favorite is Brown Stadium. I love the way it has those tiny little white fences tucked in there to give you a chance at hitting some “cheapie” home runs…

PLAY BALL!

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Baseball games from that era suffered a bit from weak arms. Yes, there’s a bit of that here, too. Balls will bounce in the dirt even from short distances. It’s not ideal but it’s not a game killer.

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Double plays are pretty smooth and easy to turn. A minor pet peeve: the runner disappears when he’s thrown out rather than running away. But again, just a minor gripe, really. Fielding is fairly good and that’s the most important thing.

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Sometimes you appear to be safe but you’re called OUT instead. Now that can be frustrating. But I like to think of it as the umpire made a bad call, just like you see in real life every now and again. I mean, it’s not too bad but is worth noting.

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Umpire didn’t mess up here, though. See? It’s not too bad. Too bad the game doesn’t show you the new score when a run comes in, though. Small touch but goes a long way. But you get used to it.

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Speaking of human error, if you turn errors on then that’s exactly what can happen from time to time. D’oh! It does bring an added sense of realism, though.

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Seeing a ball you hit bounce off the top of the wall is a bit of a bummer. But in this case at least you still got a chance at driving in a run. The base runner icon in this game is a bit funky. Instead of seeing it progress naturally, it only updates every halfway point or so. It’s a bit jarring the first time you see it.

ASK AND YOU SHALL RECEIVE

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Seeing a ball you hit just barely clear the fence is ultra satisfying.

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Smashing home runs never get old. Nice fake hustle there!

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Robby smacks the ball DEEP! Well OK, sort of deep. A little bit deep-ish? The center fielder gives chase to cover his teammate out in right who already has a beat on the ball…

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Actually, he doesn’t. No, the right fielder can only witness in horror and frustration as the ball innocently sails just past the little white picket fence and lands in the grass clearing in front of the big blue wall. These are the best home runs to hit. It doesn’t get any better than that!

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Gratuitous Mode 7 ensues. Quirky and endearing.

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Perhaps I spoke too soon… the mammoth MOON SHOT that leaves no doubt is the absolute best. Holy crap look how high up that one went!

ULTRA PLAYS

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Majestic home runs are nice but let’s check out the real star of the game here: ULTRA PLAYS. This one turns the ball into a leaf which floats slowly and makes it difficult for the defender to catch. Love the way the batter (and the runner too) flashes. It’s the small details!

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Looking for a power boost? Look no farther. This Ultra Play gobbles up 9 points, though.

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Super Stroke Simulator 1.000, more like.

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Brings new meaning to the term, “That player bombed…”

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Missile Hit Ultra Play represents all that is right in gaming. It’s impossible not to smile when you see this (unless it’s happening to you). God bless Culture Brain for thinking outside the box.

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Another great laugh. This game is endearing as hell!

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Pitchers wanna have fun, too! This one makes the ball disappear during its flight to home plate before reappearing at the very last second. Pretty cruel stuff…

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Think of all the great unhittable pitches of our time. Pedro Martinez’s curveball. Nolan Ryan’s fastball. Mariano Rivera’s cutter. Well, with that historical context firmly in mind, add to it the leafball. That’s right, the LEAFBALL. It’s so slow and perplexing that hitters can swing and miss SEVERAL times before it ever hits the catcher’s mitt!

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Pissed off, the batter decides to let it go. Who knows, maybe it’ll fall in for a ball. GOD DAMNIT! 35 MPH strike?! YA GOTTA BE KIDDIN’ ME, MAN!

EDIT AND SCOUT

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Super Baseball Simulator 1.000 is extremely customizable. It was a marvel back in 1991 for those who played it back then. You can adjust and alter Ultra Plays to your heart’s content.

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Construct your very own team, players and their ratings. Hell, even choose the uniform color! This was groundbreaking stuff back in 1991. And yes, I did max out a certain “Steve” there… [Only in video games -Ed.]

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Steve steps up to the plate, batting .750 with 99 HR, and launches one off his bat. Let’s see how far it goes… [Like I said, only in video games -Ed.]

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HOLY SHIT! Marvel at how far this moon shot goes.

SUPER BASEBALL SIMULATOR 1.000 2

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Unbeknownst to some, Culture Brain released a sequel only in Japan. Super Ultra Baseball 2 came out on July 28, 1994. It beefed up the visuals but kept the same quirky gameplay that made the first one so endearing. It’s a shame it never came out to North America. An English translation of SUB 2 can be found online…

SIMILAR TITLES AND RECOMMENDATIONS

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Culture Brain made many SNES baseball games in Japan only. This is Ultra Baseball Jitsumeiban. Released August 28, 1992, it plays pretty much like Super Baseball Simulator 1.000 but it features real professional Japanese baseball players. Still has all the Ultra Plays you know and love but it’s presented in a slightly less cartoonish way.

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Obsessed with pumping out baseball games much? Culture Brain was pretty much the Capcom of the baseball genre! Not five months after Super Ultra Baseball 2, Ultra Baseball Jitsumeiban 2 graced the Land of the Rising Sun on December 22, 1994. Yup, little Japanese boys and girls enjoyed themselves a merry baseball Christmas that holiday season. The biggest change? The visuals. I really like their decision to go Super Deformed. There’s something charming about a 16-bit baseball game featuring slightly deformed ball players. Kind of even has a quasi-EarthBound look, eh? Best of all, the Ultra Plays are still here.

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Arriving mere days before Halloween 1995 (October 27), Ultra Baseball Jitsumeiban 3 is what you’d get if you took the previous two games in the series and mixed them in a visual blender. It’s not quite Super Deformed as the second game and it’s not as “serious looking” as the first one. But it still has all the Ultra Plays you could want!

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Culture Brain released its final Super Famicom baseball title on January 17, 1997. Rather than go with Super Ultra Baseball 3 or Ultra Baseball Jitsumeiban 4, Pro Yakyuu Star was a standalone effort. Although the Ultra Plays were scrapped, from a technical standpoint this is Culture Brain’s best SNES baseball game. Improved fielding after all goes a long way. If you miss the Ultra Plays, you can play any of the five previous games.

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Overall, you can’t go wrong with any of these. They’re all fun and charming in their own way. On a side note, a wacky Japanese announcer is introduced in Ultra Baseball Jitsumeiban 2 and reappears from there on out. You know, just to give those games even more of a Japanese punch. There’s some Japanese text to navigate obviously, but nothing you can’t figure out. If you love Super Baseball Simulator 1.000 then you owe it to yourself to check out its direct sequel Super Ultra Baseball 2 at the very least. While you’re at it, it might be worth your while to sample Culture Brain’s other baseball offerings as well.

You baseball whores you! :D
You baseball whores you! :D

WHAT THE CRITICS SAID

Had Taco Bell for breakfast eh?
Had Taco Bell for breakfast, eh?

Super Baseball Simulator 1.000 is quite the polarizing little game. On the surface it appears to be a crude looking rudimentary baseball game. That alone makes it not everyone’s cup of tea. I’ve seen many retro gamers say that this game was “meh.” Super Play rated it 49%. I can see why someone would give this game such a low mark. But then you have a camp of retro gamers who love this game and swear by it. It’s got sort of a semi-cult following, even. And it’s easy to see why. The kooky Ultra Plays, the insane level of customization and just the overall fun. While it doesn’t come close to topping the almighty Ken Griffey Jr. Presents Major League Baseball, this is easily one of the best SNES baseball games especially if we’re talking strictly North American releases only. I get a kick out of reading stories about how much Super Baseball Simulator 1.000 meant to various people throughout the years. It’s really quite the little nostalgic number for many folks who grew up with the SNES back in the early ’90s. When so many people love a game, you know the developer did something right.

Great job, Culture Brain
Great job, Culture Brain

CLOSING THOUGHTS

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As far as 16-bit baseball games go, Super Baseball Simulator 1.000 is admittedly a bit elementary. The fielding isn’t the best. Players’ arms are way too weak. It’s got more than its fair share of blemishes. However, this is all overlooked (somewhat) because of how much damn fun it is to play. It doesn’t take itself too seriously, as evident with the Ultra Plays. Some are downright comical such as the Missile Hit which sends any poor defender who catches the ball careening hard into the outfield wall, complete with dizzy stars encircling their bruised dome. It’s ridiculous stuff like this that makes it such a joy to play. Not into Ultra Plays? Turn it off, limit it or play as one of the non-Ultra League teams. Super Baseball Simulator 1.000 is as serious or as silly as you decide to make it. That versatility goes a long way! It’s impossible not to crack a grin at some of the zany “Did that really just happen now?” moments. Few baseball games have made me smile more than this one. I only wish I played it back in the ’90s.

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The visuals are improved over the NES original obviously but they’re far from great. They’re a bit crude in places but there’s an overall charm to them that works, from the various batting stances to even the way the different stadiums are constructed. It gets the job done. The music gets really upbeat when you have a rally going and is pretty pleasant on the ears, as long as you enjoy that early ’90s baseball video game vibe. I personally do. The gameplay as I mentioned has a few rough spots but it’s perfectly functional and once you get the hang of things you’ll find your groove. The amount of options and customization along with the creativity of the Ultra Plays make this a winner. If you’re tired of baseball games that take themselves way too seriously and you’re looking for something that isn’t afraid to operate outside the box, Super Baseball Simulator 1.000 is a good bet to scratch that itch.

Graphics: 4.5
Sound: 8
Gameplay: 8.5
Longevity: 9

Overall: 8.5

Double Silver Award
Double Silver Award
Zoinks!
Zoinks!

Pro Yakyuu Star (SFC)

Culture Brain's 6th and finest baseball game
Culture Brain exits with a HR

Remember the Baseball Simulator games? The first one appeared on the 8-bit Nintendo and was developed by Culture Brain in the year 1989. Two years later, Super Baseball Simulator 1.000 was released on the Super Nintendo. It’s had something of a quasi-cult following ever since. It was a baseball game, sure, but it incorporated “magic tricks” to make the game a little spicier than your average baseball title. Pro Yakyuu Star is the sixth and final Culture Brain SNES baseball game, and I dare say it’s the finest one of the (sand)lot. Let’s take a quick history lesson though before we take a closer look at Culture Brain’s baseball swan song.

BASEBALL SIMULATOR 1.000 (Nintendo, 1989)

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Every franchise has to start somewhere. This is it. Don’t recall playing this myself (I was more into Baseball Stars 2, Base Wars and Bad News Baseball) but I recall a few friends who were fans of this game back in the day.

SUPER BASEBALL SIMULATOR 1.000 (Super Nintendo, 1991)

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Arriving during the infancy of the Super Nintendo, this developed something of a semi-cult following. It was baseball spruced up with gimmicks like magic trick pitches and the like. It brought a little extra spice to the standard baseball simulations that flooded the market at the time, so it deserves props at the very least for being different.

ULTRA BASEBALL JITSUMEIBAN (Super Famicom, 1992)

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Culture Brain launched a new baseball series with this game, which only came out for the Super Famicom. Think of it as Super Baseball Simulator 1.000 but with real Japanese ball players and improved visuals. It retains all the crazy Ultra Plays.

SUPER ULTRA BASEBALL 2 (Super Famicom, 1994)

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Super Ultra Baseball 2 is the sequel to Super Baseball Simulator 1.000. Released three years later, this is most evident by its beefed up visuals. Never thought I’d say a baseball game looks pretty but this one sure does. All your favorite Ultra Plays are back. Some Japanese to navigate through but definitely a worthy sequel.

ULTRA BASEBALL JITSUMEIBAN 2 (Super Famicom, 1994)

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Culture Brain didn’t wait even five months after Super Ultra Baseball 2 (July 28, 1994) to release Ultra Baseball Jitsumeiban 2 (December 22, 1994). I really like the super deformed route they took here. There is something charming about an old school 16-bit title featuring slightly deformed ball players. Also, Ultra Plays are still here. The best of the Jitsumeiban series.

ULTRA BASEBALL JITSUMEIBAN 3 (Super Famicom, 1995)

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Culture Brain released their fifth game in the SNES series, Ultra Baseball Jitsumeiban 3, on October 27, 1995. As you will see, it features the visuals that Culture Brain would go on to use in Pro Yakyuu Star.

PRO YAKYUU STAR (Super Famicom, 1997)

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Culture Brain took an entire year off to work on this game (no baseball titles released in 1996) and the effort shows. Although the Ultra Plays are gone, I like the feel of this game a lot. And hey, you’ll always have the five other games if you’re adamant on using Ultra Plays.

*GASP* Players can actually throw!
*gasp* Players can actually throw

One of my pet peeves with these vintage baseball games is that more times than not, outfielders can’t throw for jack squat. The ball ends up rolling to second base or bouncing several times to home plate. It completely ruins the fun of the game but thankfully in Pro Yakyuu Star these professional baseball players are actually, you know, well trained pros! Imagine that!

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Speaking of being pros, I also like the numerous nice defensive stops you can do. Take for instance this diving catch in which the defender ends up rolling around for a bit. It’s a small detail but points to the level of craftsmanship Culture Brain was able to achieve after five previous SNES baseball outings.

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Couple more defensive gems.

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Whatever you do, don’t let the ball roll to the gap. D’OH!

Wow, that wasn't even close
You only missed it by… 15 feet!

I would normally say “good job, good effort” but COME ON, MAN! You’re killing me out there. Tsk tsk…

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Other than a home run, one of my favorite sights in a baseball game is seeing the ball smacked all the way to the outfield wall. And then rounding the bases as madly as I can while watching the defenders give chase. Good stuff.

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Speaking of satisfying, how about a good old bloop single or double down the left or right field line, just barely inside the foul line? It’s a great feeling to see that white baseball find a vacant spot on that beautiful grassy outfield, just outside a defender’s reach.

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Sliding home safely just before the tag is the best.

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Swiping second base feels so good. Some baseball games don’t let you steal. Either your runner is too slow or the catcher’s arm is too strong. Culture Brain seems to have struck a fair balance here. The running game comes into play a bit more here than in other 16-bit baseball games. Hell, a fast runner can even swipe third base, which was near impossible for most games from that era.

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Rickey Henderson would be proud. After stealing second, I’m off stealing third. NO MERCY! Gotta love the cloud of dirt and dust that gets kicked up as you slide in for the steal.

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Those are some of the angriest fans I’ve ever seen!

proyakstatsproyakohno

 

 

 

 

 

Attention to detail is on point. Look at the batter digging his cleats into the soft dirt. In the other shot we see the anguish of a batter who just struck out. Somewhere Patrick Stewart is smiling.

*CRACK* "!"
*CRACK* followed by “!”

Speaking of attention to detail, I love how the pitcher sometimes will react with an exclamation mark if the ball is hit particularly hard. It doesn’t always result in a home run or even a hit, but just like in real life sometimes you hear the crack of the bat and you go uh oh.

CLOSING THOUGHTS

Take me out to the ball game...
Give it your best shot, pal

Although I like Super Ultra Baseball 2 and Ultra Baseball Jitsumeiban 2 a lot, Pro Yakyuu Star probably does play the best of the (sand)lot. However, it’s missing the wacky Ultra Plays and when it comes down to it, the gap in sheer playability is not wide enough for me to prefer playing those games instead. This was Culture Brain’s final baseball game. They were planning to release Shin Choujin Ultra Baseball and Choujin Ultra Baseball for the Game Boy Advance but that was cancelled.

Super Ultra Baseball 2
Super Ultra Baseball 2

Also of worthy note is that they chose to make Pro Yakyuu Star its own stand alone entity rather than Super Ultra Baseball 3 or Ultra Baseball Jitsumeiban 4. It’s kind of neat to see how the Baseball Simulator series started and ended here more or less. These quirky baseball games deserve a little more recognition. I hope this gives you a few new intriguing oddities to try out for yourself.

Ultra Baseball Jitsumeiban 2
Ultra Baseball Jitsumeiban 2