********* Welcome to Project 64! http://project64.c64.org The goal of Project 64 is to preserve Commodore 64 related documents in electronic text format that might otherwise cease to exist with the rapid advancement of computer technology and declining interest in 8- bit computers on the part of the general population. If you would like to help by converting C64 related hardcopy documents to electronic texts please contact the manager of Project 64. Extensive efforts were made to preserve the contents of the original document. However, certain portions, such as diagrams, program listings, and indexes may have been either altered or sacrificed due to the limitations of plain vanilla text. Diagrams may have been eliminated where ASCII-art was not feasible. Program listings may be missing display codes where substitutions were not possible. Tables of contents and indexes may have been changed from page number references to section number references. Please accept our apologies for these limitations, alterations, and possible omissions. Document names are limited to the 8.3 file convention of DOS. The first characters of the file name are an abbreviation of the original document name. The version number of the etext follows next. After that a letter may appear to indicate the particular source of the document. Finally, the document is given a .TXT extension. The author(s) of the original document and members of Project 64 make no representations about the accuracy or suitability of this material for any purpose. This etext is provided "as-is". Please refer to the warrantee of the original document, if any, that may included in this etext. No other warrantees, express or implied, are made to you as to the etext or any medium it may be on. Neither the author(s) nor the members of Project 64 will assume liability for damages either from the direct or indirect use of this etext or from the distribution of or modification to this etext. Therefore if you read this document or use the information herein you do so at your own risk. ********* The Project 64 etext of RBI 2 Baseball Converted to etext by Neil Tomlinson. ********* RBI 2 BASEBALL -------------- RBI BASEBALL simulates real baseball. Most of the rules and strategies of the real game apply - you must pitch, bat, run and substitute players well to achieve success. There are three ways in which the fielding side can put out a batter or a runner: 1. By causing the batter to fail to hit the ball with three strikes (the catcher must catch these balls). 2. By catching the ball hit by the batter before it bounces. 3. By a fielder touching a runner with the ball before he gets to a base. Any three of these put out the batting side. LOADING ------- Press the SHIFT key and the RUN/STOP key simultaneously. CONTROLS -------- Follow on-screen instructions for keyboard or use joystick. C64 - PLAYER 1 PLAYER 2 Run/Stop - Time Out Run/Stop - Time Out Commodore Key - Bunt Commodore Key - Bunt JOYSTICK PORT 2 JOYSTICK PORT 1 Button 1 - Fire button Button 1 - Fire button Button 2 - Left Shift Button 2 - Right Shift TEAM SELECTION -------------- Select ONE or TWO player version, then select teams from American or National League. Move the cursor to select the team from the conference of your choice. Players must then pick the starter for pitching and the batting order. You may use up to 5 pitchers per game - 1 starter and 4 relievers or 2 starters. Starting Line-Up Selection: Move the cursor with the joystick/keyboard. Press button 1 to change players, button 2 to accept current line-up. HOW TO START PLAY ----------------- Press button 1 1P - Play against the computer 2P - Competitive play Watch - Computer vs. Computer (Demo Mode) Options - To select options OFFENSE CONTROLS ---------------- At Bat: Move the batter's position in the batter's box using the joystick/keyboard. Button 1: Batter swings bat. Press and hold for a complete swing. To bunt, press and release quickly. BASE RUNNING Up - Runner advances from/returns to second base Down - Runner advances to home plate. Left - Runner advances from/returns to third base. Right - Runner returns to first base. Button 1 - Select base runner and press button 1 to make him advance to the next base. Once he is between bases you can make him retrun by selecting the base he came from and pressing button 1. DEFENSE CONTROLS ---------------- PITCHING Up - Slowball Down - Fastball Left - Curveball left Right - Curveball right No Direction - Normal speed pitch Button 1 - pitches the ball - press and hold then press up, down, left or right to select pitch type. Release button 1 to throw the pitch. Button 2 - will pick off a base runner attempting to edge off the base. Choose which base the pitcher throws to by moving the cursor and pressing button 2. FIELDING Up - Move fielder up/select second base Down - Move fielder down/select home plate Left - Move fielder left/select third base Right - Move fielder right/select first base * After the ball is hit, you may run, dive and jump for the ball. Press BUTTON 1 when the ball is near you, press LEFT OR RIGHT to control the direction of the dive. Press BUTTON 1 to throw the ball to the base you have selected. If no base is selected, the ball will be thrown to the pitcher on the mound. IF YOU WANT TO SUBSTITUTE A PITCHER press CAPS SHIFT C and follow prompts. Pause = CAPS SHIFT P, any other key unpauses Quit = CAPS SHIFT Q Pitch Screen: If you are fielding, watch the fielder scanner (bottom left of screen) to see your closest fielder to the ball. If you have just batted, any runners you have will run automatically on to the next base. However, they will stop if the ball is too close for them to run safely. If you want them to run on anyway, press FIRE and then LEFT, RIGHT or UP for any base you wish a runner to carry on running from. Hints & Tips ------------ * Learn to 'steal' bases - get your runners going once the ball has been pitched. * Remember a caught ball means every runner has to tag base before running on. © Tengen. The Hit Squad P.O. Box 350 Manchester M60 2LX