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Namachuukei 68: Difference between revisions

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As the game’s title, ''Live Broadcast'', might indicate, the game is themed around what a baseball TV broadcast looks like. The team select screens are crafted to look like the TV guide column of a newspaper. Each game ends with a Japanese TV-style note about the sponsors of the program followed by an incredibly slick postgame show. And players are realistic sizes and shapes, whereas most Japanese baseball video games have player models with cartoon proportions.
As the game’s title, ''Live Broadcast'', might indicate, the game is themed around what a baseball TV broadcast looks like. The team select screens are crafted to look like the TV guide column of a newspaper. Each game ends with a Japanese TV-style note about the sponsors of the program followed by an incredibly slick postgame show. And players are realistic sizes and shapes, whereas most Japanese baseball video games have player models with cartoon proportions.


''Namachuukei 68'' is also the first game (to my knowledge) to use a cursor for the hitting side of gameplay. With this mechanic, players move a target representing their swing path around the strike zone, trying to match it to where the pitch is going to be. ''Namachuukei 68'' came out in 1991, years and years before a cursor would become the predominant hitting mechanic in baseball games. ''Jikkyou Powerful Pro Yakyuu'', also developed by Konami, would use this mechanic starting three years later, in 1994.
''Namachuukei 68'' is also the first game to use a PCI cursor for the hitting side of gameplay. With this mechanic, players move a target representing their swing path around the strike zone, trying to match it to where the pitch is going to be. ''Namachuukei 68'' came out in 1991, years and years before a cursor would become the predominant hitting mechanic in baseball games. ''Jikkyou Powerful Pro Yakyuu'', also developed by Konami, would use this mechanic starting three years later, in 1994.


== Roster ==
== Roster ==