Pro Yakyu Spirits 3 Translation And Strategy Guide 1.0 Made By BigManZam Representing JapaneseBaseball.com 1. Beginning Menu Quick Play Strike Pitch Full Menu Trial HR Contest 2. Full Menu Maji Pennant Exhibition Spirits MVP Pennant Trial Training Management Pennant Strike Pitch VP Shop Free Pennant HR Contest Utility 3. Settings Before Game/Season 1P Condition - Very High, High, Normal, Low, Very Low, Hide, Random CPU Condition - Very High, High, Normal, Low, Very Low, Hide, Random Errors - On, Off Inuries - On, Off Replays - On, Off Cut Scenes - Normal, Limited Innings - 1, 3, 5, 9 Extra Innings - None, 12, 15 Called - None, 1-10 Runs Ball Type - Normal, Home Team's Decision, Light, Very Light, Heavy Color Commentary - Random, Pattern 1, Pattern 2, Pattern 3, Pattern 4 Notes: Light, very light, and heavy ball types can only be unlocked when you buy them in VP Shop. Pattern 1 - Batting analysis by Tao(Chunichi, Seibu, and Hanshin games) Pitching analysis by Nishizaki(Nippon Ham and Seibu Lions games) Pattern 2 - Batting analysis by Tao(Chunichi, Seibu, and Hanshin games) Pitching analysis by Miyamoto(Giants games) Pattern 3 - Batting analysis by Tatsukawa(Hiroshima games) Pitching analysis by Nishizaki(Nippon Ham and Seibu games) Pattern 4 - Batting analysis by Tatsukawa(Hiroshima games) Pitching analysis by Miyamoto(Giants games) 4. Difficulty Presets My Settings Beginner Simple Standard Pawapuro Style Pro Customize 5. Difficulty Options Simple 1. Pitch Speed - Slow, Slow+, Basic, Basic+, Middle, Middle+, Real 2. Difficulty - Very Easy, Easy, Normal, Hard, Perfect, Spirits, Custom 3. Control Type - Analog, Digital 4. Meet Cursor - Normal, Area, Lock-On, Zone 5. Runner Style - Manual, Assist, Auto 6. Defense Style - Manual, Assist, Auto 7. Throw Type - Standard, X + Direction Notes: + style pitch speeds need to be bought in VP Shop, and the same goes for Spirits level difficulty. Difficulty 1. Pitch Speed - Slow, Slow+, Basic, Basic+, Middle, Middle+, Real 2. CPU Level - Very Easy, Easy, Normal, Hard, Perfect, Spirits, Custom 3. CPU Pitching - Very Easy, Easy, Normal, Hard, Perfect, Spirits 4. CPU Batting - Very Easy, Easy, Normal, Hard, Perfect, Spirits 5. CPU Running - Very Easy, Easy, Normal, Hard, Perfect, Spirits 6. CPU Defense - Very Easy, Easy, Normal, Hard, Perfect, Spirits Camera 1. Pitching - TV Default, TV Alternate, Batting Default, Batting Alternate 2. Defense - Normal, Normal Wide, Reverse 3. Batting - Batting Default, Batting Alternate, TV Default, TV Alternate 4. Running - Normal, Normal Wide, Reverse 5. Camera Control Up/Down - Normal, Reverse 6. Camera Control Left/Right - Normal, Reverse Notes: Camera control is used for when playing with a single player on defense in MVP Pennant or Field Play. Use the right analog stick to look around you. Controller 1. Type - Analog, Digital 2. Rumble - Off, On Batting 1. Meet Cursor - Normal, Area, Lock-On, Zone 2. Batting Point - Normal, Real Support, Easy, Real 3. Strike Zone - Show All, Only Weak/Strong Points, Off 4. CPU Pitch Cursor - On, Only Release, Off Notes: Real batting/pitching point is a new system for Pro Yakyu Spirits in which the ball moves just like in real baseball. This means that submarine fastballs will rise up, sliders will move down, etc. Pitching 1. Pitch Style - Direct, Auto 2. Pitch Button - X, Triangle 3. Pitch Cursor - On, Release Timing Only, Off 4. Pitch Display - Pitch Type And Info, None, Pitch Type 5. Pitch Point - Normal, Real Support, Easy, Real, Off 6. Pitch Form - Real, Quick 7. Catcher Throw Back - On, Off Notes: Direct pitching is the distinct Pro Yakyu Spirits kind of pitching in which you have to time your release to get good pitches. Auto style doesn't involve the release timing, and so it's more like Pawapuro. Quick pitching forms are all out of the set position, and it's included for impatient people who just want to play a game as fast as possible. Running 1. Runner Control - Manual, Assist, Auto 2. Start - Assist, Basic, Manual Notes: A big problem in past baseball games is lining out quickly to an infielder, only to have yourself caught in a double play. Most human minds can't react fast enough to get back to base, and most of the time, the jump a runner gets makes it impossible to get back in time. PYS3 introduces a new assist running system in which the computer will judge whether or not you should take off or not. This greatly decreases the number of times you'll be caught off base. Of course, this also means the runners will be cautious, so you'll still have to sometimes decide whether or not a defender can get to a ball or not. Defense 1. Defense Type - Manual, Assist, Auto 2. Throw Type - Normal, X + Direction 3. Formation - Standard, Basic, Pro 4. Flyball Cursor - On, Off 5. Fielder Cursor - Under Feet, Over Head, Name Only, None 6. Cursor Change - Manual, Semi-Auto, Auto Notes: Formations here means the strategy the defense will use when backing up a play. I don't know the distinct differences, but I know what happens in Pro level. On Pro, the catcher will run behind first base on a routine throw, just in case something happens. You'll also see players back each other up in case of errors on fly balls. Strategy 1. Managing - Manual, Auto 2. Defensive Shift - Auto, Assist, Manual 3. Block Sign - Guide, Sign Only, Off Presentation 1. In-Game Display - Normal, Minimal 2. Display Attributes - On, Off 3. Button Guide - On, Off Notes: Setting In-Game Display to minimal will eliminate almost everything but the score and batter's name/stats. 6. VP Shop Japan Ballpark #1 USA Stadium(Yankee Stadium) Japan Ballpark #2 Japan Ballpark #3 Spirits Level Difficulty + Level Pitch Speeds Always Climax Light Ball Very Light Ball Heavy Ball Sprits Mode Partner From Other Teams Original Spirits Mode Partner Original Spirits Mode Partner Challenge Maji Pennant Charisma Boost Original Player Opening Movie Other unlockable categories include uniforms, managers, coaches, and background images for the start screen. Notes: From what I've seen, Always Climax makes it so games are close. This is a pointless mode for me, though, because it dramatically increases hits and double plays for both teams. It's not very realistic at all, so I'd refrain from unlocking it. It also seems to mess with CPU pitching, because the minute I took it off, the opponent was giving up walks and a couple wild pitches. 7. Batting Order Screen Order Bench ---- ------ | | | | | | | | | | ------ | | | | ---- Off ------ | | ------ Top Buttons - Confirm, Farm Position Players, Farm Pitchers, Reset Status 1. Green Cross - Light Injury 2. Red Cross - Bad Injury 3. Resting 4. Hidden Notes: Players with light injuries can still play, but their skills will be greatly diminished. Players with bad injuries can't play at all, and depending on how long he'll be out, it'd probably be best to send him down to the farm. Hidden status is only there when you choose to not see player conditions in options. 8. Pitcher Screen See those little arrows on the pitchers attribute/stat screens? Here is what they mean. The first letter is the grade of that particular pitch's skill level. For instance, Kudoh of the Giants has a legendary curveball, so that'll be a very high level. If a player is just experimenting with a pitch, like a screwball that the pitcher rarely uses in real life, it'll be very low grade. The higher the skill level of that pitch, the less likely it is to be hit. The second letter to the right of that is that pitch's control level. The better the control, the more that pitch goes where you want it to go, even if you miss timing the release by a little. An example of a pitcher with great control, but not really great stuff is Komiyama of the Marines. His control is some of the best in Japan, but he still gets lit up from time to time. Moving on, to the right of the control grade is the break of the pitch. Uehara of the Giants has a great fork, so that pitch will really drop down for him. He likes to vary that fork sometimes, since it's his main weapon. That's why he actually has 3 different kinds of forks in his arsenal. Each one has a different kind of breaking action. Continuing on with the pitching screen, take a look at the blue bars on the next page. This is the stamina gauge. The dark blue represents how much stamina your pitcher has as a reliever. The light blue indicates how much stamina he has as a starter. Some pitchers have way better stamina than others when they start. 9. Batter Screen Let's take a look at the first screen when you highlight a batter in the batting order or bench. Vs. Righties Vs. Lefties Power Batting Speed Those are the basic skills the game gives you when you see that screen with all the positions the player can field. On the next screen is... Arch Vs. Righties Vs. Lefties Power Speed Throwing Accuracy Catching Arm Strength Then on the next screen... Energy Used Endurance Games Played Batting Average Homeruns RBIs Stolen Bases Notes: Power Batting on the first screen is actually a combination of the arch you put on the ball and the raw power you have. Also, having good speed is critical to getting good jumps off the ball on defense. A guy who can cover a ton of ground, like Fukudome, is very important to keeping balls from hitting the gaps. 10. Pause Menu(Batting) 1. Play 2. Pinch Hit 3. Pinch Run 4. Data 5. User Settings 6. Match Settings 7. Sound 8. Quit Pinch Hit Vs. Righties, Vs. Lefties, Power, Pinch Hit Ability Notes: Guys who have pinch hitting ability are rare, but their mental strength in a pinch hit situation is reflected in how successful they are in getting hits. Their meet cursors will be substantially bigger than the average hitter. Pinch Run Speed, Base Stealing Ability, Base Running Ability Notes: Base stealing level 2 is better than nothing, but it's still not amazing. You should not try to get 40 stolen bases with a guy like that. You'll kill potential rallies. The higher the base stealing level, the less likely that player will be thrown out. Base running ability helps a runner go around the bases at a smoother pace than normal. 11. Pause Menu(Pitching) 1. Play 2. Relief 3. Defensive Substitution 4. Data 5. User Settings 6. Match Settings 7. Sound 8. Quit Relief Confirm, Defensive Sub, Pitcher Data, Cancel Defensive Substitution Confirm, Relief, Pitcher Data, Cancel Pitcher Data Innings Pitched Batters Faced Pitches Thrown Hits Given Up Strike Outs Walks Runs Allowed Earned Runs Wild Pitches Homeruns Batter Data RBIs Runs Stolen Bases Errors 12. Sound Settings Normal, Custom, Stadium, Dynamic, Field 1. Commentary 2. BGM, Stadium Announcers 3. Fan Chants 4. Random Crowd Voices 5. Sound Type - Stereo, Mono, Dolby Pro Logic II 13. In Game Controls(Offense) Left analog stick - Move batting cursor R3 - Change camera angle Select - Look at past at bats Start - Pause L2 - Block Sign Menu R1 - Power batting R2 - Bunt X - Pull batting O - Slap hitting Notes: Use X when the pitch is inside and O when it's outside. Also, it's important to utilize Block Sign to create runs. The best approach to batting is to keep power batting on until 2 strikes, then switch to contact. If you have 2 outs, and nobody is in scoring position, go ahead and hit for power the whole time. 14. In Game Controls(Pitching/Defense) Left analog stick - Move pitching cursor R3 - Change camera angle Select - Look at past at bats Start - Pause L1 - Defensive Shift Menu L2 - Block Sign Menu R1 - Alternate Pitch Selection X - Pitch Hold X - Full Power Pitching Square, Triangle, and O - Check Runners Notes: On higher difficulty levels, it's important to mix balls with strikes in an efficient and random manner. Sometimes you need to be careful and sometimes you need to go right at batters. A mix of both is usually the best way to go. When pitching outside of the strike zone or right on the corners, use regular pitches. If you feel like you really need to throw a strike, hold X until the cursor becomes red. This is the new full power pitching, and it makes your pitches just a bit tougher to hit. If you don't do this, you WILL give up many hits on anything higher than Hard level. Don't get sloppy, though, because you can still give up hits if you go too far into the strike zone. You can also miss your timings and give up walks. 15. Block Sign System Batting Triangle - Hit and Run R2 - Bunt R2 + Triangle - Squeeze Down + Square - Go On Grounder Notes: If you're going to get any runs, you'll need this system. Moving runners over is crucial if you're going to take advantage of opposing pitchers. Be true to Japanese baseball and score those runners as often as possible, even if you don't get a hit. Pitching Up + Up - Intentional Walk Up - Pitch Out R2 - Bunt Press 16. Defensive Shifts Standard Fast Runner Slap Hitter Bloop Hitter Pull Hitter Power Hitter Infield shifts only occur when a runner gets on. Standard Double Play Bunt - Standard and Power Hitter Outfield Press - Standard and Power Hitter Outfield With two runners on, you can bring the outfield in. With bases loaded, these are your options. Standard, Double Play, Up The Middle, Everyone In, Outfield In 17. Free Pennant Schedule - Full or Limited CPU Trade - Free, Only Trades With You, None CPU Gaijin - Yes, No Rain Cancellation - Yes, No Control - Team, Single Player Preseason Roster Moves Draft Free Agents Try Outs Camp Camp(Pitcher) Opening Day Condition Increase Convert To Starter Convert To Reliever Camp(Position Player) Opening Day Condition Increase Convert To 1B, 2B, 3B, SS, LF, CF, RF Pitcher Rotation Day Off, Starter(Red), Reliever(Green) Main Menu 1. To Match 2. Schedule 3. Manage - Roster, Player Numbers, Names, Original Gaijin, Trade, Release 4. Roster Change 5. Player Evaluation 6. Statistics 7. Settings - Pennant, Match, User 8. Save and Quit Copyright 2006 JapaneseBaseball.com