GETTING STARTED
1. Set up your Sega Genesis 32X System as described in its instruction manual.
2. Make sure the power is off, then insert your RBI Baseball '95 cartridge into the Genesis 32X Console.
3. Turn the power switch on. In a few moments the title screen appears.
4. Press the Start Button on the Genesis Control Pad to advance past the title sequence and begin play.
5. If the title screen doesn't appear, turn the power switch off. Make sure your system is set up correctly and the cartridge is properly inserted. Then turn the power switch on.
Important
Always make sure the power switch is turned off when inserting or removing your cartridge.
HANDLING YOUR SEGA 32X CARTRIDGE
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The Sega Genesis 32X Cartridge is intended for use exclusively with the SEGA™ 32X™ SYSTEM.
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Do not bend it, crush it, or submerge it in liquids.
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Do not leave it in direct sunlight or near a radiator or other source of heat.
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Be sure to take an occasional recess during extended play, to rest yourself and the Sega Cartridge.
Warning to owners of projection televisions
Still pictures or images may cause permanent picture-tube damage or mark the phosphor of the CRT. Avoid repeated or extended use of video games on large screen projection televisions.
AT THE PLATE
TO ADJUST BATTER STANCE
Move the Directional Pad (D-Pad) LEFT or RIGHT.
TO SWING THE BAT
Press and hold the A Button for a complete swing. You will get a "check swing" if you let go of the A Button before the bat crosses the plate.
Press UP and the A Button to swing up, or press DOWN and the A Button to swing low. Swinging low tends to drive the ball upward for homers and fly balls.
TO BUNT
Press C Button. Press the C Button again to return the bat to the ready position.
BASE RUNNING
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UP – Runner advances/returns to second base
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RIGHT – Runner returns to first base
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LEFT – Runner advances/returns to third base
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DOWN – Runner advances/returns to home plate
TO ADVANCE TO NEXT BASE
Choose your destination with the D-Pad and press the B Button.
TO RETURN TO PREVIOUS BASE
Choose your destination with the D-Pad and press the C Button.
TO TAKE AN EXTRA LEAD
Your base runner automatically takes a small lead. To take an extra lead, before the pitcher starts his wind-up, hold the D-Pad in the direction of the base you wish to move toward and tap the B Button. The runner will take his lead.
Be careful, though, the pitcher will have his eye on you. If he throws to first, you may be picked off first base or get caught in a run down.
TO CANCEL AN EXTRA LEAD
Press the D-Pad toward the base you wish to return to, and press the B Button.
TO STEAL A BASE
As the Pitcher begins his wind-up, press and hold the D-Pad in the direction of the base you wish to run to, then press the B Button. When the ball is pitched, your runner will then take off to the next base.
But keep an eye on the pitcher. He may throw to first and attempt to pick you off.
ON THE MOUND
TO POSITION PITCHER ON THE MOUND
Press the D-Pad LEFT or RIGHT to the desired location.
TO THROW A NORMAL SPEED, STRAIGHT PITCH
Do not press the D-Pad in any direction, just press the A Button.
TO THROW A SINKER OR SLOW PITCH
Press and hold the D-Pad UP. Then press the A Button. Make sure you release the D-Pad UP Button before the pitch is thrown if you don't want a sinker ball.
TO THROW A FASTBALL
Press the D-Pad DOWN. Then press the A Button. Make sure you release the D-Pad DOWN Button before the pitch is thrown.
TO PUT SOME SERIOUS MOVEMENT ON THE BALL
Move the D-Pad UP, DOWN, LEFT, or RIGHT after pitch is thrown.
TO ATTEMPT A PICK OFF
Using the D-Pad, select the base you wish to throw to and press the B Button. If you press the B Button only, the pitcher will hold the ball and bluff the runner.
TO THROW A SPITBALL
Hold down the C Button, and press the A Button. A Spitball looks like a normal pitch, but it drops just before it crosses the plate.
The Spitball is considered an illegal pitch and should only be used in critical situations. The pitch will not always drop, so be ready to field the ball.
The first time a pitcher is caught throwing the Spitball, he receives a warning. The second time he is caught, he will be thrown out of the game. The pitch is considered a Ball if the pitcher is warned or ejected.
TO ATTEMPT A PITCHOUT
Move the pitcher to the side of the mound, continue to hold the D-Pad in that direction, hold down the C Button, then press the A Button to pitch.
A pitch-out is the same speed as a fast ball, but will only use the stamina of a normal speed pitch. If you attempt a pitchout, the catcher will automatically throw the ball to the base the lead runner is trying to steal