Introduction
MVP Baseball 2005 Features
Controls
Game Modes
Player Positions
Hitting
Pitching
Team Ranks & Rivals
Team Dynasty Goals
Team Stadiums
MVP Points Checklist
Unlockables
Frequently Asked Questions (FAQs)
Appendices
Jukebox
Cheats
Links
Revision History
Final Words...
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Introduction
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There is just something about Baseball that has kept Americans interested
in baseball for oh so many years. I'm not sure if it's the players, the
home runs, the bottom of the 9th suspense, or the fields the players play
on. Whatever it is, it's kept me watching baseball for several years, and
there's no signs of me stopping.
MVP Baseball has been around for several years now, but its future is unclear
at the moment because of a series of exclusive contracts game manufacturers
have made with the major sports organizations. This will be the last baseball
game from EA Sports in the series, unless they go either with some sort of
fictional league (and players) or go the college route. To the best of my
knowledge, no one has made a college baseball game before; this could be a
great thing for EA Sports to try given their experience with other collegiate
sports titles.
Most of the FAQs I've written have been for Strategy titles, this is the first
Sports game I've written for (if you exclude Wrestling), so it's going to be
a challenge. If you have anything you'd like to contribute, big or small,
don't hesitate to send me an email. There is a lot to include in this FAQ,
and I could certainly use the help.
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MVP Baseball 2005 Features
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Own the Plate
Change your position in the box to adjust to where the pitcher is working
you, or keep the defense honest with a bunt for a hit.
Precision Pitching
Paint the corners or send a message with the new Precision Pitch Meter, or
catch runners napping with unparalleled pickoff control.
Enhanced Big Play Control
Make an underhand toss to the pitcher as he sprints to cover first, slide
around a tag at home, and make user-controlled stretches and dives. While
leading off base, exercise your reflexes by beating pickoff throws with the
all-new manual leadoff control.
Build an Empire
Control every aspect of your organization in all-new Owner Mode. Create your
line-up based on player progression during Spring Training, or help build
player attributes by competing in a variety of mini-games.
All-New Create Ballpark
In Owner Mode, build a pitcher’s paradise or a hitter’s dream. Will you
spend your earnings to upgrade your ballpark or to sign that key free agent
who could bring you a championship?
Expanded Minor Leagues
Advanced Single A squads and additional stadiums have been added to round
out the list of teams available in the minor league system.
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Controls
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Before playing MVP Baseball 2005, get familiarized with the controls in
the game.
Batting
Swing X Button
Bunt R3 Button (Hold)
Move in the Batter's Box L2 Button + Left Analog Stick
(Left or Right)
Charge Mound after being hit /\ Button
Baserunning
Control Runner at First Base O Button
Control Runner at Second Base /\ Button
Control Runner at Third Base [] Button
Steal After selecting the runner,
press the D-button toward the
base you're trying to steal
L1 Button Advances All Runners
R1 Button Retreats All Runners
Quickly Return to a Base during a Pickoff Right Analog Stick
Head-first Slide/Railroad the Catcher Right Analog Stick Up
Head-first Slide to the Left side of base Right Analog Stick Up/Left
Head-first Slide to the Right side of base Right Analog Stick Up/Right
Pop-up Slide Right Analog Stick Down
Hook Slide to the Right side of base Right Analog Stick Down/Right
Hook Slide to the Left side of base Right Analog Stick Down/Left
Defense
Choose pitch location Left Analog Stick
Throw a pitch X, O, /\, [], or R1 Button
Quick Pickoff attempt L1 Button + O, /\, or [] Button
Normal Pickoff attempt L2 Button + O, /\, or [] Button
Pitchout L1 Button + X Button
Intentional Walk L1 Button + R3 Button
Intentionally Hit Batter L1 Button + L3 Button
Choose Infield/Outfield Alignment R2 Button (Hold) + use D-Pad to
choose
View Pitch History L3 Button + L1 Button or R1
Button to toggle at bats
View Bullpen/Dugout Menu R2 Button (Hold) + use D-Pad to
toggle between bullpens/dugouts
Move Fielder Left Analog Stick
Change Fielders L1 Button
Dive/Stretch for ball Right Analog Stick Left or
Right toward the ball
Climb Wall/Jump for Ball Right Analog Stick Up
Make a Sliding Catch Right Analog Stick Down
Throw to Home X Button
Throw to First Base O Button
Throw to Second Base /\ Button
Throw to Third Base [] Button
Throw to Cut-Off Man/Relay Throw R2 Button
Special
Manager Arguments /\ Button during Auto-Replay
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Game Modes
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MVP Baseball 2005 has more than just one or two different game modes. Below
you will find a brief description as to what you can expect to find while in
that part of the game.
PLAY NOW
This will give you the opportunity for a quick game of baseball. You don't
get the option to choose which stadium you play in, however.
EXHIBITION
Very much the same as Play Now, but you get the option of choosing the
stadium you're going to be playing in. As close to a regular season game
as you can get without actually being in one.
DYNASTY MODE
You take control of a MLB Organization and play for several years. You're
judged against a series of one- and three-year goals. Every milestone you
achieve increases your manager rating. This is very similar to the Owner
Mode, minus the money aspect for the most part.
OWNER MODE
Build a park, set ticket prices, and manage the financial aspect of your
club. Add all of that to Dynasty Mode, and you get the "NEW" Owner Mode.
MVP ONLINE
Play online against friends or strangers. You will need access to the
Internet, and depending on which game system, a modem of some kind is
required. (ie. PS2 requires the PS2 Online Adapter from Sony).
MINI GAMES
Perfect your batting and hitting skills in these three mini games.
HOME RUN SHOWDOWN
Pick a couple of mashers, choose a cumulative distance, and swing for the
bleachers. The first player to hit the total distance target wins.
MANAGER MODE
You control the game strategy, while leaving the on-the-field execution to
the players in this single-player mode.
SCENARIO EDITOR
Two outs, bottom of the ninth- create any scenario and play it out to see
how you do.
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Player Positions
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There are a number of positions for players to play at. If you aren't at
all familiar with baseball, this section will give you a much better idea
of who does what on the field.
Pitcher (P) - Charged with delivering the ball to the plate in a manner
difficult for a batter to hit. Good throwing speed is good indication of
a pitcher, but accuracy is more important. They should be tough, smart,
and retain their composure when faced with a challenging situation. Will
be required to 'cover' home plate on a short pop fly or foul when there
are runners on third.
Catcher (C) - Generally the team leader while on the field since they
are the only player facing all the other players. The catcher will: track
the count on the batter; track the number of outs; remind fielders of
their position on the field; back up 1st base on every infield play; and
generally spend most of the time getting up and down from the squat
position. Makes my calves hurt just thinking about it! This player should
be your most rugged and quickest thinking individual.
First Base (1B) - The perfect place for a 'lefty' who can catch the ball
well. Balls will be bouncing in, flying in, on target and off target, so
their primary responsibility will be to catch and/or stop the ball.
Strength and size are also strong determining factors. Strong concentration
skills will also be a necessity, as they will potentially be involved in
every play.
Second Base (2B) - Size and stature are of little importance. Speed,
quickness and good fielding will be the determining factors. Must be able
to 'think-ahead' when there are base runners, I.e. "If the ball is hit to
me, I will touch second base, or tag the runner, and then throw to first".
Third Base (3B) - This player should have excellent forward and lateral
speed, as most balls hit at them will be short, and/or to the players'
left. They should be able to throw the ball on a dead-run and be able
to field the ball barehanded. They are the furthest from first, so a
strong throwing arm is required.
Shortstop (SS) - This player has more ground to cover than any other
player does and must be fast, quick, agile and have a strong throwing
arm. The shortstop will potentially field more ground balls, in more
off-balance positions, than any other player. Being able to 'think-ahead'
is required for this position as well. This position will backup the
second baseman on any throws to second.
Left Fielder (LF) - Of all outfield positions, this player should have
the weakest arm, as they do not generally throw the ball as far. They
still require good fielding and catching skills and backup third on
pick-off attempts from the catcher or pitcher.
Center Fielder (CF) - This will be the player that has the best
combination of speed and throwing distance. Like shortstop, they cover
more 'grass' than any other player and, most likely, will catch the most
fly balls. They must backup second on all bunts and throws from the
catcher.
Right Fielder (RF) - As well as the requirements above should be a
good 'think-ahead' player. This player backs up first base on all
throws from the catcher and all bunted balls, since the catcher must
be available for fielding the ball. They backup second on any ball
thrown from the left of the diamond. I.e. shortstop, third base or
foul territory.
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Hitting
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Hitting well can be a difficult thing to do. Simply hitting the ball into
the field of play can be done by just about anyone. Slicing a ball down
the first or third base line just out of the reach of the first or third
baseman is very difficult. Other than hitting the ball to specific parts
of the field, hitting a home run is by no means a piece of cake; in fact,
you'll likely find it to be rather difficult for a while.
TIMING
The single most important of hitting is timing. You'll hear this from just
about every MVP Baseball 2005 player in message boards and chat rooms. You
must get your timing down! This takes time and patience, for you must get
accustomed to the game's various pitches. If you're thrown two Fastballs,
don't be surprised if you're thrown a slower pitch like a Changeup to get you
to strike out. The pitches have varying speeds and movements. A Fastball
and say a Slider are very different. Explaining timing is impossible; it's
just something you have to figure out. It's muscle memory, instincts, a
little bit of everything.
In order to get your timing down, I recommend using the Hitting Mini-Game.
The Home Run Showdown isn't a good place to start - the split screen thing
makes it more difficult in my opinion to work on your hitting - get started
in the Hitting Mini-Game. You not only work on timing, but you can learn
to hit the ball to certain parts of the field, using the Analog Stick.
HOT/COLD ZONES
Other than timing, you need to work on hitting when the pitch is thrown in
a certain pitch location. If you have the Hot/Cold Zones option turned on
(it's on by Default), you will see red, white, and clear boxes. Each player
has different Hot and Cold areas within the strike zone. These are
represented as blue and red squares on the strike zone grid. As you might
imagine, a player will be worse at hitting a pitch in his Cold zone, and
better at hitting one when it's pitched into his Hot zone. Clear spaces
in the grid give no real dis/advantage to the hitter.
The general idea with the Hot/Cold Zones is to wait for a pitch to be thrown
into your Hot Zone, so you can either get a base hit, or drive it over the
wall for a Home Run. As with timing, this is difficult to get down, so to
speak. It's patience and intuition.
ANALOG STICK
This isn't very difficult to figure out. Using the Analog Stick in
coordination with your ability to determine the pitch type and location can
turn into some great offensive games.
Up/Left - For a right hand hitter, you'd only want to use this if you
got a good pitch up and in and you wanted to hit it over the
fence. Otherwise, you'll likely pop it up to the Left-Fielder.
For a left hand hitter who got a pitch high and outside, you
could be able to take the pitcher deep to the opposite
field. If you're unable to take it deep, you'll likely pop
it out to the Left-Fielder.
Up - If you hold Up on the Analog Stick, you'll likely drive the ball deep
to the outfield. Depending on the situation, it could end up being
a base hit, a pop up, or a Home Run. Just keep two things in mind.
One: Since you're using an uppercut swing, you will likely miss a
ball thrown low in the Strike Zone.
Two: The fence in Center Field is much deeper than that of the Left/
Right Field, so don't count on too many balls being hit over the
Center Field wall.
Up/Right - This is pretty much the opposite of what is written above in the
Up/Left section.
Left - For a right hand hitter, an inside pitch could be ripped down the
line and in between the Third Baseman and Left-Fielder. Depending
on how close the Left-Fielder is playing to the Left Field line,
you will likely get a single or perhaps even a double if you're
fast on your feet. It's certainly not going to lead to a home run.
For a left hand hitter, an outside pitch could be hit down the
line and in between the Third Baseman and Left-Fielder. Depending
on how close the Left-Fielder is playing to the Left Field line,
you will likely get a single or perhaps even a double if you're
fast on your feet. It's certainly not going to lead to a home run.
Zero - I'm referring it to position zero, or as some may say "neutral".
This could result in just about anything, it's especially going
to depend on pitch type and location. It's certainly not going
to lead to a home run. I've used this a few times if the Second
Baseman is playing too close to First, with the intent of hitting
the ball right to Second Base and watch it roll out the Center
Fielder.
Right - This is pretty much the opposite of what is written above in the
Left section.
Down/Left - I have to admit I don't use the Down positions on the Analog
Stick too often, since it's so easy to find yourself either
grounding out or even getting into a double play. An
inside pitch (middle or low) to a right handed hitter, or an
outside pitch (middle or low) to a left handed hitter, will
likely ground the ball towards Third Base or to the Shortstop.
Down - As with the "Zero" or "Neutral" position, I usually use this if
the Second Baseman is playing too close to First base, with the
intent of hitting the ball right to Second Base and watch it roll
out the Center Fielder. Even if the Second Baseman does get to the
ball after diving, he may not be able to throw out a fast hitter.
Don't use this at a high pitch. The ideal pitch location for this
would be middle or middle-low.
Down/Right - This is pretty much the opposite of what is written above in
the Down/Left section.
HITTER'S EYE
A great deal of the marketing of this game is being spend talking about the
new Hitter's Eye feature in the game. Some players have found it more
useful than others. You can turn it off if you wish. The general idea of it
is to tell you which pitch type is coming. Just as the pitch is being
thrown, the ball will change colors, depending on which pitch is coming your
way. Depending on the Camera View/Angle you have chosen, it could be of
some help. Also, some pitchers have bizarre stances, throwing manerisms,
etc, which could do much of the same as the Camera Angle.
Here is a list of the colors and which pitch(es) they represent:
White = Fastball/Cutter
Red = Curveball/Screwball/Slider/Slurve
Purple = Sinker/Splitter/Forkball
Orange = Knuckler
Green = Palmball/Changeup
HITTER'S FEET
In order to help you hit the Inside/Outside pitches, you should really
consider playing around with where you are standing in the batter's box.
When I started playing the game, I didn't bother moving around at all, but
after I did, my number of hits improved by about 10-15%. Some situations
where this could come in handy is Up & In pitches and Low & Away pitches.
Moving yourself around in the box can improve your odds of making contact
on those pitches.
Holding L2 + moving the Left Analog Stick Right or Left will move your feet
in the batter's box.
BAD PITCHES
As a pitcher wears down over the course of a game, he's likely going to make
mistakes. Inside pitches may end up almost hitting you or they could end up
on the outside corner of the plate. When the pitcher misses his pitch, you
can tell because there is a little Circle on the screen. If the pitch
completely misses the strike zone, the Circle will appear just before the
pitch crosses the plate (to help you), but it will have a little "X" inside
of it. DO NOT SWING AT THESE! If you swing, you're going to miss them
completely. A missed pitch in your Hot Zone will show up as light red,
one in your Cold Zone will show up as light blue, and one in a Neutral Zone
will be light gray. A missed pitch is a major opportunity for you to
make something happen, as it is easier to see than any other pitch.
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Pitching
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Between Pitching, Fielding, and Hitting, I'm best at pitching, although I'm
by no means superb at it. It's something that you must work on, like any
other aspect of the game.
In order to pitch well, you're going to need to know your pitcher, among
other things. Chances are, your pitcher doesn't have a great ability to
throw all of his pitches. He likely excels at one or two, but the other one
or two probably don't break much over the plate. Other than how much the
ball breaks, pitch placement is also important.
If you're going to be successful, you're going to have to paint the corners,
as it's called. Throwing pitches to the edges of the pitching box will
increase the likelihood you'll either strike the batter out or see him pop
out. Dont just stick inside the box, go outside of it. If you've ever
seen a baseball game in person or on television, you'll see pitchers
routinely throwing balls out of the strike zone. The reason for this is
not that they're bad pitchers, it's to get the batter to chase the pitch,
hopefully missing it completely. Because it works in real games, it does
work in the video game. Make the hitters chase the ball!
Regardless of where you throw the ball, you will also need to mix up your
pitches. Even if you have one of the finest pitchers in the game, you're
not going to do well is you only throw fastballs. Throw curveballs, fast-
balls, splitters, whatever is in your arsenal or pitches. Also, don't forget
to switch up the speed of your pitches. Don't let the hitter get
comfortable.