![]() ![]() ![]() You reminisce concerning your future as you look to the stars. The scout will talk to you on the field and tell you what you are thinking: You don't have what it takes. You fail to win the Sunny League both years and fail to raise your evaluation status with the scout to max.Regardless of the outcome, you are taken through the same ending sequence and taken to the final customization page. If you did win the tournament, you will continue on to the super all-stars game after this, getting 2 free weeks before the game. If you lost the league or the tournament, the game ends here and takes through the ending sequence, and taking you to the final customization page. He tells you don't have enough for the majors quite yet, but your first step is to sign the minor league contract he's gotten for you. It is possible to lose the tournament in the 3rd year, but it is still unclear if you must win the league as well (assuming you won both in the 2nd year and gotten the scout's evaluation high enough and didn't drop it).īoth of these endings come in the dugout scene. You raise your evaluation status with the scout high enough to be picked for a minor league contract.This is the only way that guarantees a minor league contract, regardless of your standing with the scout and coach. You win the Sunny League and the College Kings Tournament in your third year.However, there are multiple methods of reaching these endings. There are only two basic endings to success mode, making the majors and not making the majors. If you're a pitcher, fate cards can earn you a special pitch. There are rumors about your father being a baseball player, and they resurface when you discover his old glove in the house.Will you pursue them aggressively? or will you let their love just fade away? Becky, Annie, or Sarah: You have three potential heart-throbs.Changing positions: Coach Stone drops the lineup card, and you notice it has you at a different position! The choice is fate card driven (No card will facilitate a move to first base, Yes will let you choose a position (C,SS,3B,1B,RF), and Challenge will have you take a hitting test - pass means you keep your position, fail means you do not). ![]() The first choice (2nd year) requires a fate card decision (only Challenge will give you the captain's position), where as the 2nd time around (if you chose to decline the first time) will simply be a choice selector (if you win the tournament in your 2nd year). Being captain of the team is the most game-changing decision.A full list of potential storylines can be found here. There are many potential paths to traverse in success mode, some will always occur (captaincy), others will happen at random. Stone, however, mumbles and any conversation with him is unintelligible, but Becky seems to understand him, and acts as the translator in most situations. He hires legendaryĬoach Stone to coach the team to victory. Luckily, for you, when she comes by to join the team, we learn her father is a scout for the majors! The team gladly accepts her as assistant-manager.Ī few weeks later, the scout shows up, and realizes there is untapped potential within the guys. Unfortunately, all she's into is hooking up with hot guys, and immediately targets your rival Alvin. That's when you find your old friend Becky in the dorm cafeteria. They are also without a coach, and with no scouts coming to review the players, it seems all hope is lost for making it into the majors. You learn that the Tulips are the laughing stock of the Sunny League and haven't been better than a tie for 6th place. Both of you quickly run out to the Tulip's field where you meet Alvin, Peter, Robert, Toby, and Milton. This assumes you are not using Shortcut Mode.ĭaydreaming over a potential game-winning hit or perfect game (depending on the position you chose), Marvin rudely wakes you up before the completion of the dream. ![]()
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