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FAQ by FlowingMindspin

Version: 1.0 | Updated: 05/03/07

Extra Innings -- Super Nintendo -- FAQ

       Author: FlowingMindspin
First Version: 5/3/2007
 Last Updated: 5/3/2007
      Version: 1.0


1. Version History
2. W-W-W-Welcome to... Extra... Innings!
3. Game Modes
4. Edit Mode
5. Controls
6. Stadiums
7. Tips & Tricks
8. Codes
9. Contact Information, Copyright Notice & Thanks



1.0 (5/3/2007): Wrote and submitted the guide. It is considered complete unless
                find something significant to add.


Extra Innings is a little baseball game that was released near the beginning of
the Super Nintendo's lifespan. I remember playing it with my cousins quite 
often, and we always had a blast doing it. While not the most impressive 
simulation of the national pastime, it's a solid little baseball game when you
consider the time at which it was released. No, there aren't any real teams, or
any stat tracking, but you are able to make a team comprised entirely of 
players you name and set stats for.

So, power on your SNES and prepare to be greeted by the best opening in any
game ever. Seriously. This game has STYLE!


After pressing start at the title screen, you'll be greeted by a screen with
quite a few choices to pick from. Here's a brief rundown of each mode:

            1P: You play a single game against a computer opponent.

            2P: You play a single game against a human opponent.

      All Star: Allows you to play or watch an all star game (1-2 players).

  Pennant Race: This is the game's equivalent of a season mode. Your pennant
                is automatically saved to battery backup after each game.
                Pennant races consist of six teams and from 10 to 130 games
                (in multiples of 10). You select all the teams that are in 
                the pennant, and can set them to be either human- or

Edit Team I/II: Allows you to create up to two teams. See section 4 for more

        Set Up: Your options screen. Your choices are as follows:

    Defense 1P: Set your defense to automatic or manual control.
    Defense 2P: Same as above, only for the second player.
         Error: Turn errors on or off.
          Wind: Turn wind on or off.
     Cold Game: Also known as the "mercy rule" or "ten run rule"; It can
                either be turned off or set to a value between 1 and 10. 
                (For example, if Team A leads team B by a score of 13-3
                at the end of any inning and the cold game option is set
                to 10 or less, Team A is declared the winner.)
       Pennant: Choose whether you want to watch your opponents' pennant
                games or skip watching them.

         Watch: Watch two computer-controlled teams battle it out.


Here's an in-depth look at Edit Mode, along with some guidelines and pointers.


The first thing you'll get to do is set your starting lineup. Name your players
(unless you're lazy and want to leave them blank), choose which hand each player
favors, and assign point values to them in the different categories. The total 
amount of points allotted for eachcategory is listed at the bottom of each 
column. While I'm not 100% certain on this, I believe the following to be true:

BAT helps players get base hits
PWR helps players hit the ball harder and farther
SPD makes players run the bases faster

Note that each stat starts with a value of 5. You can lower them clear down to
zero if you wish. Why would you want to do that? Well, I tend to give my leadoff
man high points in BAT and SPD, while putting his PWR at 0 or 1. Conversely, my
third and fourth batters have increased PWR with little SPD. There's no right or
wrong way to set your points, so do what you think will work best. Just be sure
to use all your points!


When you're done there, press the select button to proceed to your bench. You'll
have more players and less points this time, so you really have to specialize. I
try to make players who specialize in one category. Players on your bench with
lots of SPD can be used as pinch runners, which means you can lower their BAT &
PWR ratings. Players with high a BAT rating can help you get a base hit in the
clutch, and players with high PWR can clear the bases when you want to pile on
some runs. If you have enough points left to make a couple of all-around guys,
go for it.


Press select once more to proceed to your pitching screen. Here you can name
your pitchers, choose which hand they throw with, and choose between overhand,
sidearm, and underhanded throwing styles. I don't believe the throwing styles
impact your pitcher's performance; they just change the animation and may
fake out human players (a ball looks different coming from a sidearm pitcher
than an overhand one, for example. After that, you'll see a list of five
categories. Again, I'm not 100% certain, but I believe the following to be

SPD controls how fast your pitcher throws. Note that a SPD rating of 150 does 
    not mean that you'll throw the ball 150 MPH. I believe the number is 
    actually the pitch speed in KPH (kilometers per hour). To convert from
    MPH to KPH, use the following formula:

                           MPH X 1.609 = KPH

              For example:

                           80 X 1.609 = 128.72

    If you leave the pitcher's SPD at the default of 130, he will throw
    80-85 MPH while throwing fastballs. While it's not exact, it seems
    to make sense.

ST is how much stamina your pitcher has while on the mound. The higher this is,
   the longer your pitcher can throw before he becomes tired and his pitches
   become ineffective. The maximum value this can be set to is 90, but I never
   go that high. It's a good idea to use as many pitchers as you can in a given
   game since their fatigue level doesn't carry over to the next one. I 
   usually skew a few pitchers' stamina higher than others (to have a set of 
   "starters" and "relievers"). Just a habit, I guess.

C I'm not completely sure of. You would think it'd be how well your pitcher
  throws a curveball, but that doesn't seem to be right. It seems to help mask
  your changeup; that is, the pitch is a changeup and makes the appropriate
  sound effect, but is still speedy. This gives players less time to react and
  can actually come in handy.

S seems to be how well your pitcher throws a curveball. High values of this will
  allow you to throw the ball in an "S" pattern on its way to the plate, while
  low values will give you little or no control over the ball.

F controls how often your forkballs will be successful or become fat pitches. A
  fork ball (in this game, anyway) is an unhittable pitch that appears to be a
  strike until the last minute when the a sound will play and a trail will
  appear behind the ball. If swung at, the pitch is always a strike as no
  contact can be made. If not swung at, the pitch is ruled a ball. If you want
  a pitcher who can be considered your "closer," give him a high value in this
  category and let the forkballs fly.

After that, you can continue pressing select to view the different screens and
adjust numbers, or you can press start to save your team and start playing.



Control Pad: Move your player around the batter's box.
          B: Hold to swing the bat, tap for a check swing.
          A: Hold to bunt
          Y: With runners on base, press in conjunction with the control pad to
             lead off and steal bases (for example, with a man on first, press
             up on the control pad and Y to tell the runner to steal second
             base). Note that your runner won't take off until the pitcher
             begins his motion.
          X: No use.
          L: No use.
          R: No use.
      Start: Call time. This will bring up your batter's stats and condition.
             Pressing B while time is called will let you choose a pinch hitter
             or a pinch runner.
     Select: Call time. Instead of showing your batter's stats, it show's the
             pitcher's stats. Pressing B still allows you to choose a pinch
             hitter or runner.


Control Pad: Use in conjunction with B & Y to retreat/advance runners:
             Up + Y advances a runner from first base to second base
             Left + Y advances a runner from second base to third base
             Down + Y advances a runner from third base to home plate
             Right + B retreats a runner to first base
             Up + B retreats a runner to second base
             Left + B retreats a runner to third base
          A: No use.
          X: No use.
          L: No use.
          R: No use.
      Start: No use.
     Select: No use.


Control pad: Use in conjunction with B to throw pitches:
             Up + B throws a changeup
             Left + B curves the ball to the left
             Right + B curves the ball to the right
             Down + B throws a fastball
             Also controls the direction of the ball on its way to the plate.

          A: Throws a forkball. How often this works will depend on your
             pitcher's F rating. If the pitch isn't a successful forkball, it
             will be a slow, easy to hit pitch (what I call a fat pitch).
          Y: When runners are on base, this switches to fielding view and lets
             you try to pick off runners. After pressing Y, press B + the
             direction of the base you want to throw to.
          X: No use.
          L: Makes your pitcher take off his cap and wipe sweat from his head.
             Really only useful in two player games, this makes it seem like
             your pitcher is tired when he really isn't (he'll do the same
             thing automatically from time to time when he is fatigued).
          R: No use.
      Start: Call time. Brings up your pitcher's stats. Pressing B here will
             let you bring in a relief pitcher.
     Select: Call time. Brings up the batter's stats. Pressing B here will let
             you bring in a relief pitcher.


Control Pad: Moves your fielders in unison. That is, all movable players will
             move the same direction at the same time.
          B: Press in conjunction with the control pad to throw to a base:
             Right + B throws to first base
             Up + B throws to second base
             Left + B throws to third base
             Down + B throws to home plate
             Pressing B and the direction at the exact same time results in a
             more powerful throw.
             While the ball is in the air or on the ground, pressing B will
             also jump or dive. Note that the game pretty much decides whether
             You'll dive or jump. You can only jump straight up, and you can
             only dive left, right, up, or down. No diagonals, sadly.
          A: Jumps or dives, as with the B button.
          Y: After you've fielded the ball, press in conjunction with the
             control pad to run to a base, as with throwing with the B button.
          X: No use.
          L: No use.
          R: No use.
      Start: No use.
     Select: No use.


While there are only three stadiums in the game, they all actually play quite
differently. You can use this to your advantage when playing with friends or
against the computer.


    Center Field: 403 feet
Left/Right Field: 331 feet

This is the "normal" sized park. It's pretty difficult to hit homeruns and 
also somewhat difficult to play the outfield effectively. If you think you can
out slug the computer, play here. Likewise with a human opponent.


    Center Field: 397 feet
Left/Right Field: 302 feet

While it doesn't seem to be much smaller than the Air Dome, it's actually much
easier to hit homeruns and play the field in this park. Play here if you're new
to the game or are looking for a high scoring affair.


    Center Field: 492 feet
Left/Right Field: 364 feet

This is a monster of a ballpark. Hitting homeruns is almost impossible here
(well, except for inside the parkers, which are a little too common), and
playing the outfield is an exercise in futility. Playing against the computer
here is not recommended, since their automatic fielding will catch almost
everything you hit deep. Play against a newbie here for a good laugh as he
tries to catch impossibly deep fly balls.


Tips & tricks in a baseball game? You betcha! I'm going to assume you know the
basic rules of baseball and just give you some tips that apply to Extra Innings 
(but don't necessarily apply to other baseball video games or the real sport


If you're ever in a situation where you have runners on first and third, you
can always advance the first baserunner to second base. How? Well, first you
have to manipulate the computer to throw the ball to the catcher. Simply start
advancing from third base toward home, and when the computer throws the ball to
the catcher, turn right back around and stay on third. Now, start heading
toward second base with your other runner, and the computer will hold the ball
while you take second base uncontested. Cheap? Yes. Effective? Yes.


This applies to pitching. Basically, never throw anything right down the plate, 
or you're just asking for trouble. What I try to do is throw an inside pitch 
(which doesn't necessarily have to be a strike) that will make the batter back
off the plate a bit. Then, I throw the rest of my pitches to the outside corner 
of the plate (again, they don't necessarily need to be strikes). While it's not
100% effective, you can strike out a lot of computer-controlled batters this

LOOK BEFORE YOU DIVE (Against CPU & Human opponents)

Be careful when you dive for ground balls, as sometimes you'll appear to dive 
right through them. If you're too close to the ball when you press the dive
button you'll actually go right past the ball without touching it. Only dive if
you're about a player width away from the ball (or more). If you're closer than
that, you can probably field it without diving. It just takes practice.

FINISH THEM WITH A FORKBALL (Against CPU & Human opponents)

If you're in a jam or are just trying to finish out a game, use those
Forkballs! Conversely, don't waste them in situations where you don't need to.
I try to save them for when I really need them, and only "waste" them if I know
I'm going to be changing pitchers soon. Which brings me to my next tip...

USE ALL OF YOUR PITCHERS (Against CPU & Human opponents)

There's absolutely no reason not to use all of your pitchers over the course of
a game. Even if you're in a pennant race, the fatigue from one game does not
carry over to the next. The only time you shouldn't use a pitcher is if they're
in bad condition, as they'll be throwing some extremely fat pitches. And with 
that, here's the next tip...

KEEP CRYBABIES ON THE BENCH (Against CPU & Human opponents)

Surely by now you've noticed the faces next to each player on the roster
screen and when they're batting/pitching. Well, I'm finally going to tell you
what these mean. Here's how I refer to them:

Glowing smile: Great -- The player will perform at the top of his game
 Yellow smile: Good  -- Will rarely make errors; great control of pitches
   Green grin: Fair  -- Nothing special; will commit a few errors
    Red frown: Bad   -- Commits tons of errors; poor control of pitches

As a general rule, keep players in Bad condition on the bench at all times. Get
as many Great players in the game as possible. You'll notice a difference,
though I don't know what exact effect each condition has on the players. It
seems that pitching, fielding, and hitting are all affected (I'm not sure about
base running, however).


Here are a few codes, taken straight from GameFAQs:

 Sound Test: At the mode select screen, highlight Set Up, hold L & R, and press
             Start. Some sounds are listed multiple times for some reason.
  Home Team: While selecting your team, hold down select to always be the home
             team. Useful if you like to pitch first, I guess.

 Turbo Mode: At the team select screen hold down L & R while picking your team.
             Highly recommended if you like torturing yourself.

Easter Eggs: By highlighting the various options at the mode select screen,
             holding L & R, and pressing start, you can view various screens
             from the game. Here's a rundown:

             1P: The animation that plays after you hit a homerun
             2P: A girl kissing a player on the cheek followed by the credits
       All Star: Picture of an angry player
   Pennant Race: Picture of a batter hanging his head in shame
    Edit Team I: Picture of a girl and the scoreboard
   Edit Team II: Sound test
         Set Up: Sound test
          Watch: Sount test

             The homerun animation will vary in the number of players shown,
             and Edit Team I will show a the girl in a different pose when the
             code is performed on controller 2. Pointless, but interesting.

As an aside, I once accomplished this by pressing buttons on a Super Scope when
I was younger. If anyone wants to test this out and let me know the results,
feel free.

9. Contact Information, Copyright Notice & Thanks

Thanks for checking out my guide. If you wish to send me questions regarding
this game, you can do so by contacting me using one of these methods:

E-mail: jhornbaker311@hotmail.com
AIM: jhornbaker311
YIM: jornbaker311

They are listed in order of priority; that is, if you want to reach me fastest,
email me. I'm usually on AIM (with an away message up), but I rarely sign on

This guide is copyright FlowingMindspin 2007, blah blah blah. It may not be
reproduced or used in any way without my permission. So if you want to use it,
ask me. I'll probably tell you yes. :)

A few thanks go out to...

Sony Imagesoft for making this amazingly strange little game.

My wife for pitching to me while I tested some things out (even though she
thought it was stupid).

My cousins for renting this game a hundred times way back when.

Me for writing this guide.


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