Important: The game will teach you how to play as you go along! You can come back to the "Help" menu at any time if you get lost!

I suggest you just start playing a game...

You can access "Help" from the Pause Menu as well.
Contact Swing
Power Swing (hold/release)
Bunt
Substitute
Aim Swing
Power Swing (push down/up)
Steal Base
Steal All
Cancel All Steals
Step Out (hold)
Send Runner
Select Runner
Send Runner
Advance All
Return All
Normal Pitch
Power Pitch (hold/release)
Substitute
Aim Pitch
Select Pitch Type
Throw to Base
Select/Move Player
Jump (push up)
Dive (push down)
Relay or Cutoff
Jump
Dive
Contact Swing
1. Position swing target:
2. Swing: Push and hold
A contact swing is easiest to time correctly, but has limited power.

Power Swing
1. Load (gather power): Hold
2. Swing: Release
(Alternate) Push down, then push up.
The closer the number is to 100, the more powerful the swing!

Bunting
1. Bunt: Hold
Bunt target above ball = downward bunt.
Foul bunts are always strikes!

Basestealing
1. Steal All: or
2. Cancel all steals:
3. Steal specific base: Push corresponding button.
Check your baserunners' speed and opposing catcher's arm strength in making basestealing decisions.
Single Baserunner
1. Select runner:
2. Send runner: (corresponding to base)
Send runner (alternate):
3. Freeze runner: Press
Your lead runner is automatically selected when a batter hits the ball.

All Baserunners
1. Advance all: Hold or
2. Return all: Hold or
Freeze all: Hold and
Normal Pitching (vs CPU)
1. Choose pitch type:
2. Aim: Arrows indicate pitch movement.
3. Start pitch: or
4. to position the reticle over the target.
Reticle close to target = higher number = better pitch.
Mix pitch types, locations, and balls/strikes for best results!

Power Pitching (vs CPU)
1. Choose pitch type:
2. Aim: Arrows indicate pitch movement.
3. Start pitch: or
4. to position the reticle over the target.
5. Freeze reticle: Release Higher number = better pitch.
Mix pitch types, locations, and balls/strikes for best results!

Versus Pitching
1. Choose pitch type:
2. Aim: Arrows indicate pitch movement.
3. Start pitch:
Continue to move and during the wind-up.
This allows you to deceive your human opponents!
Throwing
1. Basic throw:
Tap (corresponding to base)
2. Power throw:
Hold (corresponding to base)
Release when the meter is full.
High number = better throw.
You can start a power throw before the ball is caught!

Fielding
1. Move fielder:
2. Select different fielder:
Release
Players field the ball automatically, but the higher your Ego setting, the more you'll need to help them.

Relays/Cutoffs
1. Throw to relay person:
Infielders will set up to relay or cut off throws from the outfield.
2. Cut and throw: (corresponding to base)
3. Cut and hold ball: or

Jumping and Diving
1. Dive or slide:
Dive or slide (alternate):
Push down.
2. Jump:
Jump (alternate): Push up.
Jump while running at the wall to climb the wall.
Power: Controls how hard a player can hit the ball. More power equals bigger dingers!

Contact: Makes it easier to hit the ball when batting. Players with a high Contact will get more hits.

Speed: Controls acceleration and top speed of a player. A player with more Speed can run the bases quicker, and minimize the amount of time taken to chase down a missed ball.

Fielding: Prevents errors and improves the player's automatic fielding.

Arm: Allows the fielder to throw the ball harder. Turn more double plays an get more outfielder assists!

Velocity: How hard a pitch can be thrown. High Velocity is required to hurl 100MPH+ fastballs!

Junk: A pitcher's ability to curve the ball. Slide some dirty ones over the edge of the plate!

Accuracy: Makes it easier to pitch to the intended location. Beware of excessive walks when Accuracy is low.

Stamina: Every pitch thrown by a pitcher will tire him or her out. Low swtamina negatively affects all other skills. A tired pitcher will perform *much* more poorly.

Rotation: In Season mode, your pitchers will need time to rest and recover. Starting pitchers regain some of their stamina for every game they sit out.

Role: Relievers and closers lose stamina much more quickly than starters. Make sure they are not asked to pitch too many innings!
Mojo: Mojo is your player's mental state. Mojo only matters when there is pressure on the player to perfor mwell.

High Mojo + High Pressure = Performs better

Low Mojo + High Pressure = Performs worse

Pressure: Pressure shows how important the current situation is to the outcome of the game. Batting in the bottom of the 9th to tie up the game is an example of a very high-pressure situation. A player's Mojo only matters when pressure is high.
Staff Members
There are four different types of staff members:
Coaches
Trainers
Gear Brokers
Stylists
Every staff member provides 3 modifiers, which can be assigned to the corresponding empty slots on players to improve their skills. As you level up, more staff members with better and better modifiers will be available for hire. But be careful! If you fire contracted staff, potential new staff members will go elsewhere.

Hiring Staff
The total number of staff you can hire increases as you level up. The pool of staff members available for hire slowly changes over time. As you level up, staff members providing better modifiers will become available.

Every staff member has a specific contract duration (expressed as number of season games). Once hired, a staff member will remain with your team until fired (contract term not met) or dismissed (contract term met). Firing staff members has negative consequences since some potential new staff will suddenly become unavailable.

Firing Staff
As you level up, staff members with better modifiers will become available. You can fire existing staff members to make room for someone new. But be careful! If you fire a staff member whose contract term ahs not been fulfilled, you will scare away some of the staff members in the staff pool. Your rate of attracting new staff members will also decrease. The earlier in his or her contract term you fire a staff member, the more severe the consequences.
Levelling Up
At the end of each season game, you will gain some XP based on starpoints earned in that game. As you gain XP, your game level will gradually increase (to a maximum of level 99).

Ego (difficulty level) can be set seperately from 0-99 for each user. The higher the Ego, the higher the starpoint multiplier and therefore the greater the starpoint award for a specific achievement (such as hitting a home run). Important: Your ability to level up will be impaired if you set Ego at a number lower than the Game Level you've attained.

As you level up, you will gain access to better modifiers, more staff members and additional available slots on players.

Player Slots
Every time you level up, some players on your team will gain additional slots to which modifiers can be assigned. Players can have up to 7 slots in total:
Up to 2 Coaching modifiers
Up to 2 Training modifiers
Up to 2 Gear Broker modifiers
Up to 1 Stylist modifier
Hire staff and assign the modifiers they provide to your players to improve players' skills! You will need an improved team to compete at higher levels!

Strategy
Every staff member you hire would like to stay with your team for a minimum amount of time (their contract length).

Carefully choose which players on your team would benefit most and hire accordingly.

Staff members vary greatly in the quality of the modifiers they can provide to your players. It is very rare for a staff member to provide 3 very powerful modifiers. The pool of staff you can hire from changes after every season game you play.

You will need to fire an existing staff member to upgrade to a better one. But be careful! If you fire someone before their contract is up, potential staff members may walk away!

Team Configurations
You can create new Team Configurations in the Customize screen. If you have created a custom configuration for a team, use the right stick to choose it when selecting a team.

Push the Appearance button in the My Team menu to customize the looks of each character!

You can assign modifiers uniquely for each configuration you create, so experiment with different combinations and strategies!
SP - Starting Pitcher
RP - Relief Pitcher
CP - Closing Pitcher
C - Catcher
1B - Single or First Base
2B - Double or Second Base
3B - Triple of Third Base
SS - Shortstop
LF - Left Fielder
CF - Center Fielder
RF - Right Fielder
HR - Home Run
RBI - Run Batted In
R - Run
SB - Stolen Base
HBP - Hit By Pitch
BB - Base on Balls (walk)
K - Strikeout
H - Hit
ER - Earned Run
#/POS - Batting Order / Defensive Position
GP - Games Played
PCT - Winning Percentage
GB - Games Back
Empty Coaching slot
Empty Training slot
Empty Gear slot
Empty Stylist slot
For support and other info, visit us at www.supermegabaseball.com
Buttons Description:
Action 1
Shoot
Lobbed Pass
Through Pass
Switch player
Dummy a Pass
Skill Moves
Sprint
Move
Heavy Touch
Tactics Menu
Change View
Main Menu
Xbox Home Menu
Ground pass
Shoot
Lobbed Pass
Through Pass
Switch player
Dummy a Pass
Skill Moves
Sprint
Move
Heavy Touch
Tactics Menu
Change View
Main Menu
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