#r.b.i. baseball
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kollectorsrus · 6 months ago
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retrocgads · 1 year ago
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USA 1990
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musicmags · 1 year ago
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Console Sports Games of 1993 Compilation Part 14
Compilation of sports games released on consoles in 1993, this compilation is part 14 of 21 and features Pro Sport Hockey, Quattro Sports, R.B.I. Baseball '93 and Rackets & Rivals 
0. Intro 00:00 
1. Pro Sport Hockey 00:15 
2. Quattro Sports 07:58 
3. R.B.I. Baseball '93 22:27 
4. Rackets & Rivals 34:26 
5. Outro 40:52 
For more sports game videos check out the playlists below 
Console Sports Games of 1993 
https://www.youtube.com/playlist?list=PLFJOZYl1h1CEhIf6hohng9T2IPLCpzn7o
For Other Compilation videos check out this playlist 
https://www.youtube.com/playlist?list=PLFJOZYl1h1CEjFei9KXJ8xDIChQB8WLJd
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archoneddzs15 · 2 months ago
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Sega Mega Drive - R.B.I. Baseball 4
Title: R.B.I. Baseball 4 / R.B.I.4.ベースボール
Developer/Publisher: Tengen / Atari Games
Release date: 18 December 1992
Catalogue No.: T-48063
Genre: Baseball
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Regular readers of my site will know that I have no interest in baseball games whatsoever. Needless to say, RBI Baseball 4 is the best-looking game of its type for the Mega Drive and probably the best to play but don’t take my word on that. I’ve not really bothered to give this game more than 10 minutes of my time.
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lighthousenewsnetwork · 1 month ago
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Just when baseball fans thought the age of robo-umps and instant replay challenges couldn't get any closer to sucking the human element out of America's pastime, Major League Baseball has unveiled its latest innovation: VR Goggles for Umpires! Yes, you read that right. In a move guaranteed to delight traditionalists and confuse the ever-loving heck out of everyone else, MLB is rolling out a pilot program outfitting umpires with virtual reality headsets to visualize the sacred strike zone in all its digital glory. "We're thrilled to be at the forefront of technological advancements in baseball," chirped Commissioner Bud Selig...er, we mean, Rob Manfred (apologies, it's hard to keep track of these interchangeable robot overlords). "This groundbreaking VR technology will enhance the officiating experience for our treasured umpires, allowing them to focus solely on the intricacies of pitch trajectory and not, you know, the pesky business of actually watching the game." Fans Now Worried About Umpires Falling Asleep on the Job. Imagine, dear reader, a world where the men in blue are transported into a pixelated paradise, where a shimmering green box pulsates rhythmically, beckoning pitches to find their home. No longer will they be distracted by the pesky realities of a speeding baseball and a batter's menacing swing! But wait, there's more! This cutting-edge tech isn't just about accuracy (although let's be honest, MLB wouldn't know accuracy if it smacked them in the face with a called strike on a 3-0 count). The VR experience comes pre-loaded with a variety of exciting features to keep our esteemed umpires engaged during those long, lulls between innings. "We understand the demands of officiating a nine-inning baseball game," Manfred reassured us, likely while adjusting his tie and checking his stock portfolio on his holographic phone. "That's why our VR Goggles come equipped with a suite of entertainment options, including classic arcade games, relaxing nature walks, and even a virtual hot dog stand where, let's be real, most of these guys will be spending their downtime anyway." Of course, there have been some minor concerns raised about this revolutionary move. Purists are worried that VR Goggles will remove the thrill of the human element from officiating, turning umpires into glorified joystick controllers for the MLB's new, digital strike zone overlords. "What about the art of the game?" lamented one particularly disgruntled fan sporting a vintage Carlton Fisk jersey. "The tension, the drama, the heated arguments that spill over into the stands and sometimes involve flying nachos? That's all gone in favor of a virtual reality hot dog stand?!" Fear not, traditionalists! MLB assures us that the human element will definitely, maybe, possibly still be present. They've even pre-programmed a special "anger management" mode into the VR Goggles, complete with soothing whale sounds and calming nature scenes to quell any potential meltdowns over a borderline call. So there you have it, folks. The future of baseball is here, and it involves umpires wearing glowing goggles and fantasizing about virtual hot dogs. Baseball purists, rejoice! Everyone else, buckle up – this wild ride is just getting started. Now excuse us, we have a sudden urge to fire up our trusty NES and play some classic "R.B.I. Baseball." Maybe there's something to be said about the simple joys of pixelated perfection after all.
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vgmthatmademe · 3 months ago
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R.B.I. Baseball BGM (Bases Empty) Norio Nakagata Tengen 1986
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descargargamez · 3 months ago
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foone · 5 months ago
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it was about mindcontrol. Cali linked me a mind control caption she thought I might like, so then I read some other stuff by that author. I was all "ugh, this is just endless repetition of the same basic idea: 'what if I had a magic way to make sexy women like me?'". and yeah. it is. because some people (not me) have a mindcontrol fetish and are attracted to women, thus they combine the two in their artistic output. it doesn't make any sense for me to complain about it solely because I don't get either of their two main drives in creating it.
my first review is that there was an Astros v. The Giants game today. I rate it 0/10 because I don't care about baseball (outside of the 1986 NES game R.B.I. Baseball) but it caused me a lot of traffic trouble as I was stuck in SF and there were so many Giants fans walking around and thus it took like an hour and a half to get home from the airport.
I deleted yet another incomplete draft post in my long-running series of "foone ( a known asexual) thinks this specific erotica is boring and rants about it"
I think I might branch out to reviewing baseball games. I'm not into baseball, so I'm sure my rants will sound similar. all that's happening is some guys throwing a ball around and running? I don't get the point of why anyone would enjoy this!
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vgprintads · 4 years ago
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‘Pro Baseball: Family Stadium’ + ‘Mappy-Land’ [aka: ‘R.B.I. Baseball’]
[FC] [JAPAN] [MAGAZINE] [1986]
Pro Baseball: Family Stadium was created by Namco programmer Yoshihiro Kishimoto, who had previously worked on games such as Baraduke (1985). The planner for Toy Pop, Takefumi Hyodoh, had transferred from a different section of the company — as his first time being a planner, Hyodoh was rather slow, which left Kishimoto with plenty of free time. For a short while he spent most of his time playing Nintendo's Baseball for the Famicom with some of his colleagues, where during play they would bring up how certain parts of the game could be fixed or improved, notably the lack of names or abilities for the in-game players. Kishimoto also expressed disappointment towards the game's lack of playable defence. Once development of Toy Pop was completed, Kishimoto decided to try making a baseball game of his own.
The project was made for the Family Computer due to the system's massive success in Japan and for Namco's console and arcade operations being part of the same division, allowing Kishimoto to easily begin development of the game in his section of the company. After asking his supervisor about what work he was assigned to next, he was instead told he could make whatever type of game he wanted, due to a lack of work needed by him for the time being. Family Stadium was Kishomoto's first experience with developing a game for the Famicom and with assembly code. It was also Namco's first baseball video game, as prior to the game's release they had released several baseball-themed mechanical arcade games, such as Pitch In (1979) and Batting Chance (1981).
Pro Baseball: Family Stadium was released in Japan on December 10, 1986. A year later, the game was licensed out to Atari Games in North America, which was reskinned and distributed in arcades as Atari R.B.I. Baseball for the Nintendo Vs. System arcade unit — this version was later released for the Nintendo Entertainment System by Tengen as simply R.B.I. Baseball, being one of the company's only three officially-licensed games released for the console. ~Wikipedia
Source: NG Namco Community Magazine, December 1986 (#02) || Internet Archive; Hubz
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nintendocafe · 5 years ago
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R.B.I. Baseball 20 available now on Nintendo Switch
Legends. Start. Here. Unleash greatness with your MLB crew in R.B.I. Baseball 20. R.B.I. 20 redefines arcade baseball action with major advancements & improvements.
All-New Controls: Choose pitch types based on real pitcher data, power up to swing for the fences or play it safe for contact & streamlined base running controls
Pitcher’s Perspective: Brand new broadcast-inspired Pitching Camera gives you a new perspective when delivering pitches
Massive Player Model Improvements: Revamped hair & added more details including eye black, pine tar on helmets & dirt & grass stains after dives & slides
More Authenticity: Improved stealing & pickoffs, revamped MLB ballparks, tailored cutscene animations & camera angles, better crowd behaviors & improved ball collision
All Your Favorite Modes: Franchise, Exhibition & Home Run Derby
Play As The Greats: 165+ MLB Legends & Legend Teams
Weekly Updates: Up-to-date Rosters & Stats
Groovy soundtrack: Songs from 20 artists
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darth-azrael · 5 years ago
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Tengen (Sega Genesis)
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retrocgads · 1 year ago
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USA 1990
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Console Sports Games of 1993 - R.B.I. Baseball '93
The fifth iteration of the Tengen-developed sports game R.B.I Baseball series and the second entry in the series that would be exclusive to the Sega Genesis, this release would also be exclusive to the United States, releasing in 1993. 
This latest entry in the R.B.I. series introduces two new teams in Colorado and Florida, these new teams bringing the total up to 28 teams, also included is a roster of around 700 players, and stadiums based on their real-life counterparts. 
1. Intro 00:00 
2. Gameplay 00:15 
3. Outro 12:13 
Twitter (Gaming & AI Art) 
https://twitter.com/zero2zedGaming
Instagram (AI Art) 
https://www.instagram.com/random_art_ai/
For more sports game videos check out the playlists below 
Console Sports Games of 1993 
https://www.youtube.com/playlist?list=PLFJOZYl1h1CEhIf6hohng9T2IPLCpzn7o
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Friday Special #3
November 13th, 2020
Welcome to today’s Friday Special!
For this week, we’ll be digging into some history of a country, a company, and how a little game called Tetris changed the international gaming landscape.
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Okay so imagine this
The year is 1984.
In America, Van Halen had released their iconic album 1984 to the masses. Apple Macintosh introduced their first personal computer. The XXIII Olympiad is held in Los Angeles, California. The space shuttle Discovery makes its maiden voyage into space.
In Japan, Nausicaä of the Valley of the Wind hits theatres and would put Hayao Miyazaki into the spotlight, encouraging him and others to create Studio Ghibli the following year. NHK, the national broadcasting network, tests out a new type of satellite called the BS-2a. The Sony Discman is one of the hottest electronics to own as Compact Discs (CDs) had started to gain popularity.
What about the Soviet Union?
Besides a collision of Soviet submarine K-314 and the USS Kitty Hawk as well as the country famously boycotting the Summer Olympics that year, not much. 
Wait, what about Tetris?
Buckle up.
So the insanely popular puzzle game Tetris had its simple start in the USSR and was created by Russian programmer Alexey Leonidovich Pajitnov. It was conceptualized and created during Pajitnov’s time as a speech recognition researcher at the Soviet Academy of Sciences in St. Petersburg. Pajitnov designed Tetris and similar puzzle games like it because he wanted computers to make people happy and believed that "games allow people to get to know each other better and act as revealers of things you might not normally notice, such as their way of thinking."
Tetris first saw life on the Electronika 60, a Soviet computer at the time and also a rare commodity even then, and was released on June 6, 1984. It was the result of Pajitnov trying to recall a favorite childhood game and it used the shapes of tetrominoes (geometric shapes that are connected orthogonally [at the edges, not corners] and fit like a jigsaw puzzle, Tetris calls them tetriminoes). The first version of Tetris had no score system or levels but it was popular amongst his colleagues for its addictive gameplay.
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The game became so popular that Pajitnov enlisted the help of Vadim Gerasimov, a 16-year-old high school student with a knack for computer skills, to adapt the game to the IBM Personal Computer (released in 1981) and they were successfully able to do so, with Pajitnov adding color and a soundboard for the second version.
Although the Academy disliked the success that the game was getting, Pajitnov had a dream of exporting the game to the world. He got help from Victor Brjabrin to help with the publication of Tetris, where the first international copy of Tetris wound up with the Hungarian company Novotrade in 1986. The game would then be distributed all over Hungary and even reached Poland. It was in that same year and place that Robert Stein, international software salesman for the firm Andromeda Software (based in London, England) would be exposed to the popular puzzle game and he was so impressed by it that he faxed the co-creators directly for the license rights. 
Here’s one thing to keep in mind, even a deal made over fax communication in the Western world is a legally-binding contract.
This is where things get hairy
Tetris would see its major American introduction in Las Vegas at the 1987 Consumer Electronics Show. After that and several negotiations, Stein gave the firm Mirrorsoft the European rights and the American rights to Spectrum Holobyte. With the rights in their grasp, Mirrorsoft released their version on the IBM PC in 1987 and Spectrum Holobyte version released in January of 1988. As a result, Tetris became an international phenomenon and became highly successful in both North America and Europe. The game itself was later ported to Amiga, Atari ST, ZX Spectrum, Commodore 64 and Amstrad CPC.
Despite the good fortune however, Stein was left with an issue. See, he sold the license of the game without actually owning it. After some more negotiating, this time with the central organization for importing/exporting of the Soviet Union Elorg (Elektronorgtechnica), the deal was made that Tetris would be made available for all current and future computer systems.
So where is Tengen in all of this?
In 1988, Tengen, a subsidiary of Atari Games, received the Japanese rights from Mirrorsoft. Tengen then sold the arcade rights to SEGA and the console version to BPS (Bullet-Proof Software). BPS would go on to create a version of Tetris for the Nintendo Famicom System (The NES in North America) in 1989. 
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Tengen the subsidiary was founded in December of 1987 and was Atari Games’ response of needing a firm to oversee the console gaming side of the company. The only licensed games that were released under Tengen were R.B.I. Baseball, Pac-Man, and Gauntlet.
Yeah, the famous Tengen version of Tetris was actually unlicensed. 
Under Tengen, Tetris went under the name Tetris: The Soviet Mind Game in May of 1989, although the arcade machine clones would read 1988. 
So at this point, at least a dozen of different companies held rights to the Tetris game, with Stein in particular holding exclusive home computer rights. Nintendo would be ready to go with their introduction of the Gameboy in 1989. 
AAAAAnd here’s where the problems arise.
When Henk Rogers, a Dutch video game designer and entrepreneur for Nintendo, was trying to obtain handheld console rights, he was unsuccessfully able to get in contact with Atari before trying to contact Stein. While relations were good at first, Rogers started getting suspicious that Stein had a breach of contract and traveled to the Soviet Union not only to investigate, but to contact the Elorg itself about handheld console rights. 
What he ended up doing was getting involved in a meeting that contained Stein and Mirrorsoft manager Kevin Maxwell over rights with the Elorg president Nikolai Belikov present. When Belikov was shown a Tetris cartridge by Rogers, he was surprised as he believed that Tetris was only licensed for home computers. Had not Rogers defended that the rights were sold to Nintendo through Atari Games thanks to Stein, and Rogers being on good terms with Pajitnov, Nintendo would have been sued into oblivion for illegal publication of the game. 
During the discussions, Belikov offered to null and void Stein’s rights to the game and instead offered Nintendo full rights to their home consoles and handheld consoles. Thanks to Rogers, Minoru Arakawa and Howard Lincoln, both Nintendo executives, signed off on the contract and Stein was left in the dust, losing all the console rights lost due to failing to read about the clause that defined the computer as “a machine with a screen and a keyboard” and not a console.
With this, Nintendo sent a cease-and-desist to Atari Games, demanding that they stop making the NES version of Tetris. However, Mirrorsoft was on Atari’s side, insisting that they still had rights. Nintendo didn’t give in on its stance however, and things got so out of hand that even the Soviet Union President Mikhail Gorbachev had to get involved on Mirrorsoft’s behalf. 
Talk about pressure.
What then ensued was the legendary lawsuit between Atari Games and Nintendo, with Atari Games claiming that since the Nintendo Famicom (Nintendo Family Computer is its full name) had “computer” in the name and that it featured an extension input that can allow the console to be converted into a computer, thus it could not claim the rights as stated in the Elorg contract, since it was a classified as a computer. 
(While the Famicom does have a third-party extension on the bottom right side of the console, that was usually there for third-party controllers at the time. Down below is the extension input in question.)
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Pajitnov testifed on Nintendo’s behalf, saying that the contract only affected computers and nothing else, and Belikov, also on the side of Nintendo, argued the same stance. 
Ultimately, the case was ruled in Nintendo’s favor as it was discovered that Mirrorsoft and Spectrum HoloByte never received explicit authorization for marketing on consoles. As a result, Atari Games withdrew the NES version of Tetris from the market by the hundreds of thousands.
So what about Pajitnov? Did he ever get any money out of this?
Nope.
See, because of the laws in place regarding ownership of property in the Soviet Union at the time, Pajitnov could neither patent or make money off of his product and he never received any of the royalties for Tetris, hence the existence of so many clones. Despite this, he remained optimistic, quoted saying “The fact that so many people enjoy my game is enough for me."
Don’t worry, the story does have a happy ending though.
Over the years since Tetris’ worldwide introduction, Pajitnov was routinely invited by journalists and publishers to speak and give interviews, giving him a reputation in the West. After being introduced to America for the first time in 1990 after receiving an invite to the Consumer Electronics Show in Las Vegas by Spectrum Holobyte, he began to study American culture by traveling to different cities of the United States. It was reported that he spoke of his travels often to his colleagues back in the Soviet Union. He was very proud of the game’s success and even called it “an electronic ambassador of benevolence.”
He and Vladimir Pokhilko, a friend of his, later emigrated to the West Coast of the United States in 1991 where Pajitnov settled in Seattle, Washington. He finally regained the rights to Tetris in 1996, exactly a decade as agreed by the Academy when the deal was made regarding rights, and in that same year, founded The Tetris Company to manage all rights after all other contracts had expired. It was then that he finally started making royalties for Tetris and also founded Tetris Holding after the dissolution of the Soviet Union. Tetris Holding is responsible for taking unlicensed Tetris clones off of the market.
Recently in 2005, EA purchased Jamdat, a mobile game company that Rogers founded in 2001 to manage the Tetris license. They then held a 15-year license for all mobile phone releases until April of 2020.
So there you have it, one of the most famous lawsuits in history about one of the most famous video games in history.
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1-highscore · 4 years ago
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New high score on Vs. Atari R.B.I. Baseball [Point Differential] (Arcade Emulated / M.A.M.E.) by JES 2 https://ift.tt/32NHvq5
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