Software Review Copyright (c) 1995, Tommy Van Hook all rights reserved Al Michael Announces Hardball III By Accolade (c) 1992 Design and Programming by Jeff Sember & Mike Benna Produced by Pam Levins Art by John Boechler Music by Alistair Hirst Sound by Mike Benna & Russel Shiffer Manual by Jeff Wagner & Richard Moran Creative Services by Lisa Marino & Shirley Sellers Tested by James Kucera & Robert Daly Most sports computer simulations use the same type of game engine. Hardball III is no exception to that rule. The game is relatively simple to use, but there are some pitfalls the user will have to overcome. Strengths: The game allows you to choose a Manage-Only mode at any time in the game. This puts you in the manager's spot, making the calls as to what type of play to run. The success of the play depends on the players that you have in the game at the time. In Player mode, you will still get to call the plays, but you will control the actions of the players on the field, thereby being ultimately responsible for the success of the play. The game also gives you a picture of every player in the game, which is quite a pleasing look for a sports simulation. While the players on the field generally all make the same movements, the speed of their movements is determined by their abilities, which is a big plus for this game. This provides some form of reality, especially since an Eddie Taubensee can run nowhere near the speed of Deion Sanders. There is also a chance that a player will "muff" any given play, providing yet another stab at reality. The season scheduler is nothing short of pure genius. I have been playing this game for nearly two months now and am only now getting past the All-Star break (81 games). The All Star game is kind of neat, in that it never chooses the same players. The game goes into the current season stats and looks for players that are playing the best at their positions. It then applies them to the All Star game in their respective leagues. I have never seen any other sports simulator do anything of this sort. Drawbacks: There are quite a few drawbacks to this game. The most glaring one is the lack of any ability to trade players from team to team in this game. I found that the only way to accomplish this feat was to write down the player's stats from his old team, find a player on the new team that is not there anymore and edit his stats accordingly. Quite time consuming to say the very least. Another glaring drawback is some of the play-calling in the game. For instance, the following situation is called for. With a runner on first, you call for a "hit and run" and opt for the batter to butn the ball. The runner takes off for second when the pitcher starts his windup, but the batter won't bunt the ball unless it is a pitched strike. In reality, a batter would do everything in his power to bunt that ball in order to protect the runner going to second. A very bad error in realism for this game. Yet another programming error lies in the manner that the computer changes pitchers. The computer will leave it's starter in the game until he tires, and only then will he substitute a relief pitcher. After this, the computer starts subbing pitchers like there is no end to the world. The only managers that I have ever seen do this were Little League coaches. Conclusion: Realism is something this game tries to emphasize highly, but fails very badly at. With a promising engine driving this game, it is not that far from being great. However, it might benefit this system to add a trading system that allows you to swap players between teams. Also, some of the programming would have to change, forcing players to make decisions at the plate that are a bit more realistic. Grade: C- Engine Grade: B