At Bat Simulator version 5.0 (ABS5)
How to play:
Press the green box when it appears on screen as quickly as you can. The primary variable for quality of contact is reaction time.
How it Works:
The Green box will be preceded by a Pitch Recognition Box. These boxes are Yellow or Red. They determine pitch type (red = SLIDER CURVEBALL, Yellow = 4SEAM, 2SEAM, CHANGEUP. The timing and “movement” of the first box (red/Yellow) to the second (Green) will change based on the pitch type.
Location
There is a timing penalty for “swinging” outside of the strike zone, although it is possible to have a successful outcome swinging out of the zone.
Good Eye Tokens
Approach is king. A successful take of a ball will earn you +1 Good Eye tokens, which you can trade in for power ups (see below). Chasing out of the zone will result in -1 Good Eye Token. Use them wisely.
OFFENSIVE POWERUPS
Play around and get a feel for how these affect the game
Sacrifice (1) — doubles contact time window. contact will automatically result in an out and automatically advance all runners one base.
Steal (1) – for next pitch only: Ball = successful stolen base. Strike = runner is out. Batted Ball contact will nullify the event. Will apply on the following pitch.
Slugger (2) – rest of at-bat, any Single becomes a Double. Lasts one at bat.
Speed Demon (3) – like Steal but no risk: on next pitch, all runners advance 1 base (with scoring) on ball or strike; cancelled on contact. Will apply on the following pitch.
Team Guy (3) – for this at-bat, taken balls give 2 tokens instead of 1.
Fastball Hunting (3 tokens) – improve time window of successful outcomes on 4 seam and 2 seam fastballs by 10%. WARNING: Reduces success time windows on all other pitch types by 10%. Lasts one at bat.
"Tipping pitches" (3 Tokens) –The first yellow/red reaction window will include a directional arrow indicating the direction of the subsequent green window to follow. Lasts one at bat.
Find a Way on (5) – success window (for hits) increases by 25%, but initial outcome is always Single (before Slugger/T-Spike modify it). Lasts one at bat.
Tough Out (7) – rest of at-bat, any non-hit contact with reaction time ≤ 350 ms becomes a foul ball instead of an out. Wrong-square clicks are still swing-and-miss. Lasts one at bat.
T-Spike (8) – rest of at-bat, any hit (Single/Double/Triple/HR) becomes a Home Run. Lasts one at bat.
Locked in (12) – rest of at-bat, all timing windows for contact are increased by 35%. Lasts one at bat.
DEFENSIVE POWER UPS
Closer (9 tokens) – improved opponent runs against distribution for rest of game
Ace (12 tokens) – Extremely improved opponent runs against distribution for rest of game