Кіріспе
Tony La Russa Baseball – Дон Даглоу, Майкл Брин, Марк Бучиньяни, Дэвид Баннетт және Хадсон Пил жасаған, ал Stormfront Studios әзірлеген бейсбол компьютерлік және бейне ойын консолі спорттық ойындар сериясы (1991–1997). Ойын Commodore 64, PC және Sega Genesis платформаларында пайда болды, ал әртүрлі нұсқаларын Electronic Arts, SSI және Stormfront Studios баспалары шығарды. Компьютерлік менеджердің жасанды интеллектін сол кездегі «Окленд Атлетикас» командасының, кейін «Сент-Луис Кардиналс» командасының бас жаттықтырушысы Тони Ла Русса ұсынды. Бұл ойын 1990-шы жылдардағы ең көп сатылған бейсбол ойындарының бірі болды. Ойын Бейсбол симуляциясының әдістеріне негізделген, Даглоу 1971 жылғы «Бейсбол» негізгі компьютерлік ойыны (алғашқы компьютерлік бейсбол ойыны), 1983 жылғы «Intellivision World Series Baseball» және 1987 жылғы «Earl Weaver Baseball» арқылы дамыған әдістерге сүйенді. TLB «Earl Weaver Baseball» ойынының көптеген симуляциялық элементтерін жетілдірді және өзінің бірнеше жаңалықтарын енгізді:
User Interface and the Fly Ball Cursor Prior to Intellivision World Series Baseball in 1983 all hits in baseball games were grounders, since there was no way to display the ball in flight in 3D. After World Series Baseball, from 1983 1990 games had fly balls but used a ball shaped shadow to trace the ball's path on the ground. This made catching fly balls difficult, since users couldn't tell how high the ball was if it was off the screen. In La Russa Daglow designed a circular Fly Ball Cursor that appeared where the ball was going to land, and grew or diminished in size based on the height of the ball. If the wind was blowing the cursor would move its location to reflect the changing course of the ball. The Fly Ball Cursor introduced real fly balls and pop ups to computer baseball games, eliminating the last segment of the sport that had never been simulated accurately. Every graphic baseball game published since 1991 has used some variation on Daglow's Fly Ball Cursor for outfield play. Fantasy Draft La Russa was the first computer baseball game to allow users to conduct drafts and set up their own leagues, all with access to the game's comprehensive player statistics. Tony La Russa would draft on behalf of all non human users in a league, and users could tune the AI draft strategy uniquely for each team. The draft features were enhanced in later versions. Head to Head Stats and Simulation Accuracy La Russa was the first baseball game to offer accurate stats for each individual pitcher against each individual hitter, data that actual managers use extensively in the dugout. Player stats and ratings were supplied by baseball sabermetrics pioneers John Thorn and Pete Palmer. Baseball stadiums Ballparks in the game were larger and more richly detailed than any prior game. Add on disks allowed users to play in real Major League ballparks. AI In contrast to many sports celebrities who merely lent their names to games, Tony La Russa spent extensive sessions over a period of years working to make the game's artificial intelligence as accurate as possible. The team leveraged the lessons learned working with Earl Weaver to make the "baseball manager as game designer" feedback loop even more efficient. The first version of La Russa, Tony La Russa's Ultimate Baseball, was released almost exactly twenty years after the first playable version of Baseball went live at Pomona College in 1971.
Пайдаланушы интерфейсі және Fly Ball Cursor. 1983 жылғы «Intellivision World Series Baseball» ойынына дейін бейсбол ойындарындағы барлық соққылар 3D форматта ұшып бара жатқан допты көрсету мүмкіндігі болмағандықтан, жерге соққылар (grounders) болатын. «World Series Baseball» ойынынан кейін 1983 жылдан 1990 жылға дейінгі ойындарда ұшқыш доптар болды, бірақ доптың траекториясын көрсету үшін доп пішінді көлеңке пайдаланылды. Бұл ұшқыш доптарды ұстауды қиындатты, себебі пайдаланушылар экраннан тыс болған жағдайда доптың биіктігін анықтай алмады. «Ла Русса» ойынында Даглоу доптың түсетін жерінде пайда болатын және доптың биіктігіне байланысты үлкейіп немесе кішірейіп отыратын дөңгелек Fly Ball Cursor-ін жасады. Егер жел соқса, курсор доптың бағытын көрсету үшін орнын өзгертетін. Fly Ball Cursor компьютерлік бейсбол ойындарына нақты ұшқыш доптар мен поп-аптарды енгізіп, спорттың бұрын дәл симуляцияланбаған соңғы бөлігін жойды. 1991 жылдан бері шыққан барлық бейсбол ойындарында аутфилд ойыны үшін Даглоудың Fly Ball Cursor-інің әлдебір түрі қолданылады.
User Interface and the Fly Ball Cursor Prior to Intellivision World Series Baseball in 1983 all hits in baseball games were grounders, since there was no way to display the ball in flight in 3D. After World Series Baseball, from 1983 1990 games had fly balls but used a ball shaped shadow to trace the ball's path on the ground. This made catching fly balls difficult, since users couldn't tell how high the ball was if it was off the screen. In La Russa Daglow designed a circular Fly Ball Cursor that appeared where the ball was going to land, and grew or diminished in size based on the height of the ball. If the wind was blowing the cursor would move its location to reflect the changing course of the ball. The Fly Ball Cursor introduced real fly balls and pop ups to computer baseball games, eliminating the last segment of the sport that had never been simulated accurately. Every graphic baseball game published since 1991 has used some variation on Daglow's Fly Ball Cursor for outfield play. Fantasy Draft La Russa was the first computer baseball game to allow users to conduct drafts and set up their own leagues, all with access to the game's comprehensive player statistics. Tony La Russa would draft on behalf of all non human users in a league, and users could tune the AI draft strategy uniquely for each team. The draft features were enhanced in later versions. Head to Head Stats and Simulation Accuracy La Russa was the first baseball game to offer accurate stats for each individual pitcher against each individual hitter, data that actual managers use extensively in the dugout. Player stats and ratings were supplied by baseball sabermetrics pioneers John Thorn and Pete Palmer. Baseball stadiums Ballparks in the game were larger and more richly detailed than any prior game. Add on disks allowed users to play in real Major League ballparks. AI In contrast to many sports celebrities who merely lent their names to games, Tony La Russa spent extensive sessions over a period of years working to make the game's artificial intelligence as accurate as possible. The team leveraged the lessons learned working with Earl Weaver to make the "baseball manager as game designer" feedback loop even more efficient. The first version of La Russa, Tony La Russa's Ultimate Baseball, was released almost exactly twenty years after the first playable version of Baseball went live at Pomona College in 1971.
Fantasy Draft. «La Russa» ойыны пайдаланушыларға жобалар жүргізуге және өз лигаларын құруға мүмкіндік берген алғашқы компьютерлік бейсбол ойыны болды, барлық ойыншылар статистикалық мәліметтерге қол жеткізе алатын. Тони Ла Русса лигадағы адам емес пайдаланушылардың атынан жоба жасайтын, ал пайдаланушылар ИИ жобасының стратегиясын әр команда үшін жеке баптай алатын. Жоба мүмкіндіктері кейінгі нұсқаларда жетілдірілді.
User Interface and the Fly Ball Cursor Prior to Intellivision World Series Baseball in 1983 all hits in baseball games were grounders, since there was no way to display the ball in flight in 3D. After World Series Baseball, from 1983 1990 games had fly balls but used a ball shaped shadow to trace the ball's path on the ground. This made catching fly balls difficult, since users couldn't tell how high the ball was if it was off the screen. In La Russa Daglow designed a circular Fly Ball Cursor that appeared where the ball was going to land, and grew or diminished in size based on the height of the ball. If the wind was blowing the cursor would move its location to reflect the changing course of the ball. The Fly Ball Cursor introduced real fly balls and pop ups to computer baseball games, eliminating the last segment of the sport that had never been simulated accurately. Every graphic baseball game published since 1991 has used some variation on Daglow's Fly Ball Cursor for outfield play. Fantasy Draft La Russa was the first computer baseball game to allow users to conduct drafts and set up their own leagues, all with access to the game's comprehensive player statistics. Tony La Russa would draft on behalf of all non human users in a league, and users could tune the AI draft strategy uniquely for each team. The draft features were enhanced in later versions. Head to Head Stats and Simulation Accuracy La Russa was the first baseball game to offer accurate stats for each individual pitcher against each individual hitter, data that actual managers use extensively in the dugout. Player stats and ratings were supplied by baseball sabermetrics pioneers John Thorn and Pete Palmer. Baseball stadiums Ballparks in the game were larger and more richly detailed than any prior game. Add on disks allowed users to play in real Major League ballparks. AI In contrast to many sports celebrities who merely lent their names to games, Tony La Russa spent extensive sessions over a period of years working to make the game's artificial intelligence as accurate as possible. The team leveraged the lessons learned working with Earl Weaver to make the "baseball manager as game designer" feedback loop even more efficient. The first version of La Russa, Tony La Russa's Ultimate Baseball, was released almost exactly twenty years after the first playable version of Baseball went live at Pomona College in 1971.
Head to Head Stats and Simulation Accuracy. «La Russa» ойыны әрбір питчерге қарсы әрбір соққышының нақты статистикасын ұсынған алғашқы бейсбол ойыны болды, бұл деректерді нақты жаттықтырушылар дугутта кеңінен пайдаланады. Ойыншылардың статистикасы мен рейтингтерін бейсбол саберметриясының негізін қалаушылар Джон Торн мен Пит Палмер ұсынды.
User Interface and the Fly Ball Cursor Prior to Intellivision World Series Baseball in 1983 all hits in baseball games were grounders, since there was no way to display the ball in flight in 3D. After World Series Baseball, from 1983 1990 games had fly balls but used a ball shaped shadow to trace the ball's path on the ground. This made catching fly balls difficult, since users couldn't tell how high the ball was if it was off the screen. In La Russa Daglow designed a circular Fly Ball Cursor that appeared where the ball was going to land, and grew or diminished in size based on the height of the ball. If the wind was blowing the cursor would move its location to reflect the changing course of the ball. The Fly Ball Cursor introduced real fly balls and pop ups to computer baseball games, eliminating the last segment of the sport that had never been simulated accurately. Every graphic baseball game published since 1991 has used some variation on Daglow's Fly Ball Cursor for outfield play. Fantasy Draft La Russa was the first computer baseball game to allow users to conduct drafts and set up their own leagues, all with access to the game's comprehensive player statistics. Tony La Russa would draft on behalf of all non human users in a league, and users could tune the AI draft strategy uniquely for each team. The draft features were enhanced in later versions. Head to Head Stats and Simulation Accuracy La Russa was the first baseball game to offer accurate stats for each individual pitcher against each individual hitter, data that actual managers use extensively in the dugout. Player stats and ratings were supplied by baseball sabermetrics pioneers John Thorn and Pete Palmer. Baseball stadiums Ballparks in the game were larger and more richly detailed than any prior game. Add on disks allowed users to play in real Major League ballparks. AI In contrast to many sports celebrities who merely lent their names to games, Tony La Russa spent extensive sessions over a period of years working to make the game's artificial intelligence as accurate as possible. The team leveraged the lessons learned working with Earl Weaver to make the "baseball manager as game designer" feedback loop even more efficient. The first version of La Russa, Tony La Russa's Ultimate Baseball, was released almost exactly twenty years after the first playable version of Baseball went live at Pomona College in 1971.
Бейсбол стадиондары. Ойындағы стадиондар бұрынғы ойындарға қарағанда үлкен және егжей-тегжейлі болды. Қосымша дискілер пайдаланушыларға нақты Бейсбол лигасының стадиондарында ойнауға мүмкіндік берді.
User Interface and the Fly Ball Cursor Prior to Intellivision World Series Baseball in 1983 all hits in baseball games were grounders, since there was no way to display the ball in flight in 3D. After World Series Baseball, from 1983 1990 games had fly balls but used a ball shaped shadow to trace the ball's path on the ground. This made catching fly balls difficult, since users couldn't tell how high the ball was if it was off the screen. In La Russa Daglow designed a circular Fly Ball Cursor that appeared where the ball was going to land, and grew or diminished in size based on the height of the ball. If the wind was blowing the cursor would move its location to reflect the changing course of the ball. The Fly Ball Cursor introduced real fly balls and pop ups to computer baseball games, eliminating the last segment of the sport that had never been simulated accurately. Every graphic baseball game published since 1991 has used some variation on Daglow's Fly Ball Cursor for outfield play. Fantasy Draft La Russa was the first computer baseball game to allow users to conduct drafts and set up their own leagues, all with access to the game's comprehensive player statistics. Tony La Russa would draft on behalf of all non human users in a league, and users could tune the AI draft strategy uniquely for each team. The draft features were enhanced in later versions. Head to Head Stats and Simulation Accuracy La Russa was the first baseball game to offer accurate stats for each individual pitcher against each individual hitter, data that actual managers use extensively in the dugout. Player stats and ratings were supplied by baseball sabermetrics pioneers John Thorn and Pete Palmer. Baseball stadiums Ballparks in the game were larger and more richly detailed than any prior game. Add on disks allowed users to play in real Major League ballparks. AI In contrast to many sports celebrities who merely lent their names to games, Tony La Russa spent extensive sessions over a period of years working to make the game's artificial intelligence as accurate as possible. The team leveraged the lessons learned working with Earl Weaver to make the "baseball manager as game designer" feedback loop even more efficient. The first version of La Russa, Tony La Russa's Ultimate Baseball, was released almost exactly twenty years after the first playable version of Baseball went live at Pomona College in 1971.
AI. Көптеген спорт жұлдыздары өздерінің есімдерін ойындарға берумен ғана шектелгенімен, Тони Ла Русса ойынның жасанды интеллектін мүмкіндігінше дәл жасау үшін бірнеше жыл бойы көп жұмыс істеді. Команда «ойын дизайнері ретінде бейсбол менеджері» кері байланыс циклін одан да тиімді ету үшін Эрл Уивермен жұмыс істеуден алған тәжірибесін пайдаланды. «La Russa» ойынының алғашқы нұсқасы, «Tony La Russa’s Ultimate Baseball», 1971 жылы Помона колледжінде бейсболдың алғашқы ойналатын нұсқасы жарық көргеннен шамамен жиырма жыл өткен соң шығарылды.
User Interface and the Fly Ball Cursor Prior to Intellivision World Series Baseball in 1983 all hits in baseball games were grounders, since there was no way to display the ball in flight in 3D. After World Series Baseball, from 1983 1990 games had fly balls but used a ball shaped shadow to trace the ball's path on the ground. This made catching fly balls difficult, since users couldn't tell how high the ball was if it was off the screen. In La Russa Daglow designed a circular Fly Ball Cursor that appeared where the ball was going to land, and grew or diminished in size based on the height of the ball. If the wind was blowing the cursor would move its location to reflect the changing course of the ball. The Fly Ball Cursor introduced real fly balls and pop ups to computer baseball games, eliminating the last segment of the sport that had never been simulated accurately. Every graphic baseball game published since 1991 has used some variation on Daglow's Fly Ball Cursor for outfield play. Fantasy Draft La Russa was the first computer baseball game to allow users to conduct drafts and set up their own leagues, all with access to the game's comprehensive player statistics. Tony La Russa would draft on behalf of all non human users in a league, and users could tune the AI draft strategy uniquely for each team. The draft features were enhanced in later versions. Head to Head Stats and Simulation Accuracy La Russa was the first baseball game to offer accurate stats for each individual pitcher against each individual hitter, data that actual managers use extensively in the dugout. Player stats and ratings were supplied by baseball sabermetrics pioneers John Thorn and Pete Palmer. Baseball stadiums Ballparks in the game were larger and more richly detailed than any prior game. Add on disks allowed users to play in real Major League ballparks. AI In contrast to many sports celebrities who merely lent their names to games, Tony La Russa spent extensive sessions over a period of years working to make the game's artificial intelligence as accurate as possible. The team leveraged the lessons learned working with Earl Weaver to make the "baseball manager as game designer" feedback loop even more efficient. The first version of La Russa, Tony La Russa's Ultimate Baseball, was released almost exactly twenty years after the first playable version of Baseball went live at Pomona College in 1971.
Қабылдау
1993 жылы Computer Gaming World журналы Tony La Russa Baseball 2 ойыны лигалық жарыстарда ерекше жақсы екенін айтты. Бірнеше қателерді атап көрсетіп, "әрекетке толы" ойын "керек деңгейде таза емес" екенін мәлімдегенмен, журнал "бұл нарықтағы ең жақсы бейсбол ойыны" деген қорытындыға келді. Electronic Gaming Monthly журналының бір рецензенты La Russa Baseball '95 ойынына 70% баға беріп, "Пичер мен соққышыны басқаруға жұмыс жасау керек. Ойыншылардың анимациясы жақсы, бірақ олар аздап баяулайды. Өткен жылғы нұсқасынан жақсырақ." деп түсіндірді. 1996 жылы Computer Gaming World Tony La Russa Baseball 3 ойынын барлық уақыттағы ең жақсы 128-ші компьютерлік ойын деп жариялады.