Введение
Tony La Russa Baseball – серия компьютерных и видеоигр, посвященных бейсболу, разработанная Доном Даглоу, Майклом Брином, Марком Бучиньяни, Дэвидом Баннеттом и Хадсоном Пилем, а реализованная студией Stormfront Studios. Игра вышла на Commodore 64, PC и Sega Genesis, а различные версии были изданы компаниями Electronic Arts, SSI и Stormfront Studios. Искусственный интеллект для компьютерного менеджера был разработан при участии Тони Ла Руссы, в то время главного тренера команды Oakland Athletics, а позднее St. Louis Cardinals. Игра стала одной из самых продаваемых бейсбольных франшиз 1990-х годов. В основе игры лежали методы симуляции бейсбола, которые Даглоу развивал, работая над компьютерной игрой Baseball (1971) – первой в истории компьютерной игрой в бейсбол, – Intellivision World Series Baseball (1983) и Earl Weaver Baseball (1987). TLB усовершенствовала многие элементы симуляции из Earl Weaver Baseball и представила несколько нововведений:
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.
Пользовательский интерфейс и курсор для отслеживания летящего мяча. До выхода Intellivision World Series Baseball в 1983 году все удары в бейсбольных играх отображались как удары по земле, поскольку не существовало способа показать мяч в полете в 3D. После World Series Baseball, с 1983 по 1990 год в играх появились летящие мячи, но для отображения их траектории использовалась тень в форме мяча, прорисовываемая на земле. Это затрудняло ловлю мячей, так как игрокам было сложно определить высоту мяча, если он находился за пределами экрана. В La Russa Даглоу разработал круговой курсор для отслеживания летящего мяча, который появлялся в точке предполагаемого приземления и изменял размер в зависимости от высоты мяча. При наличии ветра курсор смещался, отражая изменение траектории полета. Этот курсор впервые позволил реалистично отображать в компьютерных играх летящие мячи и высокие удары, устранив последний аспект игры, который до этого не был точно смоделирован. Все графические бейсбольные игры, выпущенные после 1991 года, использовали ту или иную вариацию курсора Даглоу для игры в поле.
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 стала первой компьютерной бейсбольной игрой, предоставившей пользователям возможность проводить драфты и создавать собственные лиги с доступом к полной статистике игроков. Тони Ла Русса составлял драфты от имени всех неигровых участников лиги, а игроки могли настраивать стратегию драфта ИИ для каждой команды. Функциональность драфта была расширена в последующих версиях.
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 и точность симуляции. La Russa стала первой бейсбольной игрой, предлагающей точную статистику для каждого питчера против каждого бэттера, данными, которые реальные тренеры активно используют во время игры. Статистику и рейтинги игроков предоставили пионеры саберметрики Джон Торн и Пит Палмер.
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.
Бейсбольные стадионы. Стадионы в игре были больше и детальнее, чем в любой предыдущей игре. Дополнительные диски позволяли игрокам играть на реальных стадионах Высшей бейсбольной лиги.
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.
Искусственный интеллект. В отличие от многих спортивных знаменитостей, которые лишь предоставляли свои имена для использования в играх, Тони Ла Русса провел множество сессий на протяжении нескольких лет, работая над тем, чтобы искусственный интеллект игры был максимально точным. Команда использовала опыт, полученный при работе с Эрлом Уивером, чтобы сделать цикл обратной связи «менеджер по бейсболу как дизайнер игры» еще более эффективным. Первая версия La Russa, Tony La Russa's Ultimate Baseball, была выпущена почти ровно через двадцать лет после того, как первая играбельная версия Baseball была запущена в Pomona College в 1971 году.
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.
Прием
В 1993 году Computer Gaming World отметил, что Tony La Russa Baseball 2 особенно сильна в режиме игры за лигу. Несмотря на упоминание нескольких ошибок и замечание, что экшн-игра "не настолько отлажена, как следовало бы", журнал заключил, что "это, без сомнения, лучшая бейсбольная игра на рынке". Рецензент Electronic Gaming Monthly оценил La Russa Baseball '95 в 70%, отметив, что "управление питчером и бьющим требует доработки. Анимация игроков неплоха, но немного замедляется. В целом, неплохое обновление по сравнению с прошлой версией". В 1996 году Computer Gaming World назвала Tony La Russa Baseball 3 128-й лучшей компьютерной игрой из когда-либо выпущенных.