Pitching perfect game mlb 2k10




















His wife, Katy, fully supported his efforts to win the cash prize. McGilberry said that once he got home from work that evening, he immediately turned on his Xbox , determined to play until he completed the challenge. An hour and a half later, he had done it.

He said he had to hit the reset button only 5 times. McGilberry believes there is a lot more skill required to play "2K10," which uses avatars of real major leaguers, than just button mashing. A player must choose each pitch but also know his pitcher's strengths and each batter's weaknesses.

There were some tense moments in his perfect game when McGilberry thought he was going to have to start over. It deflected to the shortstop, who threw him out," he said. McGilberry got to a full count on only one batter. The setup is intended to to create more realistic variances in pitch quality than can be offered by pitch-meter gameplay, which players can quickly time for pinpoint accuracy.

Collect all gems This fun little adventure is a spinoff from a set of mini-levels found in Super Mario 3D World starring Toad waddling his way through small puzzle-box levels. The challenge is good only on the PS3 and Xbox versions of the game this year will see a Wii version; it is ineligible in this case and entrants must record the entirety of their game, either with a camera aimed at the TV or monitor, or recorded digitally.

The submissions must be made on a DVD. But the winner really is going to have to pitch this perfect game. The prize offering is newsworthy in another sense. That, combined with a poor showing for MLB 2K9, led many pundits to speculate that the company would place its baseball products on life support. We're proud of the fact this is skill based. Fastballs don't break much, but pretty much all other types of pitches do. Arrows will indicate the direction of the break and how extreme the break is.

For example, a right-handed pitcher with a good slider will have the ball and two or three blue arrows pointing to the left. He could aim the pitch to the right of the strike zone, and the ball might still be a strike because its break will take directly into the zone.

The very tip of the last blue arrow is usually where the ball will end up after the break, assuming you pitched it correctly. This option can be changed in the Options Menu.

If you switch the pitch aim option to "Pinpoint Aim," then your aiming target will be where the ball winds up after the break.

Obviously, this removes the blue arrows from view, and gives you a much easier control over the location of where the aim is. The only reason I would recommend breakpoint over pinpoint is if you use a lot of breaking balls, are familiar with them, and want to target parts of the strike zone where you think the opponent is looking in order to mess him up. For example, if you're using breakpoint aim and you set your target to the outside of the strike zone, that means the ball will break when it appears to be a strike when in fact it will curve outside and wind up being a ball.

It's a decent idea but if you're new to baseball games, you should switch to pinpoint aim to take away the guesswork. Regardless of your preferred aiming method, now here comes the "gesture system" which attempts to simulate the wrist movement of pitching in the real world by making you mimic the movement with the right analogue stick.

A picture on the left a blowup of the icon will tell you the gesture you need. Let's take a simple fastball: the system indicates you have to flick the bottom stick down, then up.

Remember that, we'll get to that in a second. Once you confirm the aiming point, it's time to make the throw So, say you want to throw a four-seam fastball to the bottom-center of the strike zone. You have to tilt the left stick downward to "balance" it on the right spot. Then, while holding the left stick in position, you hold back on the right stick to start the pitch. The moment you hit the right stick, your pitcher will start his delivery, and two circles will appear over the catcher.

The outer circle, colored gray, doesn't move and is your "target circle. So, for a fastball, you hold the right stick down while still holding the left stick in aiming position, remember , and the timing circle will expand. As soon as it's tracing the target circle, you flick the right stick up to finish the gesture. If you did everything perfectly, the ball will be thrown at maximum velocity and perfect targeting. If you finish the gesture too early the timing circle is smaller than the target circle , the ball will be relatively accurate but not fast, and it won't break as much as it could.

If you finish the gesture too late the timing circle is larger than the target circle , the ball will usually break too much and go past the target.



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