

World Stadium baseball returns to the PlayStation.

Simulator / Sport / Strategy / Action / Educational
Koshien Five Baseball is a 3D baseball game with different game modes that includes vs and story mode and is the first game in the Koshien baseball series for the Playstation One console that also still continues in the Playstation 2 console with their 2000, 2001, 2002, 2003 & 2004 games.

Sport / Strategy / Indie / Non-fiction
Play Exhibition and Season modes as your favorite team from the Major League Baseball. 300 real life players, complete with a full list of stats, are included for this combination of simulation and arcade style baseball. Along with the usual assortment of playing options, you can also play some scenario simulations, where each scenario is based on a real life occurence in the MLB. For example, hit a home run with the last ball of the match, or stop a team from scoring in the final inning to complete each scenario. Traning and support for 2 player multi-player are also available.

Major League Baseball 2K11 or, in short, MLB 2K11, is an MLB licensed baseball simulation video game published by 2K Sports. MLB 2K11 is available for Microsoft Windows, Xbox 360, PlayStation 3, PlayStation 2, PlayStation Portable, Nintendo DS, and Wii.[1]


A baseball game for the PC Engine that features athletes and teams from the 1990 Nippon Professional Baseball league. Kore ga Pro Yakyuu '90 ("This is Pro Baseball '90") is a PC Engine exclusive baseball game and the sequel to Kore ga Pro Yakyuu '89. It did not see a sequel. It features twelve teams and their players from the official Nippon Professional Baseball organization. Kore ga Pro Yakyuu '90 is a traditional 16-bit baseball game. The camera is positioned behind the batter, with cutaways showing other players on the bases. The pitching player can also use this view to change the formation of their fielders before the next pitch. Once the ball connects with the bat, the view switches to a distant top-down view so that the player can manage their fielders.

Simulator / Sport / Strategy / Action / Horror
Created specifically for the PSP system, WTF is a crazy collection of fun and addictive mini-games that drive the player to perform sometimes trivial, sometimes mind-bending, but always fun jobs in pursuit of the almighty dollar. The latest in a long line of unique Japanese games that have gained popularity in the United States, WTF delivers gamers compelling, bite-sized morsels of frenzied arcade-style action unlike anything ever seen on the PSP system.

Simulator / Sport / Strategy / Business / Non-fiction
Released in 1983 on Apple II, by Microcomputer Games, Inc..

Origin The original SARGON was written by Dan and Kathleen 'Kathe' Spracklen in a Z80-based computer called Wavemate Jupiter III[1] using assembly language through TDL Macro Assembler. The name was originally written entirely in capitals because early computer operating systems such as CP/M did not support lower-case file names. Introduction SARGON was introduced at the 1978 West Coast Computer Faire where it won the first computer chess tournament held strictly for microcomputers, with a score of 5-0.[2][3] This success encouraged the authors to seek financial income by selling the program directly to customers. Since magnetic media were not widely available at the time, the authors placed an advert in Byte Magazine and mailed $15 photocopied listings that would work in any Z80-based microcomputer.[1] Availability of the source code allowed porting to other machines. For example, the March–April 1979 issue of Recreational Computing describes a project that converted Sargon to an 8080 program by using macros. Later the Spracklens were contacted by Hayden Books and a book was published.[4] Commercialization through electronic media When magnetic media publishing became widely available, a Navy Petty Officer, Paul Lohnes, ported Sargon to the TRS-80, altering both graphics, input, and housekeeping routines leaving the Spracklen's chess-playing algorithm intact. Paul consulted with the Spracklens, both living in San Diego at the time, to make the TRS-80 version an instant success with the help of Hayden Book's newly established software division: Hayden Software. Paul was not involved in further refinements to the TRS-80 version due to his reassignment to sea duty shortly after signing the deal with Hayden Software. In the early 1980s SARGON CHESS was ported to several earlier microcomputers, i.e. NASCOM (by Bits & PCs, 1981), Exidy Sorcerer, Sharp MZ 80K,[5] and many others. A complete rewrite was necessary later for the Apple II port, made by Kathleen's brother Gary Shannon. Both were published by Hayden Software. Sequels The Spracklens made significant improvements on the original program[1] and released Sargon II. In 1978 it tied for third at the ninth North American Computer Chess Championship despite being seeded ninth of 12 entries. Sargon finished only behind Belle and Chess 4.7, and defeated AWIT—running on a $5 million Amdahl mainframe—amazing the audience.[6][3][1] That year they published a series of articles in BYTE on computer chess programming,[2][7] stating "we think it would be nice if not everyone had to reinvent the wheel".[6] Sargon II was ported to a variety of personal computers popular in the early 1980s.[8] The game engine featured multiple levels of lookahead to make it more accessible to beginning chess players. BYTE in 1980 estimated that Sargon II had a 1500 rating at the highest tournament-time difficulty level, and speculated that it was the best chess program on sale, including dedicated devices.[9] Sargon 2.5, sold as a ROM module for the Chafitz Modular Game System, was identical to Sargon II but incorporated pondering.[10] It received a 1641 rating at the Paul Masson tournament in June–July 1979, and 1736 at the San Jose City College Open in January 1980.[3] Sargon 3.0 finished in seventh place at the October 1979 North American Computer Chess Championship. The competition had improved, but 3.0 drew against Cray Blitz and easily defeated Mychess, its main microcomputer rival. In December 3.0 easily won the second microcomputer championship in London.[3] In 1980, the Spracklens' Reversi game finished in first place at a computer tournament at Northwestern University, and in 1981 it finished in third place at the Santa Cruz Open Othello Tournament.[11] Sargon III was a complete rewrite from scratch. Instead of an exchange evaluator, this version used a capture search algorithm. Also included was a chess opening repertoire. This third version was written originally for the 6502 assembler and was commercially published by Hayden Software in 1983. Apple contacted the Spracklens and, after a port for 68000 assembly, Sargon III was the first third-party executable software for the Macintosh.[1] After the demise of Hayden Software, later chess programs were also released under the name Sargon, including Sargon IV (Spinnaker Software), Sargon V (Activision) and a CD-i title simply named Sargon Chess. The Spracklens concurrently wrote the engines for the dedicated chess computers produced by Fidelity Electronics, which won the first four World Microcomputer Chess Championships.