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In the mid-1990s, the Super Famicom was home to a variety of sports titles, but few managed to blend realism with arcade-style excitement quite like Ultra Baseball Jitsumei-ban 3. Released in 1995 by the veteran developer and publisher Culture Brain, this title represents one of the final and most polished entries in the long-running series for the 16-bit hardware. Also known to Japanese fans as ウルトラベースボール3, the game offered a unique alternative to the more straight-laced baseball simulations of the era. By combining licensed player rosters with the series' signature "Ultra" superhuman abilities, it carved out a niche for players who wanted both the depth of a professional season and the flashiness of an anime-inspired showdown.
As a sports simulation, Ultra Baseball Jitsumei-ban 3 does not feature a traditional narrative campaign or a fictional world. Instead, its "story" is the seasonal drama of the Japanese professional baseball landscape of 1995. The "Jitsumei-ban" portion of the title translates to "Real Name Version," signifying that the game featured the actual names and statistics of professional players from that period. This was a major selling point for Japanese fans, allowing them to lead their favorite real-world stars to a championship victory. The setting is grounded in the high-stakes environment of professional stadiums, filled with cheering crowds and the authentic atmosphere of the Nippon Professional Baseball (NPB) style of play.
The core gameplay of Ultra Baseball Jitsumei-ban 3 is built upon a solid foundation of traditional baseball mechanics, including precise batting, pitching, and fielding. However, what truly sets it apart from competitors like Konami’s Power Pros is the "Ultra" system. Players have access to a variety of super-powered moves that defy the laws of physics. Pitchers can throw "phantom balls" that disappear mid-flight or "fireballs" that leave a trail of flame, while batters can utilize power-ups to hit towering home runs with explosive force.
The game includes several modes to keep players engaged. The Pennant Mode allows for a full season simulation where team management and consistent performance are key. There is also an Exhibition Mode for quick matches against friends or the AI. Perhaps most importantly, the game features an extensive Edit Mode. This allowed players to create their own custom teams and even assign specific super-powers to individual players, providing a level of customization that was ahead of its time for a console sports game.
This game was released exclusively for the Super Famicom in the Japanese market.
Ultra Baseball Jitsumei-ban 3 occupies an interesting place in the history of sports games. While the series was known in North America under the name Baseball Simulator 1.000, the later "Jitsumei-ban" entries remained exclusive to Japan due to the licensing of Japanese players. The game is remembered fondly for its ability to balance the technical aspects of baseball with the over-the-top fun of a fighting game or an RPG. Culture Brain’s commitment to the "Ultra" gimmick helped the series maintain a cult following long after the 16-bit era ended, influencing how future developers would integrate arcade elements into sports sims.