A: 4 areas you want to train
ミート: contact (though the word sounds like Meet) I am going to refer to it as “contact”
The bottom one is “Spirit Point”
B: The Kanji underneath the player portrait indicate their training focus in this turn (they can change each turn).
There are 3 kinds:
打撃: Hitting (will train both contact and power)
走塁: base running
C: Your partners’ level/experience. They always start with level 1. They level up as you train with them. The higher their level the better they train you.
D: convenience icons here tell you which area this card trains.
The goal of this game is to get as many points as possible for all areas. (1500 each is the default in MVP, so if you get more than that, you are doing well. It’s possible to get close to 3,000 each, so you can see the major advantage for creating a player in the spirit mode.)
E: The current player that I created is a second baseman. Bat right handed and throw right-handed (左: left, 右: right, 両: both --switch hitter, 投: pitch/throw, 打: hit/bat)
Press triangle to get this screen
A: This tells me that I have 15 turns left
This is a joint practice card. This card trains all 4 areas.
A: The size of the arrow tells you the effect of the training (large red arrows are the best)
B: Hand cursors tells you who you are training with
C: Let's you know that your partner will go up 1 level after this training.
Now, when 2 or more partners train you at the same time, you get additional spirit points if they are connected.
In this case. I have:
Guy A and Guy B went to the same high school: 1 point
Guy B and Guy C have the same year: 1 point
Guy A and Guy C went to the same college: 1 point
Special training card. This is a card that will bump up the training effectiveness for the next card. Always spend this type of card first
A: It tells you that this card will not consume a turn.
B: It tells you that this card will increase the effectiveness of Contact and Power
Note: I got 3 Spirit points from the previous joint practice.
Now that I’ve increased the training effectiveness with the previous card, I can use the batting practice card.
A: Indicating that batting effectiveness increased (this will only last one turn. If you play a card that does not train batting, the effect is gone. Always remember tie your special training cards to the ability you will be training next.)
So, when you play this card, you want to select the partner who has high hitting ability (contact, power, or both) and hopefully his current focus is also on hitting.
This is a special training card that trains running (it’s in English on the card, lol.)
A: It tells you that the base running ability will go up 500 points. You will also get 1 spirit point.
B: a large red arrow going up. Nice.
A: Another Joint Practice card
B: Your partners will go up 2 levels instead of 1 in the previous regular card.
I will also get some spirit points with this card.
Special training card from the manager. Notice the 4 large arrows on all areas of your training.
This card will not involve your partners. Thus they don’t level up. (But this card is much better)
Technique stealing card.
This card will invoke a slot machine game that lets you steal one skill from one of your partner (more like copy, since he won’t lose his skill)
A: Be very careful with these cards though, as you can end up stealing the bad skills as well (dark purple one.)
If do you end up with a bad skill though, you can later on spend some points to get rid of it, so it's not the end of the world.
Skill stealing slot machine game. Line them up, it’s not easy.
The technique stealing card comes in different versions. This is a better one (hence + bonus). When you play this card, the three slots of the machine will all be lined up, you will just have to time it right to get the skill. You are guaranteed to get something. Unlike the regular card which can cause you to waste a turn.
There is another version that let you steal from all 3 partners at once (it’s not any better since you still just get one skill, except that all the skills from all partner are present in one slot machine).
This one lets you level up your partner
It does not consume a turn. This is equivalent of leveling up the player in the VP shop.
This card has no effect on your created player whatsoever
Last turn. The slot machine special training game is available. You don’t have to play it. You can use a different card.
Before going into the slot machine game explanation, here are some other cards worth noticing (but not shown)
The Spirit card (it looks like a ball of fire. Actually, I will show it later in the Level-Up Challenge part). This card gives you 10 Spirit points. As you can see here I already have 22 Spirit points just by joint practice. And I will probably get a few more from the slot machine later. If your partners are somewhat connective, this card is totally useless here.
The dog card. I remember seeing this card. I think it has a dog on it. It gives you an extra turn. Obviously play it when you get it.
Food cards: There are some cards that look like food on them. Basically they use up 1 turn to level up your partners so future trainings are more effective. The ones that can level up all partners a couple of levels are useful. The ones that only give one partner a single level bump are no good.