R.B.I. Baseball '95

RBI Baseball '95's history is curious as it was originally announced at CES 1995 for the Sega CD, as well as the 32X, priced in the US at $49.95 and $54.95 USD respectively.

[1] RBI Baseball '95 plays differently from its Genesis/Mega Drive predecessors in one very noticeable form: Unlike any of the prior entries going up to '94, all of which had the player delivering pitches and hitting the ball from a view above and behind the umpire (with windows in the upper corners to show runners at first and third base), all instances of this now take place from the catcher's point of view, aimed to deliver a more "up close and personal" sense of realistic experience while making use of the Super 32X's software rendering and sprite scaling capabilities.

When the ball has been hit, the familiar gameplay of the franchise returns, with the player and computer guiding the runners and defense across the baseball field to either get an out or score a run; as with traditional baseball, the game ends when a team has a higher score than their opponent at the end of the ninth or relevant extra inning.

For the first time since RBI Baseball IV in 1992, virtually all of the sprites of the players, umpires, field, and ball (among others) have been completely redrawn, making use of the higher palette of the Super 32X and increasing their sprite count for increased fluidity; this also would apply to the Scoreboard shown in between the start and halfway point of each inning.

As how it has been with every entry since the Genesis/Mega Drive version of RBI Baseball III, the Password system that '95 uses has unique codes that allows access to an Animation Test/Sprite Viewer, find hidden messages placed within the game's code by the developers, and the ability to play as the Warner Corporate and Dream Team for an extra difficult challenge (with Warner Corporate replacing Team Tengen, which was present from III to '94).