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Zigzag: the ball makes a zig-zag motion through the air. Corkskrew: the ball makes a spiral motion through the air. Crazyball: the ball 'laughs' when thrown, and it moves in random directions in the air. More difficult to hit if the pitch is aimed low. Elevator: the ball is thrown low along the ground and suddenly jumps into the air at the last moment. Big Freeze: the ball is thrown like normal but suddenly stops just before it enters the strike zone, often faking the hitter into swinging at the pitch. In addition to these batting power-ups, pitching power-ups, or 'crazy pitches,' also progressively appear, though they are much more frequent and in number, occurring whenever the player strikes an opponent out. It is effective in securing runs, doubles or triples and in exhausting the opposing team. The ball hit will roll around the field erratically as fielders just barely miss catching it. Crazy Bunt: can disappear after one or no tries when in use, although sometimes it will last for up to four uses when used sparingly.
Players hit a ground ball that goes into the ground, causing the ball to appear in any random area of the field.
Under Grounder: can last at least two uses.
Players hit a fast line drive to the wall and allows the batter to run more or all bases.
Screaming Line Drive: can last at least two uses and appears more frequently. Players use an aluminum bat to hit a home run it will always be a home run. Aluminum Power: is the rarest and most valued of power-ups and can disappear after one or no tries when in use. Starting from Backyard Baseball 2001, the power ups were awarded after a hit off a 'crazy pitch' and when the player turned a double play or triple play on defense. In the original Backyard Baseball, these batting power-ups appeared when the player got a hit when the computer used a 'crazy pitch' (see below). Sometimes accompanying the four standard batting modes (Power, Line Drive, Grounder and Bunt), some beneficial power-ups appear.