YAKUZA 5 REMASTERED: BOTH BATTING CENTERS, EVERY COMPLETION COURSE
Kamurocho and Nagoya are separate completion entries. Shinada's baseball side story does not automatically clear either one. Finish Igarashi's training before tackling Shinada's difficult courses, then return during the Finale for the Sawada Course.
KAMUROCHO: YOSHIDA BATTING CENTER
Kiryu, Saejima and Akiyama use the aiming-cursor batting game. Shinada uses his own Professional Course. Haruka cannot play.
For the standard game, aim the cursor at the desired panel and watch the batter rather than trying to judge every pitch by its travel speed. The bat wobbles while waiting, then the character tightens up and the bat goes still as the pitch becomes hittable. Swing at that visual cue. Fix your aim before the cue so you are not moving the cursor and swinging at the same moment.
The completion checklist is:
- Easy: S rank, 1,500 points in ten pitches.
- Normal: S rank, 1,900 points in fifteen pitches.
- Academic: all six photos, earned as three sets of two.
- Extra Hard: all three photos, one complete reveal each.
- Professional: S rank, 800 points in twenty pitches, Shinada only.
EASY COURSE
Each of the four main panels scores 90. Clear all four and a 400-point bonus target appears for one pitch. Hitting the boundary between panels can remove more than one panel at once, saving pitches for more bonus opportunities. Aim at those joins instead of treating every panel as a separate shot. A complete cycle of four panels plus the bonus gives 760; two cycles give 1,520.
The fixed pitch order is:
1 fastball 90; 2 fastball 120; 3 curve 70; 4 fastball 90; 5 fastball 120; 6 curve 70; 7 curve 70; 8 fastball 120; 9 fastball 90; 10 fastball 90. All speeds are km/h.
NORMAL COURSE
There are five panels: center plus one on each side. Aim at a shared edge for a two-panel hit when possible. Clear the set and prioritize the temporary bonus target. Your fifteen pitches allow little waste if you only take single-panel hits, so an early double hit creates useful breathing room.
Pitch order:
1 sinker 80; 2 fastball 120; 3 curve 70; 4 fastball 120; 5 curve 70; 6 sinker 90; 7 fastball 120; 8 fastball 100; 9 fastball 120; 10 sinker 100; 11 sinker 80; 12 curve 90; 13 fastball 100; 14 curve 70; 15 fastball 120.
ACADEMIC COURSE: SIX PHOTOS
Solve the displayed arithmetic and hit the panel with that one-digit answer. Pause while the question is visible if you need thinking time. Resolve brackets first, multiplication/division next, addition/subtraction last. Do not calculate strictly left to right: for example, 2 + 3 × 2 is 8, not 10. That is an explanation of the method, not a claim that this particular question appears in the course.
Three correct answers award the first photo of the current pair. Five correct award the second. Clear all five questions on three runs to collect all six photos. Leaving after three correct repeatedly can strand you with the first photo from a pair and no second photo.
There is no verified fixed answer string in the sources used for this post, so use the actual question on screen rather than an invented sequence. The five pitches themselves are fixed: fastball 140, curve 70, fastball 140, fastball 120, sinker 120. Solve and place the cursor during the question window, then concentrate on the batter's stillness cue for the pitch.
EXTRA HARD COURSE: THREE PHOTOS
Remove every panel covering the picture. White panels need one hit; red panels need two. You only have twenty pitches, so single-panel shooting wastes the available balls. Hit joins to damage adjacent panels. After three successful hits a Bomb Chance appears: the next pitch is the one opportunity to trigger that explosion. Aim the bomb at a dense cluster, ideally including red panels. Use the ordinary shots on the edges and awkward leftovers; save the larger cluster for the bomb. Fully reveal three pictures, not just the first one.
Pitch order:
1 curve 70; 2 sinker 120; 3 fastball 160; 4 curve 80; 5 curve 100; 6 sinker 140; 7 sinker 120; 8 fastball 90; 9 curve 110; 10 fastball 160; 11 sinker 80; 12 fastball 100; 13 curve 110; 14 fastball 160; 15 fastball 140; 16 sinker 100; 17 curve 130; 18 sinker 140; 19 sinker 90; 20 fastball 160.
PROFESSIONAL COURSE
Return as Shinada. Score 800 in twenty pitches. Home runs give 100, ordinary hits 50 and fouls 10, so eight home runs suffice, or a mixture such as six home runs and four hits. This uses Shinada's normal batting mechanics rather than placing a panel cursor. Do not waste time trying to make Kiryu enter the course.
NAGOYA: KINEICHO BATTING CENTER
Shinada must clear six courses. His indicator starts pink, turns brown for a hittable pitch, then flashes yellow for the strongest home-run contact. Use Heat Eye for the narrow timing windows. Training and improved batting skills make these requirements much more forgiving.
1. Beginner: 400 points, ten pitches. Choose a familiar pitch type beforehand. Four home runs or eight hits will do. A foul scores ten, but it is only a recovery point, not an efficient plan.
2. Heat Eye Beginner: 400 points, ten pitches. This appears after beginning Igarashi's training and learning Heat Eye. The course provides unlimited Heat Eye. Use it deliberately on every difficult pitch rather than saving a resource this course does not limit.
3. Intermediate: 700 total home-run meters, twenty pitches. Ordinary hits do not add the required distance. Brown-window home runs travel 80 meters; yellow-window home runs travel at least 100 and often farther. Seven 100-meter homers suffice, while nine 80-meter homers give 720.
4. Advanced: 1,000 home-run meters, twenty pitches. Same measurement as Intermediate, tougher pitching. Ten 100-meter home runs clear it. A weak contact that counts as a hit still adds no home-run distance, so use Heat Eye to wait for yellow rather than panic-swinging early.
5. Mission Course: complete the first five missions. One failed instruction ends the attempt. The required opening is home run, avoid beanball, foul, hit high-speed pitch, home run. To produce the foul, swing while the indicator is still pink. Waiting until brown or yellow produces a hit and fails that instruction. For the beanball, do not swing; use the displayed avoidance control.
6. Sawada: 800 points, twenty pitches. It is unavailable until Part 4 is finished. Bring Shinada back during the Finale. Eight home runs are enough, and ordinary hits still contribute fifty points each.
OPTIONAL MISSION-COURSE CONTINUATION
Only five missions are required for completion, but the full twenty-instruction sequence is:
1 home run; 2 avoid beanball; 3 foul; 4 hit high-speed pitch; 5 home run; 6 hit Panty Flash #12; 7 foul; 8 hit Super Bender #6; 9 home run; 10 hit Tomafork #9; 11 home run; 12 bat while drunk; 13 foul; 14 avoid beanball; 15 home run; 16 hit high-speed pitch; 17 bat while drunk; 18 hit Super Bender #6; 19 hit high-speed pitch; 20 home run.
Panty Flash #12 disappears partway to the plate; keep following the learned timing instead of waiting for a visible ball. Super Bender #6 has a sharp outside curve, and Tomafork #9 begins high before dropping. Finishing this optional list is not a substitute for clearing Sawada or the separate Heat Eye Beginner course.
YAKUZA 5 REMASTERED: BOTH BATTING CENTERS, EVERY COMPLETION COURSE
· Yakuza 5