Defensive Training → Practice all 29 booklet situations, replay coverage, and test back-picks.
Coach Walton Arcade · No account needed
Play the Inning.
More innings. Big decisions.
Your next at-bat starts here.
West Sound vs. Seawolves
Pick your club.
Make your play.
One tap to hit. One tap to pitch. Coach both teams on defense. Play 1, 3, 5, 7 or 9 innings, keep learning with random scenarios, or practice a specific play. Automatic hitting keeps it simple. Choose Manual swing in a scheduled game for a timing challenge.
Play one inning and coach both defenses. Three outs per side.
Made for learning · Tap or click · Fictional player lineups
Tap Hit the ball, then coach the defense. You choose throws in both halves.
What situation did you see?
Take your time. Choose a base for the throw.
Every player has a job · Review all 9
● Ball● Cover● Cutoff● Backup
Standard straight-up coverage. Team systems vary; follow your coach’s calls. Tap a position to trace its assignment on the field.
Final · One inning in the books
Take it to the field
Know the outs. Read the runners. Find an available play before you throw.
Practice the decisions with CoachHow to play
01 · Tap to hit
Tap Hit the ball. The pitch and swing happen automatically. Then coach the opposing defense: read the runners and choose their throw. For a challenge, enable Manual swing before starting any scheduled game. Easy uses the current speed; Medium mixes current and slightly faster pitches; Hard adds a third, faster speed. The computer selects a speed randomly each pitch. Tap Start pitch, then tap Swing! as the marker reaches the green window. Early, late or missed swings can earn strikes. Automatic hitting remains the default. In Manual swing, timing controls contact strength and direction; the batter lines up automatically. The game varies the flight between ground balls, line drives, fly balls and pop-ups. Strong contact favors line drives. A home run needs enough power and loft to clear the fence. Both clubs have equal hitting power.
02 · Tap to pitch
After three outs, it is your turn to pitch. Quickly tap and release Pitch the ball for a slow pitch, or hold until the meter says Fast, then release for a fast pitch. Your club now fields, and you keep choosing the defensive throws. All nine players cover, relay and back up. Watch for bunts and steals.
03 · Choose the throw
In either half, the action pauses when the defense secures a ball that needs a throw. Look at the runners, read the hint, then tap a base. Take as long as you need. The action resumes with your throw.
04 · Learn the why
Every play has a short coaching note. You coach both defenses; runs still count for the batting club. The recap counts your throw outs from both halves. Runners read the ball and the runner ahead of them. Outfield hits can send a runner first to third or second to home. Lead the runner with the cutoff toward the next base; deep outfield hits give the batter time to reach first. A close, shallow right-field throw to first has about a 50% clean-transfer chance in this training game. Caught flies send runners back to retouch; this inning holds them instead of attempting a tag-up. The game uses simplified speeds and assisted movement for learning.
Tap or click every control. Optional keyboard shortcuts: Space / Enter starts the next play or swings in Manual swing mode; when pitching, hold and release either key to choose the speed, 1–4 chooses the throw, and P pauses. Use Review this play to replay or scrub the action. Choose Whole field, Overhead, Infield, First-base side or Third-base side to watch the same moment from another angle, then inspect each position’s assignment. Sound includes brief Coach Walton calls and original 8-bit effects. Switching tabs pauses play and audio. Choose 1, 3, 5, 7 or 9 innings. Each half has three outs, and runs carry into the next inning. A home lead after the top of the final inning ends the game; a winning run in the final bottom half is a walk-off. Ties stay ties with no extra innings. Random scenarios continues until you choose another gameplay mode. Each random pitch resets the runners, outs and scores; your first-try reads accumulate for the session. Identify the situation before choosing the throw. A three-outs check asks you to change sides instead of pitching. Specific plays repeat the selected coverage.