How it works:
- Each pitch animates from the release point toward the strike zone with distinct speed, trajectory, and break for its type — then the ball vanishes mid-flight. You call the pitch from the early cues, a simplified version of the read hitters must make before the ball arrives.
- You can answer any time after release, but the flight cuts off at the occlusion time you chose. Earlier occlusion = fewer visual cues = harder.
- Keyboard shortcuts: press 1–5 to call the pitch.
What each pitch looks like:
- Fastball (four-seam): fastest, nearly straight, holds its line with minimal drop.
- Curveball: slowest, released with a visible hump, then big downward break.
- Changeup: fastball look out of the hand, but slower with extra drop and slight arm-side fade.
- Slider: hard, with late glove-side break (moves toward the left edge from a right-hander).
- Sinker: near fastball speed with arm-side run and sink (moves toward the right edge).
Notes:
- This is a stylized simulation for training the read-and-commit decision. It uses the same occlusion method as sports-vision research, but it isn't a substitute for live pitching or video-based training with real footage.
- Pitch locations are randomized so location never gives away the pitch type — only speed, angle, and break do. Speed, break, spin, and release point also vary slightly from pitch to pitch, like a real pitcher, so you learn the cue categories rather than memorizing fixed templates.