The glitches sound fun!
Players were rated from 1 to 10, but the editor allowed players to effectively go up to 15 (after which it reset.) Players with 15 pitching speed, for example, could reach 100+ mph on their fastballs. Players with 15 running speed were already on second on a stolen base when the catcher's throw was 2/3 of the way to second. Also, any player with a runner rating higher than 10 could never be thrown nor tagged out. This meant that every such player would automatically get an inside-the-park home run on any ground bunted ball.
The pitcher never covered the bag on grounders to first. This would result in more infield hits than normal on the PC version. In the Amiga version, the pitcher covered first if the ball was far enough away from the bag, but would still fail to cover first on balls closer to the line, leading to unwarranted infield hits.
In some ballparks, especially user-created ones, the AI wouldn't get an outfielder to pursue a shot to a corner. The players would just stand around, snagged on some wall artifact, while the batter rounded the bases for an inside-the-park home run. When this would happen, the game would freeze and the user would have to use cheat command of Shift-6 to end the play.
With a runner on first and second, a human player could deliberately hit a ground ball knowing that the computer player would never get an out. The computer would throw to third base on every occasion in an attempt for a triple play, resulting in every base runner being safe. This exact same glitch continued in Earl Weaver Baseball 2, as well as many other Electronic Arts baseball simulations for years into the future.
If the only runner was on second, a ball hit to an outfielder was not recorded as an out. Therefore, when the ball was hit the runner did not have to tag up so the runner was off on the crack of the bat.
If the outfield caught the ball above the outfield fence line, the game locked up.
Cal Ripken Jr for SNES was fine though.