398 lines
16 KiB
Plaintext
398 lines
16 KiB
Plaintext
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After [P] Pitch:
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[RETURN] -
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(sets the play in motion) Hit away.
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[R] Run (HIT & RUN) -
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(sets the play in motion) With a runner on first and no one on second,
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you may start the runner moving with the pitch by pressing [R]. Hitting
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and running will increase the probability of taking an extra base on a
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hit and will lower the chance of a double play, but calling for a HIT &
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RUN will result in a steal attempt if the batter takes the pitch or
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fails to make contact. Hitting & running takes some power away from the
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batter but increases the number of hits through the infield (mostly
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singles) as a defensive player moves to cover second. The chance of
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success for a HIT & RUN depends in part on the HIT & RUN ability of the
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batter and his strike-out frequency.
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[B] Bunt -
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(sets the play in motion) With one or more runners on base, press [B] to
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call for a sacrafice bunt. Bunting ability is mostly a question of bat
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control. Players who do not strike out a lot will be better bunters.
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Drawing the infield in does NOT affect the chance of a succesful
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sacrafice because the effects of suprise and defensive positioning have
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been built into the outcomes.
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With a runner on third, runners on second and third, or the bases
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loaded, a bunt is assumed to be a squeeze play (the runner on third will
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be heading home with the pitch). With runners on first and third the
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offensive manager will almost always be given the option to hold the
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runner at third or to squeeze.
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Important note: Plays which only change the count on the batter, like
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foul balls, do remove the bunt and Hit & Run calls. After each play, you
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must make these calls again if you still want them to be in effect.
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[S] Steal -
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(sets the play in motion) With one or more runners on base, press [S] to
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call for a steal. With more than one base runner, you will be asked
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which base(s) you wish to steal. Exception: if you're stealing home with
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runners on second and third, or the bases loaded, the trailing runners
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will advance automatically.
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A number of factors affect the chance of a successful steal. They're (in
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order of importance): the runners Steal Success Number; the runner's
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Steal Allowance rating, which reflects the frequency of his real life
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steal attempts (A-high to G-low, Rare, Never); the cather's throwing
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arm; the pitcher's move to first; the base situation; and occasionally,
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the side from which the batter is batting.
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Special situation: with runners at first and third, if the offensive
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manager calls for a double steal, the defensive manager must decide
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whether to make a throw. If he does not throw, the runner on first will
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steal second unmolested and the runner on third will hold. If he does
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throw, the catcher's throw will always go to second, and the defensive
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manager will be given the opportunity to cut the throw to home (the
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steal of home is a delayed steal). If the throw is not cut off, that is,
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if a play is made at second,and the runner is tagged out for out number
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three, the runner on third will score ahead of the out about half of the
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time.
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[T] Time -
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Press [T] to step out of the box (call time). Calling time nullifies the
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pitch. Only the manager whose team is at bat may call time. After time
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is called, either manager may make new managerial decisions. Play
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proceeds as if the pitch were never made; however, if the defensive
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manager has already called for HOLD, STRETCH, or IN, those calls will
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remain in effect.
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Important notes: Hitting & running and bunting often create a count
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agains the batter (more strikes than balls). A count against the batter
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increases the chance of a batter striking out.
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Occasionally a sign - an offensive managerial call - will be missed by
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the batter or base runner. Play will proceed as if the sign had not been
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given.
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[Dynamic Decisions: Base Advancement, Throwing, and Fielding]
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Dynamic decisions are managerial calls which must be made during the
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play. The program allows a limited time to make the decisions. You
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determine the time limit in advance from the RULES AND DATA SCREEN.
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Each dynamic decision demands a response. Press the number of the choice
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of your decision. If you do not respond (make a decision) in the time
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alotted, a decision will be made for you. This automatic decision is the
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default and generally is the "conservative" decision. Sometimes the
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default is the obvious decision; for instance, the default response to
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"MAKE THROW?" on a steal atempt is always "yes."
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Important note: For dynamic decisions, the response marked with a
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asterisk (*) is the default. If you do nothing, the default response
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will guide what happens next.
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Dynamic decisions for the offensive manager are base advancement
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decisions for example "TRY FOR THIRD?" and "TRY FOR SECOND ON THE
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THROW?" When the offensive manager is asked to make advancement
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decisions, the defensive manager has to make throwing decisions in
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response.
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Occasionally the defensive manager will be asked to make fielding
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choices as well, for example: "GO FOR DOUBLE PLAY OR OUT AT HOME?" These
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fielding decisions will not require a response from the offensive
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manager.
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You will need some information to help you decide when to advance base
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or when to try to throw out a base runner. This information is provided
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in four ways:
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1) The description of the play gives you verbal clue about your chance
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of advancing successfully. These descriptions include such information
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as how far the ball was hit, where and how it was fielded, and the
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postion of the runner.
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2) The arm and fielding ratings of the defensive players are displayed
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by their names - the outfielder handling the ball is marked with a flag
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sign.
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3) The speed ratings of base runners are displayed next to their names.
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4) The number of outs is displayed on the scoreboard - with two outs the
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runners with be moving on contact.
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[Cutting Off Throws]
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When a manager chooses to advance an extra base on the outfielder's
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throw, the defensive manager usually will be given an opportunity to cut
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off the throw (to make the play on a trailing runner). Any runner headed
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for home when the ball is cut off will score, and his run will count
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even if the third out is subsequently made on the play.
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The chances of putting out a trailing runner depend largly on the speed
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of that runner and the chance of advancement of the runner on whom the
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play was originally being made. The closer the play on the original
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runner, the greater the chance of the trailing runner has of advancing
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if a play is subsequently made on him. Exception: if the chance of the
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original runner advancing successfully is an almost sure thing, then the
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chance of the trailing runner advancing even with the cutoff is also
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good. In this case it is usually better not to make a play for the lead
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runner.
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There is no cutoff option when the runner is attempting to advance on
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the hit rather than the throw.
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[Pinch Hitting and Pinch Running]
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At any time in the game the offensive manager may choose a pinch hitter
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or pinch runner. To do this press [CONTROL] [O] (if the ball has been
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pitched, call [T] Time first). The Pinch Hitter/Runner Screen will
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appear. It contains the same information as the Line-up Screen.
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To make a substitution, press [A],select the letter of the player
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entering the game, then select the [B] Batter or [1]...[3] base runner
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to be replaced. Players NOT available for pinching are highlighted
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(players playing the game) or marked OUT, EJECTED, or INJURED.
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Important note: The only offensive [M] Move permitted during the game
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allows the pitcher to pinch-hit or pinch-run for the designated hitter.
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This [M] Move will invalidate the DH for the remainder of the game.
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Important notes after play begins: Once a player is announced,he is in
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the game! Once a player is replaced, he is out of the game!
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[Defensive Substitutions, Moves, and Relief Pitching]
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At any time in the game before the ball has been pitched, the defensive
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manager may make a defensive substitution, move defensive players, or
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bring in a relief picture. Press [CONTROL] [D]. The Substitution Screen
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will appear. It contains the same information as the Line-up Screen.
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To make a substitution: press [A]. Select the letter of the player
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entering the game, position in the batting order, and defensive
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position. Again, players NOT available for substitution are highlighted
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or marked OUT, EJECTED or INJURED. Remember: the Official Baseball Rules
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specify that once a player is announced he is in the game.
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To move a player to a new defensive position: press [M]. Select the
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batting position of the player to be moved. Then select the new
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defensive position of the player. [M] Move is useful when you have used
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a pinch hitter or pinch runner and you wish to announce his defensive
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position. You can also use it to swith players in the field, for
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instance, to move a better "arm" to right field from left field.
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To bring in a relief pitcher simply make a substitution in the
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appropriate spot in the batting order. Press [A]. Then select the letter
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of the pitcher entering the game, position in the batting order, and
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defensive position (pitcher).
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Any player may be used as a relief or starting pitcher (if your own
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league rules permit it), but his grade, control, and endurance factors
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will be adjusted according to his probable skills. Remember: the
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Official Baseball Rules require a relief pitcher to face atleast one
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batter or to pitch until the side is retired.
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For all defensive substitutions, [ESC] will back you out of an
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incomplete announcement or move.
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Important notes: Once the game begins, a player cannot be moved from one
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position in the batting order to another. If you wish to change the
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batting order before the game begins, a player can be removed and
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reannounced at a different spot in the order.
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If a player is INJURED or EJECTED, the manager will be required to
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replace him only when it becomes necessary, (that is, when he must bat,
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run the bases, or take a defensive position). If there is not a player
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eligible to play at that time, the understaffed team forfeits the game.
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To help make pinch running, pinch hitting and other substitution
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decisions, you can examine the complete player staatistics by using [D]
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Display and [A]...[Z] or batting order number [1]...[9] of the player to
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be studied. When you choose a player in this manner, the Player Screen
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will appear.
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[The Player Screen]
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The player's name is in the upper left-hand corner.
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<Defensive ratins and statistics>
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Throws -
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The arm with which the player throws (Right/Left).
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Arm -
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Rating of arm strength and accuracy: range 20 to 40 (higher is better).
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The arm rating of an outfielder is an important consideration for making
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base advancement and throwing decisions. The arm rating of an infielder
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who relays the ball also affects the outcome of the play.
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Positions -
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A list of positions for which a player is rated defensively. If a player
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is rated at a position, then he appeared at that position in the season
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represented. His primary position is marked with an asterisk.
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Rating -
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The defensive fielding rating. The following are ranges for fielding
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ratings by position (higher is better):
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pitcher 1 to 2 third baseman 3 to 6
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catcher 5 to 9 shortstop 6 to 10
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first baseman 2 to 5 outfielder 1 to 3
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second baseman 5 to 9
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The total of defensive ratings for the infield (six players) is the
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Infield Rating. The total for the entire team (nine players) is the Team
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Rating. Although the individual fielding ratings are the most important
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factor in determining how well your team plays, the outcome of plays in
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which the ball is handled by several players is sometimes determined by
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the Infield and Team Ratings. Again, higher is better.
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Important note: If you play a player at a position for which he is not
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rated, he will be given the lowest rating for that position. Exception:
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good-fielding shortstops and second baseman may be rated slightly better
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than "lowest" at other infield positions.
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Any player may play at any position, but for realistic outcomes, players
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should not be used at unlisted positions unless injuries or ejections
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require it.
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Injury -
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Determines the seriousness of the injury should a player be injured
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(higher tend to be a more serious injury): range 0 to 4.
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Throw -
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A rating of the strength and accuracy of a cather's throwing arm on
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steal attempts: range th-4 to th+6 (higher is better). Non-catchers who
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are playing catcher are always rated th-4.
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PB -
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Passed ball rating: range 0 to 3 (lower is better). This rating affects
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the frequency of passed balls. Non-catchers who are playing catcher are
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always rated 3.
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Season and Game Statistics -
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Fielding percentages (PCT), defensive games played defensive games
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played (G), put-outs (PO), assists (A), and errors (E).
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Season statistics are the officially published statistics for that
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season. Game statistics are updated after every play and are reset at
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the beginning of each game. Game statistics can be printed out at the
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end of the game by pressing [CONTROL] [P] (see END-OF-GAME OPTIONS).
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Game statistics can also be printed out at any time during the game,
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again by pressing [CONTROL] [P].
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<Offensive ratings and statistics>
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Bats -
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The side the player bats from: Right/Left/Both (R/L/B). A switch hitter
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(Both) is assumed to bat from the side opposite the throwing arm of the
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pitcher.
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Type -
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The type of hitter: straightaway (SA), pulls to left field (PL), pulls
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to right field (PR), switch hitters who pull to both fields (PB). Type
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affects where and how hard the ball is hit. Only extreme pull hitters
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are given a PL, PR, or PB.
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Platoon -
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A rating determining how much a batter gives up to a pitcher who is
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throwing from the same side as he is batting: range 0 to 5 (lower is
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better). Example: if a right-handed pitcher with grade 15 is facing a
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right-handed batter with platoon 5, the pitcher will perform as if he
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were a grade 20 pitcher.
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Speed -
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Running speed: range 1 to 20 (higher is faster). Slow = 1 to 6, Average
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= 7 to 14, Fast = 15 to 20. Speed is an important consideration in
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making base advancement in many situations where no decision must be
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made.
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Steal Allowance -
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Rates the frequency of steal attempts: range A to G, Rare, and Never
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("A" rated players steal most frequently). The middle and lower ratings
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can substantially reduce the chance of a successful steal, except when
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the stealing runner on first is not being held on.
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Steal Success -
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Rates the success of steal attempts: range 0 to 36 (higher is better -
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36 means he was successful on every attempt). This is the primary rating
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used to determine steal attempt outcomes.
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Hit & Run Ability -
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Rates the hitting-for-average ability of a player (how much his batting
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average will increase) when the HIT & RUN is called: range 0 to 5
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(higher is better). General hit & run ability takes into consideration
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the batter's tendency to strike out. When the batter does miss the ball,
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a HIT & RUN becomes a steal attempt.
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Season and Game Statistics -
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batting average (AVG), slugging average (SLG), on-base-percentage (OBP),
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games played (G), at bats (AB), runs (R), hits (H), total bases (TB),
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doubles (2B), triples (3B), home runs (HR), runs-batted-in (RBI),
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sacrafice hits or bunts (SH), hit-by-pitch (HP), total walks (TBB),
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strike outs (SO), stolen bases (SB), caught stealing (CS)
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<Special ratings for pitchers>
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Throws -
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Pitching arm (Right/Left). A pitcher will perform better than his base
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grade against a batter hitting from the same side as he throws if the
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batter has a platoon rating greater than 0. See platoon example.
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