textfiles/apple/DOCUMENTATION/apba.baseball2

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