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*** B-BALL ***
Statistical Model for Pro Basketball
FULL SEASON VERSION INSTRUCTION MANUAL
Copyright (C) 1989-1992 by BOBBALL, Inc.
Programming and Data Files copyright (C) 1989-1992 by BOBBALL, Inc.
All Rights Reserved
Instruction Manual Sections:
1 - Starting the B-BALL Full Season Version
1A - Starting the B-BALL Predict Games Version
2 - Introduction to the B-BALL Statistical Model for Pro Basketball
3 - Background Information on the B-BALL Program
4 - Possession Factor
5 - The Player Ratings Screens
6 - Computer Played Substitution Patterns
7 - Changing a Player's Characteristics
8 - Choosing a Schedule to Play
9 - Playing Games
10 - Game Box Scores
11 - The Final Season Statistics Display and Printout
(including using B-BALL for fantasy/rotisserie leagues)
12 - Consulting
13 - The B-BALL License Agreement
14 - The Shareware Concept
15 - The Shareware Disclaimer - Agreement
B-BALL FULL SEASON VERSION FILE EXPLANATIONS
The following files are needed to run the "B-BALL Statistical Model for Pro
Basketball" program, (i.e. the B-BALL Full Season Version):
SEASON.BAT a batch file to begin the program, runs SPEED.EXE
LEAGUE.TXT contains listings of seasons to choose from
REGISTER.FSV for shareware users to register the program
ORDERFRM.FSV for users to order the program and teams
README.FSV a short text file explaining the full season version
READFSV.BAT a batch file to execute README.FSV
SHAREWAR.DOC a text file explaining the shareware concept
INSTRUC2.DOC the B-BALL Full Season Version instructions
FILESFSV.DOC lists all of the program files
BBALL.MCC registration information
PRO*.LGE team name listings
PRO*.CDE team three letter code listings
PRO*.DIV team division listings
SPEED.EXE the B-BALL Full Season Version executable file
DELDTA.EXE a small utility for deleting team statistics files
INSTALL.EXE the install program
CONFIG.DAT configures files that start the program
*.92 the team files
*.92S the team statistics files
PROSTATS.TXT the final statistics file generated by playing games
BBALL92.ZIP BBS program file name - contains compressed files
BBALL command to start the B-BALL Single Game Version
SEASON command to start the B-BALL Full Season Version
PREDICT command to start the B-BALL Predict Games Version
1-STARTING THE B-BALL FULL SEASON VERSION PROGRAM
To start the B-BALL Full Season Version program, access the directory that
contains your B-BALL files, type the word "SEASON" at the DOS prompt, and press
the <enter> or <return> key. This will bring you to the program introduction
screen.
To get past the first two introductory screens, press any keys, until you
reach the screen labeled "B-BALL Pro Basketball FULL SEASON VERSION". At this
screen you have the option of typing "C" for choosing a league (i.e. a season)
to play teams from, of typing "I" to display or print the program instructions,
or of typing "Q" to quit the program. Type "C" to choose a league or use the
arrow keys to move the colored bar to that selection and press the <ENTER> key.
A window appears with a list of seasons (leagues) to choose from. As an
example, if you have the 1991-92 pro teams, move the colored bar to PRO9192
using the arrow keys and then press the <ENTER> key.
Once you have chosen a season, a menu appears with the following choices:
C. Choose League I. Instructions
S. Start Season M. Modify a Team Sub Pattern
T. Team Statistics Q. Quit
Here you have six options to choose from, "C" to choose another league (to
change to a different league or season), "S" to start the program, "T" to
display a team's player ratings screen, "I" to display or print out the program
instructions, "M" to change any team's default substitution pattern, or "Q" to
quit the program and return to DOS (the Disk Operating System). Simply type the
first letter of your choice or move the colored bar to your choice using the
arrow keys and press the <ENTER> key.
To begin the playing of games, type "S" (for Start season). The program
will initialize (create) statistics files for all of the pro teams. This
initialization sets all of the player and team statistical categories for each
team equal to zero in the team statistics file so that statistics can be
accumulated once the playing of scheduled games begins. The total number of
team statistics files you see initialized on the screen is the same as the
number of teams in the league.
After initializing the team statistics files, the first question to appear
is "Print out game scores (Y/N)?". If you would like a listing of the final
scores of each game (and each opponent) printed out as the season is being
played type or choose "Y" for yes. The scores will print out immediately after
each game is played. If not, or if you do not have a printer, type or choose
"N" for no. Regardless of your choice there will also appear at the end of the
season replay a listing of all of the game scores from where you can display
individual game box scores.
The next question to appear is "Use FOUR or SIX minute substitution
pattern (F/S)?". Typing or choosing "F" for four results in players playing
each game in multiple increments of four minutes (1/3 of a quarter), i.e. 4, 8,
12, 16, 20, 24, 28, 32, 36, 40, 44, or 48 minutes per game. Typing or choosing
"S" for six results in players playing each game in multiple increments of six
minutes (1/2 of a quarter), i.e. 6, 12, 18, 24, 30, 36, 42, or 48 minutes per
game. Type or choose "F" for four or "S" for six here.
The next question asks if you want to play a complete season replay with
all of the league teams, or a season replay for one team (1 to 84 games). Type
"R" to replay the entire league season or "O" (the letter "O", not the number
zero "0") for a season replay for one team. The full season replay for the
entire league (a total of 1107 games for the 27 pro teams) will take about an
hour to complete on most IBM 286 compatible computers (30-35 minutes on a 386
and 20-25 minutes on a 486 compatible PC). The season replay for one team will
take between 5 and 10 minutes to play (even faster on some computers).
If you type or choose the letter "O" for a one team season you are then
asked which team you would like to have play the games. Simply scroll through
the teams listing window using the arrow keys and press the <ENTER> key when
the colored bar is on the team of your choice.
The next question, "Home, Visitor, Both, or Neutral (H/V/B/N)?", asks
whether you want all of the games to be played by the team you chose to be
home games, visiting (away) games, both home and away games (where all odd
numbered played games are home games and even numbered played games are away
games), or neutral (no home court advantage for either team for all of the
played games). Type or choose either "H", "V", "B", or "N" here.
You are then asked if you would like to add any players to the roster of
the team you are playing (to simulate a player trade or free agent signing).
Type or choose "N" for no if you want to play the team as it is. Type "Y" for
yes if you want to add (draft) a player to the team. If you type "Y" for yes,
at the "Change season (Y/N)?" prompt type or choose "N" for no if the player
you want to add is from the current season. Type or choose "Y" for yes if you
want to add a player from a different season.
If you type or choose "Y" for yes to add a player to the team it then asks
from which team do you want to "draft" a player from. Again, scroll through the
teams listing window and press the <ENTER> key when the colored bar is on the
team you wish to draft a player from. Wait until that team roster appears in
the upper left hand corner of the screen, then choose a player to draft by
placing the colored bar on the player of your choice and pressing <ENTER>. You
must then "replace" one of the players on the team by scrolling through the
team roster at the bottom right hand corner of the screen using the arrow keys
and pressing <ENTER> when the colored bar is on the player you wish to replace.
Continue this process of drafting players until you are satisfied with the team
roster and type or choose "N" for no at the "Draft another player (Y/N)?"
prompt.
For those individuals in fantasy/rotisserie leagues that would like to use
a different league statistical formula, you can change this formula before
beginning any season replay by answering "YES" when asked if you would like to
change the Fantasy/Rotisserie Calculation. You then have the choice of using
any or all of ten statistical categories in your league's formula, including
2PFGM, 3PFGM, FTM, REBS, AST, STL, BLKS, TO, FG missed, and FT missed. Just
move the scroll bar to the statistical category you want to remove or add to
the league formula and press the <ENTER> key to change it's status from being
included in the formula ("yes") to NOT being included in the formula ("no"). If
you press <ENTER> a second time on the same category it changes back from "no"
to "yes". Of these ten statistical categories, remember the first seven are
added (they are "positive" statistics) and the last three, turnovers, field
goals missed, and free throw missed, are subtracted (they are "negative"
statistics). Be sure to press the <ENTER> key on "SAVE CHANGES" if you change
the status of any of the statistics in the formula or else the program will use
the default formula that uses all ten of the statistics.
The next screen that appears allows you to choose a schedule of teams to
play games against. Once you are satisfied with the schedule you have chosen,
the games will begin to be played.
1A - STARTING THE B-BALL PREDICT GAMES VERSION PROGRAM
The B-BALL Predict Games Version can be used for the purpose of predicting
the outcome of upcoming professional basketball games by using statistically
updated and current team and player files. Since the program simply plays games
between any two teams, you can play as many games between any two teams that
are about to play a game in real life as you feel are necessary to produce an
average game outcome. You can play as few as 1 or as many as 1000 computer
played games between any two teams for the purpose of determining for each
upcoming game an average game score, point differential, and total points
scored.
To begin the B-BALL Predict Games Version, simply type "PREDICT" at the DOS
prompt and press the <enter> or <return> key. Similar to when starting the
B-BALL Full Season Version, to get past the first two introductory screens,
press any keys until you reach the screen labeled "B-BALL Pro Basketball
PREDICT GAMES VERSION". At this menu you have the same options as discussed
previously:
C. Choose League I. Instructions
S. Start Games M. Modify a Team Sub Pattern
T. Team Statistics Q. Quit
However, before choosing teams to play in games, you should set up team
substitution patterns for each team that reflects the players currently playing
for those specific teams and in the approximate number of minutes that they
average per game. Default team substitution patterns are set up so that players
will play about the same amount of minutes per game that they are currently
averaging during the current season. However you should change these as you see
fit, such as if certain players are injured and not available to play that day.
In other words, if a team's star player cannot play that day, take him out
of that team's substitution pattern and replace him with the bench player most
likely to play in his place, so that the replayed game's outcome reflects that
player not actually playing. The accuracy of this program in predicting the
outcomes of upcoming pro games is extremely dependent on the players who play
in those games, thus do not use a team's star player in that team's
substitution pattern if he is not available to play in that immediate upcoming
game being predicted.
To modify a team's substitution pattern, type "M", then place the scroll
bar on the team of your choice using the up and down arrow keys, and press the
<enter> key to select the team. See Section 6 of these instructions for how to
modify the computer played team's substitution pattern.
Once you are satisfied with the team substitution patterns you have
changed, type "S" to initialize (create) the team statistics files. After the
statistics files are created, a prompt for which team substitution patterns to
use (four or six minute) appears. Be sure to choose the pattern type that
matches the patterns you modified.
After choosing a substitution pattern type, you then have the option of
setting up two pro teams (home and away teams) per game to be predicted for up
to 13 separate upcoming pro games (the most games that can be played in any
single day since there are 27 pro teams). Simply type in either a team's city,
or the team nickname, or the team 3 letter code into the home and visitor
columns. The following is a list of what can be typed into the "Home Team" and
"Visiting Team" columns to identify the pro teams:
Team City Team Nickname Team 3 Letter Code
------------ ------------ ------------------
ATLANTA HAWKS ATL
BOSTON CELTICS BOS
CHARLOTTE HORNETS CHA
CHICAGO BULLS CHI
CLEVELAND CAVALIERS CLE
DALLAS MAVERICKS DAL
DENVER NUGGETS DEN
DETROIT PISTONS DET
GOLDEN STATE WARRIORS GSW
HOUSTON ROCKETS HOU
INDIANA PACERS IND
LOSANGELES CLIPPERS LAC
LOS ANGELES LAKERS LAL
MIAMI HEAT MIA
MILWAUKEE BUCKS MIL
MINNESOTA TIMBERWOLVES MIN
NEW JERSEY NETS NJN
NEW YORK KNICKS NYK
ORLANDO MAGIC ORL
PHILADELPHIA 76ERS PHI
PHOENIX SUNS PHO
PORTLAND TRAILBLAZERS POR
SACRAMENTO KINGS SAC
SAN ANTONIO SPURS SAN
SEATTLE SUPERSONICS SEA
UTAH JAZZ UTA
WASHINGTON BULLETS WAS
After typing in both a home and away team for a scheduled upcoming pro
game that you want to predict the results of you then type in the number of
games you want to be played between the two teams, with the minimum number of
games to be played being 1 and the maximum being 1000. To move the screen
cursor from column to column either press the <enter> or <tab> key, and to move
up or down in the columns use the up and down arrow keys.
Be sure the team city, nickname, or 3 letter code is spelled correctly, or
the program WILL NOT PLAY that misspelled team. For the proper spelling of team
names, press the F1 key to get a listing of the teams. The proper spelling of
the team 3 letter codes is listed above. To reduce the chances of misspelling
any of the three, use the team three letter codes as often as possible, as it
is easiest to see if one of the three letter codes is spelled incorrectly.
When you are satisfied with the schedule you have set up, check the columns
for proper spelling and correct any misspelled names (use the team 3 letter
codes to reduce the amount of errors). Then press the F10 key, and then "Y" for
yes at the "Are you satisfied (Y/N)?" prompt. At that point the games will
begin to be played. If you are not satisfied with the schedule, press "N" for
no and retype your schedule. Be sure all of your team names are spelled
correctly before typing "Y" for yes because if you press F10 and then press "N"
for no to retype your schedule you will have to type in all of the team names
and games to be played over again.
As the games are being played the following are displayed on the screen:
1) the home and away team playing the game
2) the total number of simulated games played between the two teams
3) the home team W-L record
4) the score of the most recently played game
5) the average game score
6) the average game point differential
7) the average total points scored per game
The games are played very quickly, just a few seconds per game on most
computers, less than one second per game on an IBM 486 clone personal computer.
When all of the games have been completed, the screen displays a complete
listing of all of the average game scores, point differentials, and total
points scored for each upcoming pro game whose outcome is being predicted.
Remember, even though the computer simulated games are played very fast,
actual games are indeed being played (use the B-BALL Single Game Version to see
just how the games are actually played). The program is not simply making
statistical calculations based on player statistics - games are actually being
played with every shot, pass, rebound, free throw attempt, foul, steal, assist,
turnover, blocked shot, etc. being accounted for as the games are played.
As stated before, it is most important for the user of this program who is
predicting the outcomes of upcoming pro games to take into account which
players are indeed going to play for the pro team that day and change the
team's substitution pattern accordingly. If, for example, a team's star player
is injured and is not going to play in that day's game, be sure to take him out
of the team's substitution pattern and replace him with the bench player most
likely to replace him in the team's actual starting lineup. This program is
extremely accurate statistically when simulating real life pro basketball, and
if in real life a certain player is not playing that day the program will not
be as accurate if you do indeed use that player in his team's substitution
pattern.
2-INTRODUCTION TO THE B-BALL STATISTICAL MODEL FOR PRO BASKETBALL
B-BALL Pro Basketball for the Computer is an extremely statistically
accurate computer program that simulates professional basketball. It is based
on current up-to-date 1992-93 pro basketball regular season statistics and
also from statistics from earlier seasons. The B-BALL Statistical Model for Pro
Basketball (i.e. the B-BALL Full Season Version) can be used in a number of
ways, including:
a) predicting the outcome of a single upcoming game between two pro teams
that is about to be played in real life during the 1992-93 season by
playing any number of games between those same two teams (using updated
and current team and player files) and determining an average score,
point differential, and total points scored between the two teams
(easiest if you use the B-BALL Predict Games Version).
b) replaying an entire season for all of the pro teams, 1107 total games
for the 27 pro teams, and obtaining accurate statistical results in
less than one hour (on an IBM 386 or 486 clone PC).
c) replaying any number of games (up to 82) for any single team against any
schedule of opponents to predict the outcome of that team's season.
d) determining a team's optimum substitution pattern, i.e. the substitution
pattern that results in the most wins for the team.
e) determining whether a future trade or free agent signing would be
advantageous to a team in terms of producing more wins for that team.
f) determining which players and teams produce the most fantasy points for
teams in fantasy/rotisserie basketball leagues using any or all of the
following statistics (your choice of which to use): 2PFGM, 3PFGM, FTM,
REB, AST, ST, TO, BS, FGmissed, and FTmissed by playing a complete 82
game season for all of the teams in your fantasy league.
The B-BALL Full Season Version program is ideal for fantasy/rotisserie type
leagues. Using the B-BALL Single Game Version users can draft all of their
fantasy league teams into a single league and then using the B-BALL Full Season
Version have the computer play the entire fantasy league season in a matter of
minutes. After the season is played the program then displays a detailed final
statistics file that can also be printed out that contains league totals,
league standings, league leaders, all player individual statistics, and most
importantly, individual player fantasy/rotisserie total points generated per
game and per minute based on the statistics you chose to keep track of. This
playing of the league season can be performed any number of times to determine
consistent results between the league teams.
Using the B-BALL Full Season Version you can also determine which players
would be best for your fantasy/rotisserie teams, i.e. which players would
produce the most fantasy/rotisserie points for your team. Using the program
you have the option of using any or all of ten statistical categories in your
fantasy/ rotisserie league formula (2PFGM, 3PFGM, FTM, REB, AST, ST, BS, TO,
FG missed, and FT missed). You can even simulate player trades or free agent
aquisitions and replay a complete 82 game season for your team in a matter of
minutes to see if a certain player or players would increase your team's win
total. You can even play your fantasy/rotisserie team against the actual pro
teams to see how it would stack up against them.
During the 1992-93 pro season the B-BALL team and player files will be
updated once a week and will be mailed once a week to all who license a copy
of the B-BALL Statistical Model for Pro Basketball. The program can then be
used during the actual 1992-93 pro season for analysis of upcoming pro games
using both the current 1992-93 pro team and player files and also the 1991-92
files. A copy of the B-BALL Single Game Version is also included with with each
licensed copy of the B-BALL Statistical Model for Pro Basketball (Full Season
Version).
3-BACKGROUND INFORMATION ON THE B-BALL PROGRAM
B-BALL is quite different than other computer programs available today for
the analysis of pro basketball, including trend analysis programs. Unlike other
programs, in B-BALL games are actually being played by the computer as every
shot, pass, foul, turnover, free throw, rebound, steal, blocked shot, and more
is recreated as players perform just as they do in real life. Also when playing
a complete season or even a single game you can alter a team's substitution
pattern in any way that you desire (such as by not playing a certain player if
he is injured and cannot play in an upcoming pro game) and you can also add
players from other teams to simulate player trades or free agent signings or
change any of a player's characteristics (such as FG%, FT%, rebounding ability,
etc.) at the start of the program before any games are actually played.
Each player's computer file is based solely on that player's regular
season statistics and his team's statistics. Each player is rated for how often
he shot, passed, got fouled, turned the ball over, committed fouls, stole the
ball, blocked shots, and more. More importantly, each is rated for how often he
actually handled the ball (his possession factor). Thus players will handle the
ball as often as they actually did and will shoot, pass, get fouled, and turn
the ball over on offense and commit fouls, steal the ball, rebound, and block
shots just as they do in real life. If you replay a team with its identical
roster with each player getting approximately the same amount of minutes as he
did during the actual season the replayed season statistics will very closely
match those of real life.
B-BALL is currently available for purchase with the updated 1992-93 pro
team and player files so that it can be used to model the 1992-93 pro season.
As stated before, there are a multitude of ways that the B-BALL program can
be used. It can be used to predict the average outcome of a single game yet to
be played between two pro teams. Simply play a number of games (10, 100, even
1000) between those two teams, varying the substitution pattern as you see fit,
and noting the overall average points scored, average per game point spread,
and total points scored per game by the two teams. Games are played very
quickly by the program. Players who in real life may be injured at the time of
the game can even be omitted from that team's substitution pattern to predict a
more realistic single game outcome.
The B-BALL Full Season Version is an excellent model for analyzing possible
player trades or free agent signings. Simply replace a player (or more than one
player) on one team with a player from a second team (to simulate a player
trade or free agent aquisition), play a season of 82 games in a few minutes,
and compare the final statistics with statistics from a season played with the
original first team. If you play a team with a player or players traded to it
you will see how the new player or players affect the performance of the rest
of the team, including the team's won-lost record and overall team statistics
and also the statistics of each of the team's other individual players.
In this full season version the computer plays the pro teams according to
set substitution patterns that you can change prior to the playing of any
games. In these substitution patterns players will automatically substitute
at four or six minute intervals (each 1/3 or 1/2 quarter) and you can easily
alter the patterns to play any players in any four or six minute span you
desire. These substitutions always occur during a game after a team has scored
or lost possession of the ball to the other team. You can play from 1 to 84
games during any one season.
The major advantages of this full season version are it's statistical
accuracy and it's speed in playing games and replaying one season after
another. In analyzing any single game outcome, player trade, or substitution
pattern, a full season of 82 games can be replayed in 5 to 10 minutes or less,
depending on the speed of your computer. Thus in the span of a short period of
time you can replay a number of seasons and determine statistically the average
outcome of a single game, if it would be advantageous for a team to trade for a
certain player, what attributes a new player would require to make a team
better, or what substitution pattern with your current players would produce
the most wins.
For this B-BALL Full Season Version you can easily verify the accuracy of
the program by replaying an entire past pro season and comparing the program's
final statistics with the actual final statistics for that season. Or you can
replay a season (or more than one season) for one team and compare the final
statistics with that team's actual pro final statistics for that season.
You can even recreate actual player trades that were made in seasons past
to verify the accuracy of the program. Simply take any player or players that
were traded to a team between, say, the 1990-91 and 1991-92 seasons, run the
program using the 1990-91 players with the traded players on the team that they
were traded to, and compare the final statistics of the replayed season with
the actual statistics of the 1991-92 team the players were traded to.
4-POSSESSION FACTOR
B-BALL Pro Basketball for the Computer rates each player for how often he
handled the ball. This "possession factor" (PF) is a number that measures a
player's ability to handle, or control, the ball during the course a game. The
more a player shoots, passes, gets fouled, or turns the ball over during the
time he plays, the greater his PF is. This number also reflects a player's
ability to get open to receive a pass since receiving a pass leads to another
shot, pass, foul, or turnover. The greater a player's PF is, the greater are
his chances for creating an opportunity for himself or a teammate to score.
Players with high possession factors are either point guards (who handle
the ball on most team possessions) or players who are consistently involved in
a team's offense through passing or shooting. Players with low possession
factors are usually inside scorers with limited outside shooting and passing
ability, defensive specialists that are hardly involved in a team's offense,
or good rebounders with limited offensive skills. They usually have limited
dribbling ability and usually score only after receiving passes at or near the
basket or after getting an offensive rebound.
Each time the computer passes the ball it adds up the possession factors
of the four teammates of the player with possession of the ball with the odds
of any one of the four players receiving a pass being determined by dividing
that player's possession factor by the sum of the four possession factors of
the players available to receive the pass. Thus the players who receive the
most passes are those with the higher possession factors. Thus not only will
players shoot, pass, get fouled, and turn the ball over as often as they do in
real life but they will also handle the ball as often as they do in real life.
5-THE PLAYER RATINGS SCREENS
The player ratings screens show all relevant player statistics that
describe a player's abilities except their possession factors (how often the
player handled the ball) which are listed in the final program display or
printout. The categories listed in the player ratings screens include a
player's positions played, height, minutes per game played and points per game
played, field goal and free throw percentages, and the following player
attributes:
%Shoot, %Fouled, %TO (turnovers) - how often a player, on the average,
shoots, gets fouled, and turns the ball over in relation to how
often he handles the ball. Example: If a player handled the ball
2000 times during a season and took 1000 shots, got fouled 200
times, and committed 240 turnovers, his %Shoot, %Fouled, and
%TO would be 50, 10, and 12 percent.
Rebounding Ratings - these ratings are a player's offensive and defensive
rebounds per 48 minutes multiplied by factors to equate the two.
Since 1/3 of all rebounds are offensive and 2/3 are defensive, the
average player grabs 1 offensive rebound for every 2 defensive
rebounds he gets. If a player averaged 12 rebounds total per 48
minutes and 1/3 of his rebounds were offensive (4) and 2/3 were
defensive (8), his offensive rebounding rating would be 12.0 and
his defensive rebounding rating would be 12.0. The ratings are
calculated by
(offreb/min) x 48 x 3 and (defreb/min) x 48 x 1.5
The average player has ratings of about 8.7 for offensive
rebounding and 8.7 for defensive rebounding. This is simply another
way of measuring a player's rebounding ability as the final display
and printout also lists every player's rebounds (offensive,
defensive, and total) per game. Another way to look at these ratings
is the off rat x 1/3 plus the def rat x 2/3 equals the player's
rebounds per 48 minutes played:
(off reb rat) x 1/3 + (def reb rat) x 2/3 = reb per 48 min
Keep in mind that the final statistics display and printout also
includes the conventional statistics of rebounds per game and
rebounds per 48 minutes.
Def FG% (defensive field goal percentage) - this is how much the defender
will, on the average, increase or decrease the FG% of the offensive
player he is directly guarding. The best a defender can be is -5.0%
and the worst +5.0%. In other words if a player on offense who
normally shoots 50% from the field is guarded by a defender rated at
-5.0%, he would shoot 45% from the field and if guarded by a
defender rated at +5.0% would shoot 55% from the field.
%Foul, %ST (steals) - how often the defender, on the average, commits
fouls and steals the ball per minute he plays. Example: If a player
played 3000 minutes during a season and committed 300 fouls and
stole the ball 150 times, his %Foul and %ST would be 10 and 5
percent.
%BS (blocked shots) - the percentage of shots that the defender will,
on the average, block out of the total number of shots taken by
the opposing team while that player is on the court. Example: If
a player played during a season and his team's opponents attempted
5000 shots during the time he actually played, and he individually
blocked 250 shots, his %BS would be 5.0 percent.
6-COMPUTER PLAYED SUBSTITUTION PATTERNS
The next question is "Change substitution pattern (Y/N)?". By typing or
choosing "Y" for yes you can then change the team's substitution pattern by
playing that team's players in any 4 or 6 minute increments that you desire.
The same substitution pattern will be used for each game played during the
season. It is altered only when a player fouls out of a game, at which point
the player who fouled out is replaced by the next player on that team's roster
who can play the fouled out player's position. In these patterns the 4 and 6
minute intervals (1/3 and 1/2 quarters) are lettered A-H and A-L:
Six Minute Substitution Pattern Four Minute Substitution Pattern
qtr 1/2 qtr game minutes played qtr 1/3 qtr game minutes played
1 A 0 - 6 1 A 0 - 4
1 B 6 - 12 1 B 4 - 8
2 C 12 - 18 1 C 8 - 12
2 D 18 - 24 2 D 12 - 16
3 E 24 - 30 2 E 16 - 20
3 F 30 - 36 2 F 20 - 24
4 G 36 - 42 3 G 24 - 28
4 H 42 - 48 3 H 28 - 32
3 I 32 - 36
4 J 36 - 40
4 K 40 - 44
4 L 44 - 48
To change the substitution pattern, first choose a 1/2 or 1/3 quarter by typing
its letter and pressing the <enter> or <return> key. Choose the player you want
to add by typing his number (1-12) and press enter. Then add him to the
position you want him to play by typing either C, SF, WF, SG, or PG and
pressing the <enter> key, where:
C - center
SF - strong or power forward
WF - weak or small forward
SG - shooting guard
PG - point guard
Continue this process until you are satisfied with the substitution pattern.
Type "X" to leave the screen and continue the game.
7-CHANGING A PLAYER'S CHARACTERISTICS
The next question is "Change player characteristics (Y/N)?". If you type
or choose "Y" for yes you can then change any of a number of any player's
characteristics such as his possession factor, 2PFG%, 3PFG%, FT%, rebounding
ratings, defensive FG%, or how often he commits fouls, steals the ball, or
blocks shots.
This feature can be used to see how differently a team would perform if a
certain player was a slightly better (or worse) shooter, rebounder, shot
blocker, etc. Or you can greatly exaggerate a characteristic (attribute) for a
certain player to see what abilities are needed by a team for it to
consistently win more games. Would a team win more games with a great
rebounder, shot blocker, high percentage shooter, or with someone who commits
far less fouls, steals the ball more often, or is a better defensive player?
You can determine statistically which player attributes are needed for a team
to win more games.
To change any player's characteristics (attributes), first choose a player
by scrolling through the team roster using the arrow keys and pressing <ENTER>
when the colored bar is on the player of your choice. Then choose which
attribute you would like to change by moving the colored bar to it and pressing
<ENTER>. Then type in the value you would like to change the attribute to and
press <ENTER>. You can then change other player attributes (characteristics) or
continue with the program.
There are limits placed on a number of the characteristics that you can
change, such as the maximum a player's FG% can be is 68.5% and the highest an
offensive or defensive rebounding rating can be is 25.0 (25 x 1/3 = 8.3
offensive rebounds per 48 minutes or 25 x 2/3 = 16.7 defensive rebounds per 48
minutes). Also the %PF (personal fouls committed) and %ST (steals) cannot add up
to more than about 20% total and both %PF and %ST will be automatically adjusted
lower if you attempt to do so. In other words if you try to set both %PF and %ST
to 15% both will be adjusted to about 10% each (or less). This is because it is
unrealistic for a player who plays 3000 minutes in a season to commit 450 fouls
(15% of 3000) and steal the ball 450 times (it has not even come close to being
done), however 300 fouls and 300 steals in 3000 minutes has been achieved.
8-CHOOSING A SCHEDULE TO PLAY
After you have chosen a team, a substitution pattern, and changed any
player characteristics for a full season to be played you then choose a
schedule of opponents to play. You can play at least 1 but no more than 84
games in any single season.
Simply type in the number of games against each opponent you wish to play.
Press the <ENTER> key to switch from one column to the other, and use the up
and down arrow keys to move up and down in the columns. Be sure NOT play any
games against the team you are actually playing the games for (i.e. if you are
playing the games for the Boston Celtics, do not play any games against those
same Boston Celtics - leave the square blank or type in the number zero 0). To
change the number of games against any opponent after you have already typed in
a number, return to the square next to the team you want to change and simply
delete the number of games to be played using the left and right arrow keys and
the delete key, then retype a number. Also be sure NOT to type in any games
where "NO TEAM" is listed. If you do not want to play any games against certain
teams, simply leave those squares blank, or type in the number zero.
To predict the average outcome of a single game yet to be played in real
life, play up to 82 games at a time against any single opponent. As an example,
if Cleveland was about to play at home against Chicago, and you wanted to
determine the average outcome of the game yet to be played, you could choose
to play Cleveland, select all of their games to be played as home games, and
type in a schedule of, say, 82 games against Chicago. Also, you can repeat this
procedure by next choosing to play Chicago, choose all of their games as away
(visitor) games, and play 82 games against Cleveland. Repeat this procedure as
many times as you feel are needed to obtain a consistent result between the
replayed "seasons", i.e. an average score, point spread, and total points
scored, all the while changing the team's substitution patterns based on who
you feel will be playing that night the game is actually being played.
While you can predict the outcome of an upcoming pro game using the B-BALL
Full Season Version, it is easier to use the B-BALL Predict Games Version.
However, the Predict Games Version does not compile statistics - it will
display only the average game score, point differential, and total points
scored between the two teams after all of the games bewteen the teams teams
have completed. The advantage of using the Predict Games Version is that you
can play up to as many as 1000 computer simulated games (rather than just 82)
and also the games are played faster than in the Full Season Version because
the numerous statistics that are displayed in the Full Season Version are not
being saved.
To play a complete season for one team against the rest of the league
choose a schedule similar to that team's actual pro schedule or play an
"average" number of games against each team in the league (zero games against
the team actually playing the season so it doesn't play itself, 4 games
against 4 teams, and 3 games against each of the remaining 22 pro teams). Be
careful because if you play a team against itself (instead of zero games),
statistics will be added twice for each game played.
If after choosing a schedule of games to be played you would like to change
the schedule simply answer "N" for no at the "Are You Satisfied (Y/N)?" prompt
at the bottom of the screen. The schedule is then erased and you can redo the
schedule. Once you are satisfied with the schedule type "Y" for yes at the
prompt at the bottom of the screen. At that point the games scheduled will
begin to be played.
9-PLAYING GAMES
Each game scheduled takes only a few seconds to be played, anywhere from
4 to 10 or 12 seconds, depending on the speed of your computer. A full season
of 82 games for one team can be played in 5 to 10 minutes. Unlike the B-BALL
Single Game Version where you can view the text narrative of a game as the game
progresses, the B-BALL Full Season Version is designed for speed and
consequently all you will see for each game played is the final score displayed
across your monitor screen. You do have the option of printing out the game
scores if you wish. When the season replay has completed you then have the
option of displaying for viewing or printing out the complete total final
statistics of the games just played and also the individual game box scores.
10-GAME BOX SCORES
Once the games being played by the computer have finished, aside from the
final statistics you can also view or print out individual game box scores. At
the screen listing of the game scores type "D", then use the arrow keys to move
the scroll bar to the game of your choice, then press the <ENTER> key to
display game box score. To print any single game box score type "P", scroll to
the game of your choice, and press the <ENTER> key (please be sure your printer
is powered on and ready to print). If you wish you can also print out all of
the game box scores for the entire season played by typing "G".
11-THE FINAL SEASON STATISTICS DISPLAY AND PRINTOUT
The first page of the team's final season statistics screen display and
printout consists of the individual players, team total, and per game
statistics. Also, at the top of the display, the team's home and away won-lost
records are listed along with the average home game and away game scores,
their point differentials, and the total points scored by both teams. The
following are definitions for the categories on the remaining pages of the
screen display and printout:
SINGLE GAME HIGH-LOW - these are the most of a single category that a player
achieved in any single game, i.e. most points, rebounds, free throws made, etc.
For points and minutes played the lowest amount in any single game are also
displayed.
POSSESSIONS - a possession is anytime a player handles the ball (other than a
defensive rebound). A player's total number of possessions is the sum of his
shots, passes thrown, turnovers, and number of times fouled. This sum is also
equal to the sum of the number of team possessions he starts, passes caught,
offensive rebounds, and the number of shots he made while fouled in the
act of shooting. Divide a player's possessions by his minutes to get his
possession factor.
GAME PF and GAME PPF - these are a player's possession factor (PF) and passing
possession factor (PPF). They are equal to the number of different things the
player did in relation to the number of minutes he played. They are equal to:
GAME PF = (shots + passes + turnovers + number of times fouled)/possessions
GAME PPF = (shots + passes + turnovers + times fouled - off reb)/possessions
Thus if a player had a possession factor of 1.00, that means he averaged one
shot, pass, turnover, or got fouled once per minute that he played.
TOTAL POSSESSIONS - the total number of times the player handled the ball out
of the total number of times the ball was handled by he and his teammates while
he played. The percentages listed shows who handles the ball the most and least
for the team in relation to the other players.
STARTS - the number of times the player was the first player to handle the ball
on offense out of the total number of possessions begun by the offense while he
played (think of this as the first player to handle the ball once the team
began to run an offensive play or started a fastbreak).
OUT OF BOUNDS PLAYS - the number of times that player was fouled before his
team was in the penalty (bonus) situation and an out of bounds played followed.
PASSES CAUGHT - the number of passes a player had thrown to him (he caught) out
of the total number of passes thrown by he and his team while he played.
OFF REB - the number of offensive rebounds the player got out of the total he
and his team got while he played.
AOSF FGM - AOSF FGA - the number of shots the player made while fouled in the
act of shooting. The AOSF FGA is the total number of times he was fouled in the
act of shooting.
NUMBER OF TIMES FOULED - the total number of times the player was fouled - NSF
is non-shooting fouls and AOSF is act-of-shooting fouls and backcourt fouls.
PLAYER REBOUNDING - these are the number of offensive, defensive, and total
rebounds the players grabbed per game and also per 48 minutes played.
REBOUNDING RATINGS - these ratings are a player's offensive and defensive
rebounds per 48 minutes multiplied by factors to equate the two. Since 1/3 of
all rebounds are offensive and 2/3 are defensive, the average player grabs
1 offensive rebound for every 2 defensive rebounds he gets. Thus to equate
offensive rebounds with defensive rebounds the offensive rebounds are
multiplied by 3 and the defensive rebounds are multiplied by 1.5 (i.e. 3/2).
If a player averaged 12 rebounds total per 48 minutes and 1/3 of his rebounds
were offensive (4) and 2/3 were defensive (8), his offensive rebounding rating
would be 12.0 and his defensive rebounding rating would be 12.0. The ratings
are calculated by:
off reb rating = (offreb/min) x 48 x 3
def reb rating = (defreb/min) x 48 x 1.5
The average player has ratings of approximately 8.7 for offensive rebounding
and 8.7 for defensive rebounding. When looking at these ratings, simply divide
the offensive rating by 3 and the defensive rating by 1.5 to get the player's
offensive and defensive rebounds per 48 minutes.
SAOR - scored after an offensive rebound - the number of times the player got
an offensive rebound and immediately put the ball back up and in.
PERFORMANCE (FANTASY/ROTISSERIE) POINTS:
PERFORMANCE RATING - a single generic number used to "measure" a player's
overall individual performance. It is calculated by:
PERFORMANCE POINTS = pts + reb + ast + st + bs - to - FGmissed - FTmissed
PERFORMANCE POINTS PER MINUTE =
(pts + reb + ast + st + bs - to - FGmissed - FTmissed)/minutes
PERFORMANCE POINTS PER MINUTE / GAME PACE = a player's performance rating
divided by his team's "game pace", i.e. teams that run alot have high
game paces and teams that play a slowed down half court offense have
low game paces. This calculation normalizes the performance points
per minute rating of every player so that you can compare accurately
players ratings from different teams.
PERFORMANCE POINTS PER GAME = a player's performance points per game played
This performance rating is useful when comparing how players perform from
one season to the next but with varying teammates, i.e. did a player's
performance rating increase or decrease with the addition of a new teammate
and why. Note that this rating is NOT all inclusive in that it does not measure
a player's defensive ability other than blocked shots and steals.
FANTASY/ROTISSERIE LEAGUE PLAYER RATINGS
This performance rating is also ideal for those B-BALL program users
involved in fantasy/rotisserie pro basketball leagues. The formula used
performance pts = pts + reb + ast + st + bs - to - FGmissed - FTmissed
is the most accurate use of a player's overall statistics in determining what a
team's W-L record would actually be.
The best way to predict a team's W-L record is by knowing that team's
average points scored and points allowed per game for an entire season. The
difference between the two is the most accurate statistic that can be used to
predict a team's W-L record. In other words, if you graphed all of the pro
teams average points scored per game minus points allowed per game versus their
total wins for the past 20 years, you would see close to a straight line. This
means if you knew a team's average points difference per game you could closely
predict how many games the team won.
For fantasy/rotisserie basketball, average points difference per game is
not a category that can be used, however if you add up all of the offensive and
defensive "performance points" for all of the pro teams for the past 20 years
using the above formula, the difference between a team's offensive and
defensive "performance points" per game, when graphed versus the teams total
wins, is also very close to a straight line and thus can be used to predict how
many games a team won (or would win).
The statistics used in the above formula thus best reflects how many games
a team won, or by using these same statistics would best predict how many games
a team would win. Thus this formula is ideal, moreso than other formulas, for
use by fantasy/rotisserie pro basketball leagues. This formula incorporates
every measurable statistic except personal fouls and disqualifications (players
fouling out of games) and most closely reflects how good a fantasy/rotisserie
team would be if the players on those teams actually played together on the
same team in real life professional basketball.
To determine which players to draft for your fantasy/rotisserie teams,
draft teams with various player combinations into a single league using the
B-BALL Single Game Version, then use the B-BALL Full Season Version to play as
many complete seasons as you wish. Then compare the number of performance
points accumulated by each player per game. If you set up substitution patterns
so that players play about the same number of minutes per game that they would
in real life (or that they played last season), then the number of performance
points per game that they generate is approximately the same amount they would
generate in real life.
PLAYER ATTRIBUTES - these are percentages for how often a player did each of
the following:
%SHOOT, %FOULED, %TO (turnovers), %PASS - how often a player shot, got fouled,
turned the ball over, and passed the ball in relation to how often he handled
the ball.
%PF, %ST - how often each player committed a foul or stole the ball in relation
to the time he played.
%BS - the percentage of shots the player blocked out if the total number of
shots attempted by the opposition during the time he played.
DEF FGM, DEF FGA, DEF FG% (defensive field goal percentage) - this is how many
shots were made and attempted by opponents directly guarded by the player.
TEAM SUBSTITUTION PATTERN - 4 or 6 minute:
This is the substitution pattern used by the team for each game during
the season played. Players automatically substitute at either 4 or 6 minute
increments (your choice at the beginning of the season) based on the pattern
you set up prior to the starting of the season. Note that all player
substitutions occur at a change of possession between the teams unless a player
fouls out, at which point that player is replaced at that immediate dead ball
situation.
SEASON STATISTICS BY QUARTER - this is a breakdown of the team's average per
game offensive and defensive statistics by quarter for all of the games played.
There are seven total columns of statistics. The first column lists the
statistical categories, the next four are the statistics by quarter, and the
last two columns lists the overtime statistics and the average per game totals.
SEASON STATISTICS BY 4 OR 6 MINUTE INTERVAL - 4 or 6 minute - this is a
breakdown of the team's average offensive and defensive per game statistics for
all of the games played by 4 or 6 minute intervals (dependent on which
substitution pattern was chosen for that season played). The statistics are
listed in columns just as in the "season statistics by quarter" section,
however for each quarter using a six minute substitution pattern there are two
columns (as there are two 6 minute intervals per quarter) and for each quarter
using a four minute substitution pattern there are three columns (three 4
minute intervals per quarter). To view the overtime period and totals columns
for the four minute substitution pattern per quarter statistics use an arrow
key to move to the right as those columns are initially off to the right of the
the screen when you first view this section.
NOTE: The season statistics by quarter and by 4 or 6 minute interval are
useful when you are trying to determine the optimum substitution pattern
for your team, i.e. which player combinations best complement each other
either offensively and/or defensively.
All of the final statistics in this large display are stored in a text file
called PROSTATS.TXT. Once the program is re-run, this file name is changed to
PROSTATS.BAK so that the new statistics file being generated as the program is
being run can be named PROSTATS.TXT. You can then rename this backup file if
you wish to save it for viewing later using any word processor or text editor.
When the program is run again the old PROSTATS.TXT file generated is renamed
PROSTATS.BAK and the previous PROSTATS.BAK backup file is deleted.
12-CONSULTING
If you choose not to purchase the B-BALL Full Season Version software or do
not have the personnel available nor the time to use it but would like any
analyses performed on the outcome of upcoming pro games, specific player trade
possibilities or free agent aquisitions, team substitution patterns, or
analyses on what player attributes would best improve a team's won-lost record,
we will be happy to provide the analyses for a consulting fee agreed upon by
both parties.
This program with weekly updated 1992-93 pro team and player files is
available for purchase to model the current 1992-93 pro season and for the
purpose of predicting upcoming pro games. Also available are the pro teams from
the 1985-86 through 1991-92 seasons, and the 1977-78 and 1979-80 seasons. Other
seasons are currently being developed and play tested.
If you have any questions or inquires about the B-BALL software please call
Bob Chaikin at 216-291-9243. If your call is unanswered please leave a message
on the message machine and a phone number where you can be reached during the
evening and your call will be returned within 24 hours. Or write to:
B-BALL Statistical Model for Pro Basketball
BOBBALL, Inc.
1523 Felton Road
South Euclid, Ohio 44121
U.S.A.
13-THE B-BALL LICENSE AGREEMENT
The B-BALL data and programming files (i.e. the software) are owned and
copyrighted exclusively by Bob Chaikin and BOBBALL, Inc. You as the single end
user are bound by this legal license agreement to use the program and data
files as a single end user. You can make copies of the program for your own
personal use only. As the program and data files are copyrighted you as the
single end user may not make copies of the program and/or data files for
distribution, sale, rent, or lease to other individuals or organizations. You
may use the data and programming files on only a single computer at any one
time and not on a network system or more than one computer at the same time.
You may copy the software from one computer to another so long as it does not
reside on more than one computer at any one time.
14-THE SHAREWARE CONCEPT
For those of you who have obtained the B-BALL Full Season Version
through shareware, the price of the B-BALL software is $95.00 with each
additional season selling for $9.95. To register the software please remit
this amount to BOBBALL, Inc. at the address located below on the order form
using either a check or money order. By registering the software you will then
receive full phone support, the updated 1992-93 pro team and player files once
a week during the 1992-93 pro season, be able to purchase additional teams
from earlier seasons, and also can receive free B-BALL software revisions for
up to one calender year (365 days) after the date of registration.
There is no difference between the shareware version of B-BALL and that
purchased directly from BOBBALL, Inc. The shareware is a complete working
version of the B-BALL software with the 1990-91 pro teams included.
Shareware distribution gives users a chance to try software before buying
it. If you try a Shareware program and continue using it, you are expected to
register. Individual programs differ on details -- some request registration
while others require it, some specify a maximum trial period. With
registration, you get anything from the simple right to continue using the
software to an updated program with printed manual.
Copyright laws apply to both Shareware and commercial software, and the
copyright holder retains all rights, with a few specific exceptions as stated
below. Shareware authors are accomplished programmers, just like commercial
authors, and the programs are of comparable quality (in both cases, there are
good programs and bad ones!). The main difference is in the method of
distribution. The author specifically grants the right to copy and distribute
the software, either to all and sundry or to a specific group. For example,
some authors require written permission before a commercial disk vendor may
copy their Shareware.
Shareware is a distribution method, not a type of software. You should
find software that suits your needs and pocketbook, whether it's commercial or
Shareware. The Shareware system makes fitting your needs easier, because you
can try before you buy. And because the overhead is low, prices are low also.
Shareware has the ultimate money-back guarantee -- if you don't use the
product, you don't pay for it.
15-THE SHAREWARE DISCLAIMER - AGREEMENT
Users of "B-BALL Pro Basketball for the Computer" must accept this
disclaimer of warranty: "B-BALL Pro Basketball for the Computer is supplied
as is. The author disclaims all warranties, expressed or implied, including,
without limitation, the warranties of merchantability and of fitness for any
purpose. The author assumes no liability for damages, direct or consequential,
which may result from the use of B-BALL Pro Basketball for the Computer."
B-BALL Pro Basketball for the Computer is a "shareware program" and is
provided at no charge to the user for evaluation. Feel free to share it with
your friends, but please do not give it away altered or as part of another
system. The essence of "user-supported" software is to provide personal
computer users with quality software without high prices, and yet to provide
incentive for programmers to continue to develop new products. If you find
this program useful and find that you are using B-BALL and continue to use
B-BALL after a reasonable trial period, you must make a registration payment
of $29.95 for the B-BALL Single Game Version and $95.00 for the B-BALL Full
Season Version to BOBBALL, Inc. (when you register the B-BALL Full Season
Version you will receive the 1991-92 team and player files immediately and also
the updated 1992-93 team and player files once a week during the 1992-93 pro
season). The registration fee will license one copy for use on any one computer
at any one time. You must treat this software just like a book. An example
is that this software may be used by any number of people and may be freely
moved from one computer location to another, so long as there is no possibility
of it being used at one location while it's being used at another. Just as a
book cannot be read by two different persons at the same time.
Commercial users of B-BALL must register and pay for their copies of
B-BALL within 30 days of first use or their license is withdrawn.
Site-License arrangements may be made by contacting BOBBALL, Inc. at the
aforementioned phone number and address.
Anyone distributing B-BALL for any kind of remuneration must first contact
BOBBALL, Inc. at the address below for authorization. This authorization will
be automatically granted to distributors recognized by the (ASP) as adhering
to its guidelines for shareware distributors, and such distributors may begin
offering B-BALL immediately (however BOBBALL, Inc. must still be advised so
that the distributor can be kept up-to-date with the latest version of B-BALL).
You are encouraged to pass a copy of the shareware B-BALL along to your
friends for evaluation. Please encourage them to register their copy if they
find that they can use it. All registered users receive a copy of the latest
version of the B-BALL software.
The B-BALL program is produced by a member of the Association of Shareware
Professionals (ASP). ASP wants to make sure that the shareware principle works
for you. If you are unable to resolve a shareware-related problem with an ASP
member by contacting the member directly, ASP may be able to help. The ASP
Ombudsman can help you resolve a dispute or problem with an ASP member, but
does not provide technical support for members' products. Please write to the
ASP Ombudsman at 545 Grover Road, Muskegon, Michigan 49442 or send a
CompuServe message via CompuServe Mail to ASP Ombudsman 70007,3536.
ORDER FORM
B-BALL Pro Basketball for the Computer
(for IBM PCs and Compatibles)
Please check the lines for those items you wish to order. Be sure to
indicate which size diskettes you prefer. Enclose a check or money order
payable to "BOBBALL, Inc." with this order form and send it to:
B-BALL Pro Basketball for the Computer
1523 Felton Road
South Euclid, Ohio, 44121
U.S.A.
___ B-BALL Pro Basketball for the Computer with the 1991-92 $29.95
pro teams (the B-BALL Single Game Version)
___ B-BALL Statistical Model for Pro Basketball with the 1991-92 $95.00
pro teams (the B-BALL Full Season Version) and updated
1992-93 pro teams and the B-BALL Predict Games Version
(a free copy of the B-BALL Single Game Version is included)
Each additional season for the Single Game Version is $9.95:
___ 1991-92 pro teams ___ 1987-88 pro teams ___ 1977-78 pro teams
___ 1990-91 pro teams ___ 1986-87 pro teams ___ 1975-76 ABA teams
($4.95 - only 7 teams)
___ 1989-90 pro teams ___ 1985-86 pro teams
___ 1988-89 pro teams ___ 1979-80 pro teams
------
total cost $
*** A hard disk or high density floppy disk drive is required for saving ***
*** statistics and creating draft leagues using both the B-BALL Single ***
*** Game Version and B-BALL Full Season Version (Predict Games Version) ***
------------------------------------------------------------------------------
Size of diskettes desired (check one):
high density ___ 1.44M 3.5" ___ 1.2M 5.25"
low density ___ 720K 3.5" ___ 360K 5.25"
(360K low density disks contain compressed files only)
-------------------------------------------------------------------------------
Your name and address:
Name _________________________________________________
Address ______________________________________________
City _________________________________________________
State ________________________ Zip Code ______________
Phone Number _________________________________________
All prices include postage and sales tax.
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