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1994-01-15
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PROCHALLENGE BASEBALL
SHAREWARE USER GUIDE
copyright 1985, 1987, 1988 by JBE Ltd.
PROCHALLENGE BASEBALL: Tony Kubeks computer game by JBE Ltd.
Officially Licensed by the Major League Baseball Players
Association. This easy to play game designed for competitive
play has 10 game and help screens, 18 defense formations and
20 offense signals putting you in total control of Major
League stats and lineups. Our SHAREWARE version of
PROCHALLENGE BASEBALL was designed for a World Series
Playdown and replays the 1987 World Series featuring
St.Louis against Minnesota (2 teams only). To receive the
team disk with all 26 major league teams, plastic
case,printed manual and 2 quick reference cards, send
$24.95(US)and $5.00 for shipping and handling to JBE
Ltd.,869 Yonge St.Suite 110, Toronto, Ontario, M4W 2H2.(416)
961-6233/ Visa and Mastercharge accepted.
ENDORSESMENTS:
NBC Sports Announcer and former Yankee great, Tony Kubek
says 'This is really baseball. You make decisions like a
major league manager. For realism, for challenge, no other
game can touch it!'
Publication Toronto Computes says 'PROCHALLENGE BASEBALL
puts you right in the dugout. A new owner can derive
enjoyment by employing simple strategies, while
knowledgeable fans can do almost anything.
PRO-GAMER Magazine, a popular American Baseball publication
says that PROCHALLENGE BASEBALL provides a very competitive
game.
PROCHALLENGE BASEBALL is currently featured in the Canadian
Baseball Hall of Fame sponsored by COCA-COLA.
NBC sports producer Rick Diamond who heard about
PROCHALLENGE BASEBALL requested JBE simulate the annual
charity classic kickeing off the 1988 Baseball season. The
game results were faxed to Florida a week in advance. The
outcome of the real game was American League 12, National
League 11, matching the exact score predicted by
PROCHALLENGE BASEBALL.
-----------------------------------------------------------------------
ORDERFORM:
Please rush me ____ copies of ProChallenge Baseball at $24.95(US) per copy
plus $5(US) for shipping and handling. Or call (416) 961-6233
Ontario residents please add 8% p.s.t.
payment: __ VISA __ MasterCard __ Money Order __ Cheque
Credit card expiry date: __/__
Credit card number: _____________________________
Name: _________________________________________
Address: _________________________________________
City: _________________ State: _____________
Zip Code: _________________
Signature: ___________________________
mail to: JBE LTD. 869 Yonge Street, Suite 110,
Toronto, Ontario Canada M4W 2H2
NOTICE TO THE SHAREWARE USER
This shareware product consisting of the PROCHALLENGE BASEBALL Program, does
not include the PROCHALLENGE BASEBALL Team Diskette, the Offense and Defense
Game Cards or the completed User Guide (collectively the "Software"). The
Software is the copyrighted property of JBE Ltd. and is available to the User,
as hereinafter defined on the condition that User agrees to the terms of this
agreement.
1. PROCHALLENGE BASEBALL is not a public domain program. It is copyright (C)
1985,1987 by JBE Ltd. The conditions under which you may copy PROCHALLENGE
BASEBALL are clearly defined below. WARNING!!! -JBE will vigorously
prosecute copyright and trademark violations.
2. PRIVATE INDIVIDUALS AND COMPUTER CLUBS are granted permission by JBE Ltd.
to copy only this shareware version of the game for evaluation by others
as long as the disks are not modified in any way. You may give the disks
to friends, upload them to electronic bulletin boards, or distribute
them through computer clubs. However, you may not sell the disks for
profit. User groups may charge a nominal distribution fee not to
exceed $10.00. Any exceptions to these rules must be received in writing
by JBE Ltd.
3. NO RENTING OR LEASING under any circumstances.
4. PRINTED MANUALS may not be copied or reproduced in any way.
When extra copies or extra manuals are required, quantity
discounts are available.
5. PRIVATE PLAY ONLY BETWEEN 2 INDIVIDUALS -no league play allowed!
6. TEAM DISK COMPRISES 2 TEAMS ONLY FOR DEMONSTRATION USE.
It may not be altered, expanded or edited for any reproduction,
transmission or retrieval purpose other than in its original form.
PROCHALLENGE BASEBALL AND PROCHALLENGE BASEBALL LEAGUE ARE
TRADEMARKS OF JBE LTD.
REGISTERED SOFTWARE OWNERS
Following purchase from JBE Ltd. the Shareware user will become a registered
software owner subject to the following software license as defined below.
JBE LTD. SOFTWARE LICENSE
JBE Ltd. grants to User a non-transferrable, nonassignable, non
exclusive license to use the Software. In the event User's computer is
or becomes capable of allowing multiple terminals to access common disk
memory, user shall pay a separate license fee for each terminal with
such access.
Neither the Software nor this License may be transferred, assigned, or
sublicensed without the prior written permission of JBE Ltd. Any
attempt by User to transfer, assign, or sublicense any of the rights,
duties, or obligations hereunder is void. User shall not permit the
Software to be copied, printed, or accessed by others. User shall not
disassemble, decompile, or otherwise attempt to "reverse engineer" the
Software, nor shall User permit any other person to do so. Except as
otherwise described in the License, User shall not copy, print or
otherwise provide access to the software, except on a floppy diskette
copy made exclusively for back-up purposes.
User is hereby granted the limited right to edit or change the team
rosters or player statistics residing on the PROCHALLENGE BASEBALL Team
diskette, provided, however, that User shall not license, sublicense,
sell, or otherwise transfer any such edited or changed diskette to any
other person.
A league system called THE PROCHALLENGE BASEBALL LEAGUES (PCB) has been
developed and copyrighted by JBE Ltd. for the sole purpose of
competitive or tournament play. JBE Ltd. reserves to itself the
exclusive right to all official tournaments and the Software game is not
to be used in any public forum without the express written consent of
JBE Ltd. For additional PROCHALLENGE BASEBALL LEAGUE information see
League Play section.
DISCLAIMER OF SOFTWARE WARRANTIES AND LIABILITIES
This software is furnished "as is" without warranty of any kind, either
express or implied. All warranties of merchantability of the software
or its fitness for any particular purpose are specifically excluded and
disclaimed. User bears the entire risk relating to the quality and
performance of the software and in no event is JBE Ltd. liable for
direct, indirect, incidental or consequential damages resulting from any
defect in the software. Some states do not allow the exclusion or
limitation of implied warranties or liability for incidental or
consequential damages, so the above limitation or exclusion may not
apply to you.
JBE Ltd. does not warrant the functions contained in the software will meet
User's requirements or that the operation of the software will be
uninterrupted or error free.
This Software is intended for entertainment use only and, although every
attempt has been made to include accurate team rosters and player statistics
on the PROCHALLENGE BASEBALL Team diskette, JBE Ltd. makes no warranty or
representation that such rosters or statistics are error-free.
LIMITED WARRANTY ON DISKETTES
JBE Ltd. warrants only that the diskettes on which the Software is furnished
will be free from defects in materials and workmanship under normal use for
a period of 60 days from the date of delivery to the User.
If, during this 60 day period, a defect in the diskette(s) should occur,
the diskette(s) may be returned to JBE in the manner provided and JBE will
replace the diskette(s)without charge to the User, provided the User has
previously sent in their warranty registration card. The User's sole and
exclusive remedy in the event of a defect is expressly limited to
replacement of the diskette(s).
If failure of the diskette(s) has resulted from accident, abuse or
misapplication of the diskette, JBE assumes no responsibility to replace
the diskette(s) under terms of this limited warranty.
JBE reminds the User that it is common practice and a good idea to make
a backup copy of all software for your own personal use.
GAME STATISTICS
The SHAREWARE version of PROCHALLENGE BASEBALL replays the 1987
World Series, featuring St.Louis vs. Minnesota (2 teams only). To
order the complete 26 Major League rosters see the order information
at the beginning of the Shareware User Guide.
Since the staff at JBE are as fallible as anyone else, you may find
minor errors in player statistics. To make future editions as accurate
as possible, we would appreciate your informing us of any such errors.
All data has been compiled from the most reliable sources available.
However, batting orders, player abilities, pitching endurance
and style are entirely matters of personal judgement. Indeed, a major
feature of the game is that it allows you the freedom to alter player lineups
and individual player statistics and abilities. Moreover, we challenge
you to create your own dream team!
GAME SPEED
PROCHALLENGE BASEBALL has been designed to operate on a great variety
of IBM and compatible computers. Using an internal clock, the game
automatically adjusts the speed of your individual computer. To add
flexibility for an exceptionally fast or slow computer, you may alter
the gamespeed using a special slowdown feature on the disk.
1)Type on drive A/B/C eg. A>SLOWDOWN 35000
If this doesn't substantially slow down the game repeat the procedure
(the range is 0 to 65000)
TABLE OF CONTENTS
INTRODUCTION 5
System Requirements 6
How to Load PROCHALLENGE BASEBALL 7
Hard Disk Installation Program 7
Beginning a Game 7
Modes of Play 7
Play an Opponent 7
Play the Computer 7
Game Strategy 8
Game Keyboard 8
Saving and Restoring Games 9
Stopping a Game 9
PLAYING THE GAME 10
Getting Started 10
Choosing the Teams 10
Game Screens 11
-Pitcher/Batter Screen 12
-Blimp View Screen 13
-Lineup Screen 14
-Game Scoreboard 15
-Attributes Screen 16
-Fielders' Screen 17
Help Screens 18
-Game Keys 19
-Offense Signals 20
-Defense Signals 21
Pitching 22
-Selecting your Pitching Lineup 22
-Selecting Different Pitching Styles 23
-Modifying Your Pitcher's Attributes 23
-The Pitcher's Bullpen 24
-Warming Up in the Bullpen 24
-Pitchers in Competitive Play 24
Defensive Strategy (Team on the Field) 25
-Selecting the Pitch and Location 25
-The Pitchout 25
-Defensive Formations (18) 26
-Delaying Your Formation 26
-Pick-offs by the Pitcher 27
-Player's Depth in the Field 27
Offensive Strategy (Team at Bat) 28
-Batting 28
-Bunting 28
-Stealing Bases 29
-Baserunner Leads 29
-Calling the Pitch 30
Lineup Changes 31
-Modifying Your Lineup 31
-Changing Your Batting Order 31
-Modifying Player Stats 32
-Designated Hitters 32
GAME SIMULATIONS 33
Playing the Defense 34
Playing the Offense 36
SPECIAL FEATURES & ILLUSTRATIONS 38
Player Point Scale 38
Example of a Strong Defensive Team 40
Example of a Balanced Team 41
Example of a Power Team 42
Substitutions 43
Inactive Players 43
Creating a New Team 43
Taking Your Team on a Road Trip 43
LEAGUE PLAY 43
GLOSSARY 44
----------------------------------------------
Thank you for purchasing PROCHALLENGE BASEBALL!
"This incredible game lets you play your team like a major league manager!
You pick players on their abilities....not their statistics, then watch
them play. For realism, for challenge, no other game can touch it!"
........Tony Kubek - NBC Sports and former Yankee great.
PROCHALLENGE BASEBALL is the creation of "baseball scientist" Guy Pilette.
As a child, Guy's dad often took him to New York City to watch the Yankees
play baseball. This early inspiration encouraged Guy to develop the ultimate
baseball strategy game.
As a professional musician travelling across the country, Guy often spent
many long hours in hotel rooms refining his baseball game.
PROCHALLENGE BASEBALL started as a board game complete with small cardboard
players and several large charts displaying baseball logic. A variety of
six-sided coloured dice were also used.
At every opportunity Guy attended baseball games, researching and reviewing
the accuracy of his own game. His ambition was to create a truly realistic
baseball game that required skill, instead of just luck, to play. Other games
on the market did not allow people to really play baseball. Guy wanted to
create a game that would challenge the baseball mind; the kind of game that
involved thought and strategy.
After years of careful development, the time came to move from a board game
to a computer. To make the transfer, PROCHALLENGE BASEBALL required two years
of intensive programming. The final result is a unique, stimulating,
true-to-life game that grows in sophistication with your own deeper
understanding of the fascinating game of baseball. While
PROCHALLENGE BASEBALL can be learned as easily as checkers, it can
be played with the same level of complexity as chess.
This incredible game features pitch-by-pitch play, has 6 different pitching
styles, and 9 different pitch locations in the strike zone. You may choose
20 different offense signals and 18 different defense formations.
PROCHALLENGE BASEBALL offers you the exciting opportunity to play and manage
your own team. You select the player you feel has the best qualities for
each position. You set the batting order, choose the pitcher, and set the
defense. You tell the batter and base runner what to do, and you can play
the game using either the Blimp View of the field or the Pitcher/Batter screen.
Use the general Help screen to assist you in getting acquainted with the
many features of PROCHALLENGE BASEBALL. View the Offense and Defense Help
screens and select a strategy for the team at bat or the team
on the field. These screens may be used frequently to provide quick
reference and reminders.
The User Guide is designed to help you enjoy all the PROCHALLENGE BASEBALL
features. To fully understand the offense and defense strategies, we strongly
recommend you spend time reading this manual. PROCHALLENGE BASEBALL is full
of surprises. It allows pick-offs, double and triple plays, squeeze bunts,
disputed calls, appeals, cut-offs, traps and relays.
PROCHALLENGE BASEBALL contains many features that you don't need to know
to play the game. Take your time to learn the game and gradually start
to develop game-winning strategies by using your Offense or Defense cards
or Help screens. The game will automatically prompt you for almost all
the information required.
So, if you think you're a true Baseball strategist, then this game is
the ultimate challenge. We challenge you!
LET'S PLAY BALL!
SYSTEM REQUIREMENTS
Since there are many different computer systems on the market today the
following are the basic system requirements needed to play
PROCHALLENGE BASEBALL.
1.IBM* PC/XT/AT or a compatible personal computer with at least
256k RAM.
2.At least two disk drives or one disk drive and one hard disk.
3.One colour graphics card and a monochrome or colour monitor.
4.PROCHALLENGE BASEBALL Game and Team diskettes.
5.User Guide.
6.Offense and Defense Quick Reference cards.
7.IBM DOS 2.1 or greater.
* IBM is a registered trademark of International Business Machines Corporation.
HOW TO LOAD PROCHALLENGE BASEBALL
PROCHALLENGE BASEBALL includes two floppy diskettes, a Game disk and a
Team disk. These diskettes are not copyprotected and we authorize you to
make a copy of each diskette for backup purposes. We also authorize you
to copy one or both diskettes onto a Hard disk if you have one.
(See our Hard disk installation program).
HARDISK INSTALLATION PROGRAM
PROCHALLENGE BASEBALL provides an installation program which will copy both
diskettes to a hard disk. To execute the installation program load the
PROCHALLENGE BASEBALL GAME disk in Drive A and type INSTALLH.
BEGINNING A GAME
1)First, make sure DOS is loaded.
2)Place the Game diskette in drive A
TYPE A> BASEBALL
YOU ARE NOW READY TO PLAY BALL!
MODES OF PLAY
PLAYING AGAINST AN OPPONENT
You can play PROCHALLENGE BASEBALL against a friend or the computer. Decide who
will be the home team and who will be the visiting team. If you are playing on a
colour monitor, the home team's uniforms will be red and the visiting team's
black.
Select the pace of the game. Answer the prompt at the beginning of the game and
select a speed of 1 (fast) through 5 (slow). The faster the pace, the less time is
available for "signalling" your players. Beginners should play at the slower
speeds until the offense and defense signals become familiar.
PLAYING AGAINST THE COMPUTER
To play against the computer, type C whenever a defense or offense move is
required.
NOTE: The computer only selects the "pitch type" and "location"
when on defense and only the "batter's signal" when on offense.
The computer plays a standard, straight-away 8 player formation.
If the computer's team is on the field, type C. The computer will automatically select
the pitch and its location. If the computer's team is up to bat, enter your defense
signals then type C. The computer cannot act as a manager and therefore will not
make player changes.
GAME STRATEGY
PROCHALLENGE BASEBALL is a game of strategy. This incredible game gives
you total control of every play and every player. You can create your own
"dream team" or select your favourite team.
Your PROCHALLENGE BASEBALL teams can include up to 30-man rosters, and the
batting order and starting lineup have been predetermined. A unique feature of the
game is that it allows you to change any of the starting lineups or batting
orders or player abilities. In addition to knowing your players' abilities,
the key to success is your ability to manage your team.
Team rosters can include a staff of up to 15 pitchers. As in real baseball,
the pitchers'abilities vary. PROCHALLENGE BASEBALL also designates a select
number of pitches before a pitcher's ability begins to deteriorate and decay.
As in major league baseball, your success depends on how well you manage
your bullpen.
When your team is on the field, you set the defense, then pick a pitch and
its location. When your team is up to bat, you "signal" the batter and tell
him what to do. You can recreate a pitcher/batter duel more realistically
than with any other game on the market!
All the defensive and offensive signals are listed on the Offense and Defense
Help screens or on the GAME CARD. Two copies of the GAME CARD come with the
game; one for yourself and one for your opponent.
GAME KEYBOARD
Defensive signals are entered first by using the numeric keypad on the
right-hand section of your computer keyboard.
Offensive signals are entered after the defensive signals by using the
function keys on the left-hand side of the keyboard. It is recommended
that the person playing offense (ie. the batter) sit towards the left of
the keyboard while the person playing defense (ie. the pitcher and fielders)
sit towards the right of the keyboard. It is advantageous to be close to
the proper keys and to conceal your keyboard selections with your free
hand.
Once the offensive signal is entered, the pitcher throws the ball. However,
remember that you are only the manager. You have entered your signals and
set up the play, but the PROCHALLENGE BASEBALL program allows the players to
react on their own, according to the game situation. What 'they' see is
what you get.
SAVING AND RESTORING GAMES
Sometimes there just won't be enough time to complete a game. PROCHALLENGE
BASEBALL allows you to save a game in progress and resume the action later
at your convenience.
SAVING:
To save a game press the ESC key.
A message will appear:
Do you want to save this game? (Y/N)
RESTORING:
To continue with a game that has already been saved, select the RESTORE
game selection feature when loading PROCHALLENGE BASEBALL. This
feature appears as a selection option at the start of the game.
STOPPING THE GAME
To stop a game press the ESC key.
You will be asked:
1. Do you wish to save this game? (Y/N)
Then again press the ESC key:
2. Do you wish to continue playing? (Y/N)
PLAYING THE GAME
GETTING STARTED & CHOOSING THE TEAMS
Once you have the game loaded, answer the following questions to start
PROCHALLENGE BASEBALL.
1. Are you ready to play ball? (Y/N)
2. Select game speed: fast=1 ... 5=slow
3. Do you want sound? (Y/N)
4. Enter your Choice:
1. Start a new game
(pick your teams and start a new game)
2. Restore saved game
(Continue a game already in progress)
3. Rename your teams
(Rename your own teams)
5. Enter your Choice
1. American rules
(allows designated hitters)
2. National rules
6. Visitor Team Selection
Select a team (A thru Z) or select your own team
7. Home Team Selection
Select a team (A thru Z) or select your own team
8. Review Lineup Selection (Home & Visitor)
Are the lineups okay? (Y/N)
- Choose Y to continue with game
- Choose N to change the lineup
selection - (See Lineup changes)
NOW YOU ARE READY TO PLAY BALL!!!!
GAME SCREENS
PROCHALLENGE BASEBALL provides many different "screens" to recreate the
realism of baseball.
To review each of the different screens available, hit the H key to display the game
Help Screen. Each of the screens can be displayed just by keying the
appropriate key pad characters (listed below).
P- Pitcher/Batter screen
Use this screen to test your Pitching and Batting ability.
Create the Pitcher/Batter duel using PROCHALLENGE BASEBALL'S exclusive
Pitch to the Zone play.
B- Blimp View screen
The Blimp view screen provides an overhead view and allows you to watch
the players move around the bases.
L- Lineup Changes screen
Change the Batting order, the player roster or the Pitcher selection.
Change each of the players' abilities if necessary. If you wish, create
your own super team.
G- Game Scoreboard
Review the game score, runs, hits, errors, and players left on base.
A- Attributes Screen
For the player who wants to review his opponents' fielding abilities.
NOTE: This screen will provide the extra information required to decide
whether you want to take that extra base.
F- Fielders' screen
This is a quick reference screen which displays your opponents' names and
fielding abilities.
S- Sound
Toggle sound on or off
T- Time out
This key provides a game pause and stops the game at any time. A player
may wish to delay the game in crucial spots or to suspend play
temporarily. To begin play again simply hit enter to continue.
Use the Pitcher/Batter Screen or Blimp View as your main game screens.
You can switch back and forth or use just the Blimp View to enjoy
the game.
PITCHER/BATTER SCREEN
Press P to watch the game from the Pitcher/Batter's point of view.
Use this screen to display your pitching capability. Create a Pitcher/Batter
duel using PROCHALLENGE BASEBALL'S exclusive Pitch-to-the-zone play.
This screen lets you follow the pitch to a selected location in the batting
grid. Mix up your pitches while creating your own pitching style.
For more detailed information see Pitching section.
BLIMP SCREEN
Press B to watch the game from the Blimp Screen.
This screen is generally the main game screen.It provides an overhead
view for visualizing the action and player positions.
When playing offense you can steal bases; or when on defense, you can move
your infield or outfield to different defensive formations or outfield
positions to change the plays.
LINEUP SCREEN
Press L anytime during the game to change the lineup or change it at the
beginning of the game.
For more detailed information about changing or modifying your lineup see
the LINEUP CHANGES section.
GAME SCOREBOARD
Press G to view the Game Scoreboard.
ATTRIBUTES SCREEN
Press A to watch the game using the Attributes screen.
This screen presents an on-the-field display of fielder defense and
running capabilities.
It enables you to visually size up your chances for extra bases in all game
situations. (e.g. should you send the runner to second base when the ball
gets past the center fielder). As with the Blimp View screen this screen
can be played as a main game screen and is an ideal screen for the player
who enjoys competition play.
FIELDERS' SCREEN
Press F to display the Fielders' Screen.
This screen is an information screen which allows you to review at a glance
your opponent's lineup and fielding strength. In summary, this screen
provides the names of your opponents. You will find you can often react
more quickly in a situation simply by recognizing the players' names and
recalling their individual talents and capabilities.
This screen can be displayed at any time and allows you to determine whether
you can risk taking that extra base, by simply displaying your opponent's
defensive and running abilities.
HELP SCREENS
In addition to the different game screens, PROCHALLENGE BASEBALL provides Help
Screens to assist you with the many game features.
Press H- Game Keys Help Screen
(To display each of the available Game & Help Screens)
Press O- Offense Signals Help Screen
(To review each of the 20 Offensive signals)
Press D- Defense Signals Help Screen
(To review - 18 Defensive formations
- Pitch Location
- Pick-off by the pitcher
- Pitchout)
GAME KEYS HELP SCREEN
Press H to get a list of the available Game and Help screens.
1. P= Pitch View
2. B= Blimp View
3. G= Game Board
4. L= Line-up screen
5. A= Attributes screen
6. F= Fielders' screen
7. O= Offense help screen
8. D= Defense help screen
9. C= Computer's choice
10. T= Time out
11. S= Sound (on or off)
12. ESC= Escape-Quit
OFFENSE SIGNALS HELP SCREEN
Press O for the Offense Signals Help Screen. For more detailed information see the
Offense Strategy section.
DEFENSE SIGNALS HELP SCREEN
Press D for the Defense Signals Help Screen. For more detailed information see the
Defense Strategy section.
PITCHING
Each team has a pitcher roster to choose from. You can change the current
pitcher selection or you can modify the pitchers' abilities. This can be
done at the beginning of the game or while the game is in progress.
When selecting your pitcher, note that the pitcher's endurance is reflected
by the total number of pitches designated in the Pitching lineup roster
(e.g. endurance = 100)
Generally, all pitchers are qualified as starters, middle relief or relief
based on their endurance rating. A good starting pitcher will have an
endurance rating between 100 and 120 pitches, while a relief pitcher may
have a solid performance for only the first 40 pitches.
PROCHALLENGE BASEBALL, as in real baseball, tracks pitcher performance against
endurance, and will penalize you for improper use of pitcher selections.
(i.e. total pitches exceed endurance).
Selecting your Pitching Lineup
For pitcher selection at the start of the game answer the following questions:
1. Are the lineups okay? (Y/N) - select (N) to change
2. Select either (V)isitors or (H)ome
3. Select (P)itcher
4. To select a new pitcher pick one of the other pitchers from the
selection list.
Select a Pitcher by P#..
When you've selected your pitcher, type C for complete.
Selecting Different Pitching Styles
The column 'style' in the pitcher roster identifies the pitcher's abilities.
A Pitchers throw:
1) Fastball 2) Change-up 3) Slider
kA Pitchers throw:
1) Knuckleball 2) Change-up 3) Slider
B Pitchers throw:
4) Sinker 5) Fastball 6) Curve
kB Pitchers throw:
4) Knuckleball 5) Fastball 6) Curve
C Pitchers throw:
7) Screwball 8) Curve 9) Fastball
kC Pitchers throw:
7) Knuckleball 8) Curve 9) Fastball
Pitcher's Calibre
Beside the letter identifying style, a pitcher's calibre is also rated:
1 Excellent 2 Good 3 Average
Modifing Your Pitcher's Attributes
PROCHALLENGE BASEBALL allows you to modify each of the following pitcher's
attributes.
1. Pitching style (see above)
2. Pitcher's calibre (e.g. 1=excellent)
3. Pitcher's endurance (e.g. 100 pitches)
To modify your pitcher's attributes see the 'LINEUP CHANGES' section.
Pitcher's Bullpen
At the bottom of the Game Screen are the bullpens. You may assign "relief
pitchers" to the bullpen in the following manner:
1. Type L to go to the lineup screens.
2. Type Y (yes) to change the lineup for the appropriate team.
3. As the lineup screen appears, type P to view the pitcher's screen.
4. Press B1 to assign a pitcher to that location.
5. Select a pitcher using his jersey number. He appears in BullPen 1.
Press B2 if you wish to assign a second pitcher to warm up.
WARMING UP IN THE BULLPEN
Each pitcher must throw at least one pitch in his respective bullpen before
he is "warmed up". A warm-up pitch is counted each time the game pitcher
throws a pitch. Once a relief pitcher is warmed-up, repeat Steps 1, 2 and 3
above. From the pitcher screen, you may select which pitcher in the bullpen
is to enter the game. This pitcher appears in the pitcher`s lineup with
an asterisk beside his name. Selecting him again makes him the game pitcher.
NOTE: After nine (9) pitches in the bullpen, your pitcher returns to the bench.
This forces you to plan your game strategy as a manager would. It also
prevents a pitcher from wasting his efforts in the bullpen.
PITCHERS IN COMPETITIVE PLAY
You will notice that each team carries a wide variety of pitchers, including
at least four starters (each with an endurance rating of 90 or more pitches).
When you play consecutive games with an opponent (e.g. a best of seven series)
using the same ball clubs, you should predetermine, announce, or rotate your
starting pitchers. As in real baseball, middle relief pitchers should be
rotated on a reasonable basis. Short relief pitchers may be used frequently.
A useful strategic rule is to select the best pitcher, a left or right handed
pitcher, to play against teams with unbalanced lineups (e.g. a predominantly
right handed hitting team with few switch hitters).
DEFENSIVE STRATEGY
(For the Team on the field)
The defensive signals are sent first by using the numeric keypad on right
side of the keyboard. Any defensive changes or plays must be made before
selecting the pitch. Try out the signals shown on the Game Card or review
the Defense Help Screen.
Defensive strategy is comprised of 4 main areas:
1. Select the pitch and location
- includes Pitchout
2. 18 defensive formations
3. Pick-offs by the pitcher
4. Players' depths in the field
SELECT THE PITCH AND LOCATION
First type the number corresponding to the type of pitch you want thrown.
The current pitcher's style will appear on the screen for you to select from.
(e.g. 1=fastball,2=change-up, 3=slider)
Second, type the number to indicate the location of the pitch. Review the
Pitch Location Grid below to select your pitch location. The strike zone is
shown within the dotted portion of the box. Selecting number 5 for example,
will always produce a strike while the other numbers may or may not do so.
PITCHOUT (A PITCH WHICH IS INTENTIONALLY THROWN OUTSIDE THE STRIKE ZONE)
1.Select the desired pitch (e.g. 1=fastball, 2=change-up, 3=slider)
2.Then press the + key instead of the usual pitch location number to
complete the Pitchout.
The players in both the infield and outfield normally arrange themselves in
what is known as a "straight-away" formation. Your game strategy may require
a different formation.
18 DEFENSIVE FORMATIONS
1 Bunt defense
2 All infielders in
3 First baseman holds runner near bag
4 Second baseman shifts right
5 Only third baseman in
6 Second baseman to central zone
7 Overshift right
8 Straight-away
9 Straight-away with first and third on baselines
10 Shortstop shifts left
11 Shortstop to central zone
12 Overshift left
13 Left and center fielders shift left
14 All outfielders shift left
15 Left fielder shifts left
16 Right fielder shifts right
17 Center and right fielders shift right
18 All outfielders shift right
Changing formations
To change a formation, type 0 (zero) and then the formation number (1-18)
before selecting a pitch. Press ENTER to return to the game.
Combine Formations
You may use the + key to combine formations. For example, type 0 + 1 + 14
and press ENTER to combine a bunt defense with all the outfielders shifted left.
Delay your Formation
You may use the * key to delay and hide your players' movements until pitch
time. For example, if you type 0 * 1 * 14 and press ENTER your first and
third basemen will not move into the bunt defense formation, and your
outfielders will not shift left until the pitch is thrown.
PICK-OFFS BY THE PITCHER
To pick-off a runner on base use one of the following keys instead of
throwing a pitch. Press the DEL key and the number key at the same time.
(e.g. DEL 3)
DEL 3- Pick-off at first base
DEL 4- Pick-off at second base with second baseman
DEL 5- Pick-off at third base
DEL 6- Pick-off at second base with shortstop
or DEL DEL- Cancel pick-off
PLAYER'S DEPTH IN THE FIELD
To individually change a player's depth in the field, type 0 (zero) and minus -
, then the player's position in the field. The fielder moves from normal to
deep, to shallow to normal depth, etc., by continually pressing the fielder's
position number key. You can keep adjusting the fielder's position, until
the desired depth is found.
Press 0 (zero) and minus -, then one or more of:
3 to adjust first baseman (i.e. 0-3 ENTER)
4 to adjust second baseman
5 to adjust third baseman
6 to adjust shortstop
7 to adjust left fielder
8 to adjust center fielder
9 to adjust right fielder
Press ENTER to return to the game.
OFFENSIVE STRATEGY
(For the Team at Bat)
After the Defensive signals are entered, the computer asks for the Offensive
signals. Use the function keys on the left side of the keyboard.
The Offensive and Defensive signals do not appear on the screen. As in real
Baseball, neither team knows what the other has planned until the pitch is
on its way.
Try out the signals shown the Offense Help screen.
F1 - SWING AT A PITCH
1. First, press F1 to tell the batter to swing at a pitch.
The message "Start Your Swing" appears on the screen.
2. Second, select the style of swing you want.
Pull swing - press F1 again
Normal swing - press F2
Late swing - press F3
Check swing - press F4
NOTE: Although you have elected to swing at the pitch, as in real baseball the
batter has some discretion and may check his swing for an obvious pitch outside
the strike zone.
F2 - TAKE A PITCH
1.Press F2 if you don't want the batter to swing at a pitch.
F3 - BUNT (1st Baseline)
1. Press F3 to Bunt down the lst baseline.
2. To complete the bunt action:
Start the bunt - press F2
Check the bunt - press F4
F5 - BUNT (3rd Baseline)
1. Press F5 to Bunt down the 3rd baseline
2. To complete the bunt action:
Start the bunt - press F2
Check the bunt - press F4
F4 - TAKE AND STEAL
1. Press F4 to initiate a Take and Steal
You may choose to steal any base.
2.Then press any combination of the following function keys to
indicate the steals. This signals the base runner to attempt to
steal a base. The batter takes the pitch and does not swing in order
not to interfere with the running attempt to steal.
Steal second base - press F2
Steal third base - press F3
Steal home plate - press F4
3.Now press F10 to tell the computer that your choices are complete.
F6 - BASE RUNNER LEADS
1. Press F6 to initiate base runner leads.
You may choose to have the runner(s) take a lead at any one,
two, or all three bases.
2. Then press any combination of the following function keys to
indicate the leads:
Lead at first - press F1
Lead at second - press F2
Lead at third - press F3
3.Now press F10 to tell the computer that your choices are complete
For example, if you have a runner on 1st and 2nd press F6 then press F1
several times until your runner at 1st has a long lead. Press F2 several times
until your runner on second has a medium lead. Last press F10 to tell the
computer that your choices are complete.
NOTE: As in real baseball the speed of the runner is a major consideration
when attempting to steal or when setting base runner leads. These defense and
running attributes appear when you are at bat, or on the lineup screen, and on
the gameboard screen when a player is on base. Use them.
Knowing the attributes of each player is a real advantage, and rewards the
manager who can make good use of the information.
F7 - HIT AND RUN
1.Press F7 for a Hit and Run
The runner is instructed to run with the pitch. The batter must hit the ball;
that is, the batter attempts to hit the ball or foul the ball to protect the
'slower' runner.
F8 - RUN AND HIT
1. Press F8 to initiate a Run and Hit.
You may choose to have players steal any base. This signal instructs the
runner to run and the batter has the option to swing or take depending on the
pitch and location. It is good practice and sound baseball logic to use this
play whenever the count is three balls and two strikes with two out.
2.Press any combination of the following function keys to indicate the runs:
Run to second - press F2
Run to third - press F3
Run to home - press F4
3.Press F10 to tell the computer that your choices are complete.
F9 - CALL THE PITCH
Press F9 to initiate your guess as to what pitch is being thrown.
By calling the pitch, you are guessing that you know the type of pitch and
location. If you are wrong it will be difficult to make contact with the ball.
If you are right you will be rewarded. This feature simulates both the mental
and physical tasks required to hit a baseball.
You must make two choices:
i)Indicate the type of pitch.
Each pitcher has three pitches. Depending on the particular pitcher on
the mound, these can be 1,2,3, or 4,5,6 or 7,8,9. Using either the numeric
pad or the number keys at the top of the keyboard, enter your choice.
ii)Indicate the pitch location.
Using either the numeric pad or the number keys at the top of the
keyboard, enter a number between 1 and 9 for the location. Refer to
"Defensive Strategy" for an explanation of the locations.
SWITCH HITTER
The message - 'Place Batter opposite Pitcher (Y/N)' will appear when a player
is on base and a switch hitter comes to bat. This feature allows the switch
hitter to interfere with the catcher's ability to make the play (i.e. generally
a switch hitter bats opposite the Pitcher).
LINEUP CHANGES
PROCHALLENGE BASEBALL allows you to modify your lineup or change your batting
order at any time. For instance, PROCHALLENGE BASEBALL utilizes a defensive
and running system that ranks players according to their abilities on an
ascending scale of 1 to 7 You may increase a player's performance by
increasing his numeric ranking. In addition, you can make player substitutions.
MODIFYING YOUR LINEUP
You can modify your lineups either during the game by pressing L, or at the
beginning when you are asked if the lineups are okay. (Y/N)
1.Select either the (V)isitors or (H)ome team.
2.When the lineup is displayed you are asked to select either (C)omplete,
(M)odify, (P)itcher, (R)eset
C)OMPLETE
Press (C) to complete the lineup changes
M)ODIFY
Press (M) to modify either the batting order or player stats
then select: (B)atting order or (S)tats
a) MODIFYING YOUR BATTING ORDER
Press (B) for Batting Order
On the screen you are asked to:
ENTER ORDER, PLAYER #, POS . , . . , . .
Enter a batting order, player number and field position to change the present
batting order (e.g. Batting order = 1, Player # = 10, Position = CA Catcher)
Any positions that are not filled are indicated by the position number at the
bottom of the screen. These must be filled before the lineup is complete.
Once you're satisfied with the lineup, type (C) for complete.
If you want to change a player`s stats type (M) to modify, then select (S) for
stats.
To select another pitcher, type (P) for pitcher.
If you wish to return to the original lineup that appeared on the screen before
any of your changes, press (R) for reset.
b) MODIFYING PLAYER STATS
Press (S) for player stats
You can modify any of the following:
1) Change the jersey number (Y/N)
2) Is player on inactive list? (Y/N)
3) Change players name (Y/N)
4) Change players abilities (Y/N)
5) Change players position (Y/N)
6) Change players batting average (Y/N)
7) Change players bunting or power (Y/N)
8) Is player a good bunter (Y/N)
9) Is player a power hitter (Y/N)
10) Change players batting style (Y/N)
11) Change players defense ability (Y/N)
12) Change players running ability (Y/N)
P)ITCHER
Press (P) for Pitcher
When the Pitching roster is displayed, you are asked to select either:
(C)omplete, (M)odify, B1=Bullpen1, B2=Bullpen2
Modifying Pitcher's Abilities
Press (M) to modify the Pitcher's abilities. You can modify any of the
following:
1) Is the player a knuckleball pitcher? (Y/N)
2) Change player pitching style (Y/N)
3) Change player pitching class (Y/N)
4) Does player pitch left handed (Y/N)
5) Change player's endurance (Y/N)
Press (C) when complete. For more information about the Pitcher's abilities,
see "Pitching" section.
Designated Hitters
You can add or change a Designated Hitter (DH=American Rules) by modifying
the Batting order and changing the Player position. (e.g. order=1, Player #=10,
position=DH) If you wish to play a National League team with American Rules,
you will be asked to select a DH. This selection will be saved for any
subsequent games involving this team.
B1 = Bullpen 1
Type B1 to assign a pitcher to Bullpen #1.
B2 = Bullpen 2
Type B2 to assign a second pitcher to Bullpen #2.
R)ESET
Press (R) for Reset when you want to do the following:
1) Nullify the most recent lineup changes
2)Clear the current Batting Order and enter a new one.
GAME SIMULATIONS
PROCHALLENGE BASEBALL is full of features. Take your time to learn the game
and gradually develop Offense and Defense strategies.
The following examples are provided to illustrate the complete flexibility and
challenge that PROCHALLENGE BASEBALL offers you. For your enjoyment we suggest
that you analyze the following game situations and consider whether you would
make the same decisions. As PROCHALLENGE BASEBALL provides 18 Defensive and 20
Offensive signals you will be able to control every play and player. We
suggest you review your offense and defense game cards for the many options
available.
No doubt your own skill and intuition will find exciting alternatives to the
following play situations. The scenarios provided will help introduce you to
the challenge of playing PROCHALLENGE BASEBALL.
The key to successful defensive play is to become an expert at neutralizing your
opponent's strength. For instance, a left handed power hitter comes to bat.
You have noticed your opponent's tendency to swing early. This enables the
power hitters to increase their number of home runs. An effective defensive
formation is the Ted Williams defense (i.e. the infield shifts right using PCB
defense formation 7 and the outfield shifts right using PCB defense formation
18). This defensive alignment, however, leaves a weakness on the left side of
the field and makes your pitch location crucial. You should challenge the
batter to the inside of the plate. The rationale here is that your opponent
may deliberately swing late, sensing a slider or change-up and deliver a
devastating bloop fly to your unprotected left field.
It is often advantageous to conceal your defense and set it in motion only
when the pitch is delivered. For example, with a man at first being held
close by the first baseman, you may want the pitcher to challenge a left
hitting batter. To avoid an easily stolen base, you may wish to conceal
your infield shift to the right until your pitch is thrown.
PROCHALLENGE BASEBALL features formation delays and allows you
to conceal your challenge from the runner at first base. This provides a
good defense should the batter decide to swing away instead of taking the
pitch while the runner steals. Delay features become especially intriguing
as the game develops and player tendencies are revealed. Surprise tactics
can win the day.
PLAYING THE DEFENSE
1.It's the top of the fifth inning. The score is tied. Their lead-off hitter
hits a single to right field. He has good speed and is a threat to steal.
The batter has good power but little speed. What do you signal to the
Pitcher? (see Defense Card)
Try to pickoff the base runner?
Keep the ball low for a double play chance?
Throw fastball to defend against the steal?
Pitchout to catch the steal?
It's your decision.....
Suppose you signal for the pickoff at first to keep the runner close. The
runner persists in challenging your pitcher. As your pitcher delivers the
ball to the plate, the runner heads for second. The steal is on! You
anticipated that he'd try to steal and called for a pitchout. The catcher
takes the ball and easily guns down the runner at second base. One out.
2.Suppose you signal your pitcher to be careful with this power hitter. The
count goes to three and one. Your pitcher's best pitch is a fastball.
Will the batter be sitting on a fastball?
What pitch do you throw?
A fastball across the plate-
(power vs. power)
A change-up or a curve to try to fool the batter?
A fastball, low and away, to be safe?
It's your decision....
3.Suppose you signal your pitcher to throw a fastball low and outside. The
batter is looking for a ball on the outside part of the plate and drives
the ball down the third baseline for a triple. The next hitter bats
right-handed. Following him, in the lineup are three lefties. You signal
to your bullpen to start your ace left-handed reliever. With a man on third
and one out, you have to be careful. The batter is not a power hitter but
has good speed. How are you going to play him?
- Play the outfield shallow to prevent a sacrifice fly?
- Play the infield in to hold the runner?
- Mix up your pitch selection in an effort to strike him out?
You decide to play the infield in to try to prevent the run. The ball is hit
sharply to the shortstop. The runner holds and the batter is out at first.
It was your decision.....
4.You bring your left handed reliever from the bullpen for the final out. He's
an excellent sinkerball pitcher and is good for two or three innings. He has to face
a left handed power hitter.
How do you set the defense?
How do you pitch to the batter?
- Shift the infield?
- Play the outfield deep?
- Pitch around the batter?
It's your decision....
5.Suppose you decide to shift the infield to the right. The outfield plays
straight away. You signal the pitcher to throw off-speed pitches. The ball
is grounded to first for an easy out. You managed to stay out of trouble.
You could:
- Pitchout against the steal?
- Bring in a relief pitcher?
- Shift the infield or outfield?
- Select the pitches to throw?
You decide....
PLAYING THE OFFENSE
1.Its the top of the fifth inning. The score is tied. Your lead-off batter
steps to the plate. The pitcher is a strikeout ace with a blistering
fastball. You know he likes to throw strikes. What do you signal to the
batter:
- Swing away?
- Take a pitch?
- Look for a fastball?
- Bunt?
It's your decision....
2.You decide to signal the batter to look for a fastball down the middle. The
pitcher throws the ball. It's a fastball on the outside corner. You've
coached your batter well. He swings late and takes the pitch to the opposite
field. The ball goes through the infield for a solid single.
Good call.
A man on first and nobody out.
3.The man on first has good speed. The batter you send to the plate is a
contact hitter. He is slow and can easily hit into a double play. What do
you signal the batter?
Do you call for: (see Offense Card)
- The batter to take, the runner to steal?
- The Hit and Run?
- The Run and Hit?
- The batter to hit away?
- The bunt to advance the runner?
What lead do you give the runner?
It`s your decision......
4.You give the runner a medium lead. The pitcher throws to first to hold the
runner. You call for the Run and Hit. The pitcher delivers a change-up low
and inside. The batter takes the pitch and the runner easily steals second.
You signal the batter to swing away. He sends the next pitch deep to right
field. The right fielder makes the catch at the base of the wall. The
runner on second base tags up. Do you send the runner?
It's your decision....
5.Suppose you send the runner. The right fielder makes a great throw but it's
not in time. A man on third with one out. The next batter can put you in
the lead. What do you signal? Do you call for: (see Offense Card)
- The batter to swing away and hit the ball deep enough to score the
runner?
- The batter to try to bunt the runner home?
- The batter to pick a pitch and try to hit safely?
- Call in a pinch hitter
It's your decision....
6.You decide to put in a pinch hitter who is not likely to hit into a double
play. He hits the first pitch into the gap in right-center field. The run
scores and you take the lead.
You made the decisions......
You were able to:
- Signal the batter to look for a certain pitch.
- Signal for the steal.
- Send the runner on a long fly ball.
- Put in a pinch hitter.
PROCHALLENGE let's you "Play the game the way the Pros play it".
SPECIAL FEATURES
PLAYER POINT SCALE
You and your opponent may develop your teams according to a player point scale,
which allocates to each player a specific number of points for batting,
running, pitching and defensive abilities. The better the player, the higher
the points.
We recommend that you allot a maximum number of points to each team. A total
of 600 points per team allows you to create teams that are representative of
the calibre of major league baseball. The player point scale not only makes
the game more challenging, but also prevents your opponent from making all his
players "good at everything".
Defensive Points
Points for defensive ability (1-7)
i.e.A player with a defensive ability of 4 costs you 4 points from your
600 point quota.
Running Points
Points for running ability (1-7)
i.e.A player with a running ability of 5 costs you 5 points from your
600 point quota.
Pitching Points
Each pitcher has a category (A, kA, B, kB, C or kC) that has no point value.
Each pitcher has a class to define his calibre:
Class 1 = 10 points
Class 2 = 5 points
Class 3 = 0 points
Each pitcher has an endurance factor of:
121-150 pitches = 15 points
101-120 pitches = 12 points
91-100 pitches = 10 points
81- 90 pitches = 9 points
71- 80 pitches = 8 points
61- 70 pitches = 6 points
46- 60 pitches = 4 points
26- 45 pitches = 2 points
1- 25 pitches = 0 points
Batting Points
Each player is rated according to his batting average:
Batting Avg. Points Batting Avg. Points
.341 - .350 24 .211 - .220 9
.331 - .340 23 .201 - .210 8
.321 - .330 22 .191 - .200 7
.311 - .320 21 .181 - .190 6
.301 - .310 20 .171 - .180 5
.291 - .300 18 .161 - .170 4
.281 - .290 17 .151 - .160 3
.271 - .280 16 .141 - .150 2
.261 - .270 15 .000 - .140 1
.251 - .260 14
.241 - .250 13
.231 - .240 12
.221 - .230 11
p - for power hitter, add 5 points to the above
b - excellent bunter, add 5 points to the above
S - for switch hitter, add 5 points to the above
EXAMPLE OF A STRONG DEFENSIVE TEAM
Scouting Report:
Exceptional speed
Great defense
Great pitching
Weak hitting with no power
Points:
Defensive points = 122
Running points = 122
Pitching points = 153
Batting points = 203
Total points = 600
Pitchers:
P# Style Name Endur Bat d - r
19 B1L 25 .000 R 1 - 1
21 B2R 100 .129 R 2 - 1
23 kB2R 25 .000 R 1 - 1
24 A1L 45 .074 L 1 - 1
26 B2L 25 .000 L 2 - 1
28 A2L 90 .074 R 1 - 1
29 kB2L 70 .132 R 1 - 1
30 C1R 45 .091 R 1 - 1
32 A1R 150 .158 R 3 - 3
34 A1L 150 .137 R 3 - 1
36 A2R 90 .128 R 2 - 1
37 C2R 25 .000 R 1 - 1
Other Players
P# BO FPOS Bat d - r
34 9 Pi .137 R 3 - 1
01 6 1b .224 L 3 - 4
02 Ca .109 S 7 - 4
03 1b .219 R 4 - 4
04 1 2b .288 bL 5 - 7
05 5 3b .265 R 6 - 6
06 8 Ss .218 R 6 - 7
07 3 Lf .258 L 7 - 7
08 2 Cf .281 bR 6 - 7
09 4 Rf .274 S 7 - 7
11 if .211 L 6 - 7
12 7 Ca .212 L 6 - 4
14 Ca .216 R 6 - 4
17 of .207 R 6 - 7
18 if .133 L 5 - 6
20 of .208 L 6 - 7
22 if .127 R 5 - 6
27 3b .184 R 6 - 7
31 of .218 L 6 - 7
EXAMPLE OF A BALANCED TEAM
Scouting Report:
Good defense
Speed in outfield, slow in infield
Average pitching
Good hitting with some power
Shortage of switchhitters forces platooning
Points:
Defensive points = 105
Running points = 105
Pitching points = 103
Batting points = 287
Total points = 600
Pitchers:
P# Style Endur Bat d - r
20 A2L 100 .148 L 2 - 2
23 B3L 25 .000 R 1 - 1
26 B1R 45 .104 R 2 - 1
30 B2R 90 .132 R 2 - 1
34 C2R 25 .108 R 1 - 1
37 A1L 45 .119 R 2 - 1
39 A3R 70 .000 R 1 - 1
43 B2L 100 .128 L 1 - 1
45 A2R 100 .144 R 2 - 2
48 A3R 25 .056 R 1 - 1
53 kC2L 60 .000 L 1 - 1
57 A3L 25 .088 L 1 - 1
* - indicates platooned player
Other Players:
P# BO FPos Bat d - r
20 0 Pi .148 L 2 - 2
10 6 * 3b .254 pL 5 - 4
11 * Lf .231 R 4 - 7
12 9 * Ss .205 L 6 - 6
15 4 1b .316 pS 4 - 3
17 1 2b .322 b L 5 - 7
18 * Ca .218 R 6 - 3
22 2 Cf .266 L 6 - 6
24 8 * Ca .212 L 6 - 3
25 3 Rf .329 pS 7 - 7
27 7 * Lf .233 L 4 - 7
29 * 3b .257 pR 5 - 5
32 * Ss .208 R 6 - 6
33 5 * DH .306 pL 2 - 3
35 1b .303 pL 4 - 5
40 if .144 R 4 - 5
44 * DH .269 R 6 - 6
46 if .141 L 4 - 4
49 of .157 L 4 - 4
EXAMPLE OF A POWER TEAM
Scouting Report:
Great hitting with power
Average defense
Poor running
Weak pitching
Points:
Defensive points = 91
Running points = 70
Pitching points = 56
Batting points = 383 Total points = 600
Pitchers:
P# Style Name Endur Bat d - r
37 A2R 80 .000 R 1 - 1
39 A2R 80 .000 R 1 - 1
41 A3R 70 .000 R 1 - 1
43 A3R 45 .000 L 1 - 1
44 B3L 45 .000 L 1 - 1
45 B3R 45 .000 R 1 - 1
47 A2R 25 .000 R 1 - 1
48 kB3R 70 .000 R 1 - 1
49 A3L 45 .000 R 1 - 1
51 C3R 25 .000 L 1 - 1
53 C3L 25 .000 R 1 - 1
55 A3L 25 .000 R 1 - 1
56 C3R 25 .000 R 1 - 1
57 A2L 25 .000 R 1 - 1
Other Players:
P# BO FPos Bat d - r
37 0 Pi .000 R 1 - 1
20 1 Cf .342 S 6 - 4
21 5 Lf .336 pS 5 - 4
22 Ca .286 pL 5 - 2
23 6 Ca .282 pR 5 - 2
24 2b .307 L 4 - 4
25 4 3b .326 pS 5 - 3
26 Ss .302 R 5 - 4
27 Lf .309 pL 5 - 4
28 of .247 S 7 - 5
29 3 Rf .348 pR 5 - 4
30 1b .293 pL 2 - 2
31 7 1b .307 L 5 - 3
32 2 2b .301 R 4 - 3
33 8 DH .295 pR 2 - 2
34 of .270 L 6 - 5
35 9 Ss .285 R 6 - 5
SUBSTITUTIONS
PROCHALLENGE BASEBALL is designed to let you play baseball and have fun. While
playing the game, you are allowed to make liberal substitutions. Anybody can
replace anyone, anytime, anywhere. However in real baseball, once a player
replaces another, whether it is in the field or at bat, the replaced player
may not return for the remainder of the game. In PROCHALLENGE BASEBALL it is
up to you to enforce general baseball rules.
At any point during the game you can press (L) to change the lineup of either
team. To return to the game, press (C) to complete.
INACTIVE PLAYERS
In baseball, from the first day of the season through to September, a team is
permitted to carry a 24-man roster. Therefore, the teams on your disk consist
of 30 players, 24 active and 6 inactive. This does not mean you cannot
activate those 6 players and use all 30. This feature only allows you to face
the problems that a real manager has to deal with, and allows you to choose
the players that you want to use. For example, if one of your active players
is in a "slump", activate one of your 6 inactive players and allow the new
player to replace the slumping player on the active roster.
PROCHALLENGE BASEBALL indicates the inactive player using an asterisk on the
Lineup selection screen.
CREATING A NEW TEAM
You can create a new team by copying an existing team using a new name. Copy
the team on to your existing Team disk or hard disk.
e.g. COPY BOSTON.TM NEWTEAM.TM
This will duplicate the BOSTON.TM roster in the new file called NEWTEAM.TM. To
customize your new team, load PROCHALLENGE BASEBALL and select your team using
the '?' option in the team selection screen. Once your team is loaded it can
be modified with the lineup editor. (see Modify Stats section).
TAKE YOUR TEAM ON A ROAD TRIP
You have created your ultimate team and want to take it on a 'Road Trip'. To
do this,you must copy your team onto your opponent's PROCHALLENGE BASEBALL
Team disk or Hard disk.
LEAGUE PLAY
To join the PROCHALLENGE BASEBALL LEAGUE and participate in one of our
tournament competitions, please send in your Game Registration Card, indicating
that you are interested in more information. We will be happy to provide you
with a copy of our League Play newsletter which discusses upcoming events.
A GLOSSARY OF COMMON BASEBALL TERMS
AT RISK
Some of the hits include the question "Send runner at risk?" This means that a
fielder has already caught the ball and that it would be risky for a runner to
advance to another base. In this case, you would send the runner only if you
had the utmost confidence in him or if you were behind in the game and were
becoming desperate.
BALK
While preparing to pitch, the pitcher makes illegal movements which may deceive the
runners on base. Runners advance one base.
BASE-ON-BALLS
If the batter receives four balls, he is awarded first base.
BULLPEN
The area on the field where relief pitchers warm up.
BUNT
FIRST BASELINE (F3). Unless this is used by a very fast runner or your
opponent is caught totally by surprise, this is almost a sure OUT. However,
the "sacrifice" bunt can be used effectively to advance a runner(s) into
better scoring position.
THIRD BASELINE (F5). The sacrifice is generally used when there is a runner on
first base or runners on first and second base with less than two men out. The only
play is to first base and the runners advance one base. The batter is out: he
"sacrificed" to advance the other runners(s).
CALL THE PITCH (F9)
Hitting is both a physical and mental task. If you think that the pitch will
be low and it is either in the middle or high, chances are you will only hit
part of the ball or miss it entirely. By calling the pitch, you are gambling
that you know where the pitch will be. If you are right, you are a hero.
If you guess wrong, you are a bum.
Not an easy call!
CUT-OFF MAN
An infielder who intercepts a throw from the outfield to a base in an attempt
to trap another baserunner. For example, the right fielder throws the ball to
home plate to catch the lead runner, but the second baseman intercepts the
throw in an attempt to trap the batter going to second base.
DOUBLE
A two-base hit. The batter reaches second base; other runners advance two
bases.
FIELDER'S CHOICE
The runner on first base is 'forced' at second base on a grounder to the
infield. The batter is said to reach first base on a fielder's choice play.
GROUND RULES
A set of rules agreed upon by both teams for a particular game, that is, a
ground rule double means that if a base hit goes into the stands on a bounce,
the batter is automatically awarded second base.
HIT AND RUN (F7)
With this signal, the runners take off with the pitch. The batter swings away
and tries to make contact with the ball to protect and advance the runners.
INFIELD FLY RULE
If the batter hits a fair pop up in the infield, with runners on first and
second base, or with the bases loaded, and less than two out, the Infield Fly
Rule is called and the batter is automatically out. This prevents the fielder
from intentionally dropping the ball to start a double or triple play.
INTENTIONAL WALK
Four balls deliberately thrown by the pitcher to put the batter on first base. If
Someone is on 2nd base and/or 3rd base with no one on 1st base; then walk the
batter to set up a 'force' play or a fielder's choice. This can make the
fielder's job much easier.
LEAD
The distance between a runner and the base he is on (short lead, medium lead or
long lead).
PICKOFF PLAY
If a runner takes too long a lead from the base, the pitcher can throw the ball
to that base attempting to tag or trap the runner before he gets back to the
base.
PITCHOUT
The pitcher deliberately throws the ball wide of the plate anticipating a
possible steal attempt. The catcher then is in a strong position to throw the
runner out.
RUN AND HIT (F8)
A basic steal situation. The batter has the option to check his swing.
SACRIFICE
The batter bunts himself out to advance the other runner(s) on base.
SINGLES
SINGLE ONLY. A hit into an area of the field easily played by the outfielder,
allowing all baserunners to advance one base.
SOLID SINGLE. A one-base hit. The batter reaches first base; other
baserunners advance two bases.
SQUEEZE BUNT
DELAYED SQUEEZE. The third baserunner waits for good placement of the bunt
before he advances. This is a safer play, but lessens the possibility of a
score.
SUICIDE SQUEEZE. Basically, the same play as the Hit and Run. The third base
runner heads for home plate as the ball is pitched.
STAND-UP DOUBLE
A two-base hit. The batter reaches second base easily; all other runners score on
the play.
SWING (F1)
You are giving the batter the "green light" to hit the pitch. Should you
dislike the pitch that is offered, you may try to "check your swing" or hold
up. If the pitch is definitely out of the strike zone, the batter
automatically checks his swing.
TAKE (F2)
Don't swing, just watch the pitch go by. If the pitcher is getting tired or
you just want to know what he is thinking, take the pitch and see if he misses
the strike zone.
TAKE AND STEAL (F4)
This signal is basically the same as the Take as far as the batter is
concerned. The batter takes the pitch in order not to interfere with the
base runner's attempt to steal a base.