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