home *** CD-ROM | disk | FTP | other *** search
Text File | 1993-09-19 | 72.4 KB | 1,310 lines |
-
- *** B-BALL ***
-
- Statistical Model for Pro Basketball
-
- 1992-93
-
- FULL SEASON VERSION INSTRUCTION MANUAL
-
- Copyright (C) 1989-1993 by BOBBALL, Inc.
-
- Programming and Data Files copyright (C) 1989-1993 by BOBBALL, Inc.
-
- All Rights Reserved
-
- Instruction Manual Sections:
- 1 - Introducing the B-BALL Statistical Model for Pro Basketball
- 2 - Starting the B-BALL Full Season Version
- 3 - Background Information on the B-BALL Software
- 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
- (including creating a schedule for a draft league season replay)
- 9 - Playing Games
- 10 - Game Box Scores
- 11 - The Final Season Statistics Display and Printout
- 12 - Starting the B-BALL Predict Games Version
- 13 - Starting the B-BALL 82 or 820 Game Schedule Version
- 14 - Consulting
- 15 - The B-BALL License Agreement
- 16 - The Shareware Concept
- 17 - The Shareware Disclaimer - Agreement
-
- B-BALL FULL SEASON VERSION FILE EXPLANATIONS
-
- The following files are included with the "B-BALL Statistical Model for Pro
- Basketball" program, (i.e. the B-BALL Full Season Version):
-
- LEAGUE.TXT contains listings of seasons to choose from
- REGISTER.DOC for shareware users to register the program
- ORDERFRM.DOC for users to order the program and teams
- FSV.DOC 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
- FILES.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
- PREDICT.EXE the B-BALL Predict Games Version executable file
- CONFIG.DAT configures files that start the program
- *.92 the team files
- *.92S the team statistics files
- PROSTATS.TXT final stat file generated by playing an entire season
- BBALL command to start the B-BALL Single Game Version
- ONEGAME another 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-INTRODUCING THE B-BALL STATISTICAL MODEL FOR PRO BASKETBALL
-
- B-BALL Pro Basketball for the Computer is an extremely statistically
- accurate computer program that simulates the playing of professional basketball
- games. It is based on the 1992-93 pro basketball regular season statistics and
- also on statistics from earlier seasons. The B-BALL Statistical Model for Pro
- Basketball (i.e. the B-BALL Full Season and Predict Games Versions) can be used
- in a number of ways, including:
-
- a) replaying the entire pro season, 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).
-
- b) replaying a season or 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.
-
- c) determining whether a future trade or free agent signing would be
- advantageous to a team in terms of producing more wins for that team (any
- player in the league can be "traded" to your team and a simulated season
- played to see if your team wins more games).
-
- d) determining how a team would perform without a certain player on the team
- having played in any of the games, or with a certain player (such as a
- bench player) playing more or less minutes than he played in real life
- - i.e. determining how valuable certain players are to the team in terms
- of producing more wins for the team.
-
- e) determining a team's optimum substitution pattern, i.e. the substitution
- pattern that results in the most wins for the team. This determines which
- player combinations play the best together statistically.
-
- f) determining which player attributes, i.e. more scoring, better
- rebounding, more passing, committing less fouls or turnovers, etc. are
- needed by a team for it to win more games.
-
- g) predicting the outcome of a single upcoming game between any two pro
- teams that is about to be played in real life during the 1993-94 season
- by playing any number of computer simulated games between those same two
- teams (using updated and current 1993-94 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).
-
- h) determining which players and teams produce the most "performance points"
- by 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 the league.
-
- During the 1993-94 pro season the B-BALL team and player files will be
- updated each week and will be sent to all who license a copy of the B-BALL
- software. The program can then be used during the actual 1993-94 pro season for
- analysis of upcoming pro games using both the current 1993-94 pro team and
- player files and also the 1992-93 files. A copy of the B-BALL Single Game
- Version is also included with each licensed copy of the B-BALL Statistical
- Model for Pro Basketball (the Full Season Version and Predict Games Version).
-
- 2-STARTING THE B-BALL FULL SEASON VERSION PROGRAM
-
- To start the B-BALL Statistical Model for Pro Basketball program, access
- the directory that contains your B-BALL files, type the word "BBALL" at the
- DOS prompt, and press the <enter> or <return> key. This will bring you to the
- program introduction screen. Here use the up and down arrow keys to move the
- red scroll bar to the program you wish to use, and then press <ENTER>. To start
- the B-BALL Full Season Version program, move the red scroll bar to "Full Season
- Version" and press <ENTER>.
-
- 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 these 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 files 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 "Play a full season for just ONE pro team or replay
- ENTIRE league season?". Type "R" or choose "Replay Entire League Season" to
- replay the entire 1107 game league season or type "O" (the letter "O", not the
- number zero "0") or choose "One Team" for a season replay for one team of 1 to
- 82 games. Type "W" or choose "W-L Record for Only One Team" to play as few as 1
- but as many as 2574 games for one team where only the team W-L record is saved
- but no team or player statistics other that the average game score and point
- differential are saved. In this last mode you can play a maximum of 99 games
- against each of the 26 teams available to be played (99 x 26 = 2574 games).
-
- 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). After choosing to play the entire season you are
- then asked if you want the games to be played with a home court advantage or
- all as neutral court games. Type "H" for home court advantage games or "N" for
- neutral court games, or use the arrow keys to scroll to your choice and press
- the <ENTER> key.
-
- If you type or choose the letter "O" for a one team season (or "W" for a
- one team season with only the W-L record and no stats saved) 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 you are playing the season
- for 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 interested in performance points 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 Performance Points Calculation. You then have the choice of using
- any or all of ten statistical categories, 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 throws 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.
-
- 3-BACKGROUND INFORMATION ON THE B-BALL SOFTWARE
-
- B-BALL is quite different than other computer programs available today for
- the analysis of pro basketball. 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. 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 also rated for how
- often he actually handled the ball on offense (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 playing 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.
-
- 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 (the only exception being if a
- player fouls out out a game at which point he is immediately replaced in the
- lineup). You can play from 1 to 82 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 shot, passed, got fouled, or turned the ball over during the
- time he played in real life, 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 and/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 a player is about to pass the ball the computer adds up the
- possession factors of his four teammates with the odds of any one of the four
- players receiving the 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 when they do handle the ball on
- offense 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. The number of passes he threw
- would be 2000 - 1000 - 200 - 240 = 560 passes or his %Pass would
- be 100 - 50 - 10 - 12 = 28 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 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 82
- games in any single season when playing one season for one team. When playing
- only to obtain a one team W-L record, you can play as many as 99 games against
- each opponent (as many as 99 games x 26 teams for a total of 2574 games).
-
- If you are using the 1991-92 or 1992-93 pro team and player files and would
- like to play a team's actual 1991-92 or 1992-93 schedule, press the F1 key for
- a listing of the schedules. Each team's schedule is listed by a three letter
- code. For example, if you have chosen to play the 1992-93 Atlanta Hawks, press
- the F1 key and then press the <ENTER> key when the red scroll bar is on
- ATL9293.82 (this file is the Atlanta Hawk's actual 1992-93 schedule). Simply
- scroll through the schedule listing for the schedule you wish to play and when
- the red scroll bar is on that schedule press <ENTER>. Be careful because if you
- choose to play a schedule other than a team's actual schedule, that team will
- play "itself", i.e. if you have chosen to play the 1992-93 Atlanta Hawks, and
- choose the BOS9293.82 schedule (the Boston Celtics schedule), the Atlanta Hawks
- will "play" the Atlanta Hawks because Boston plays Atlanta in their schedule.
-
- Or you can 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. (The
- predefined team schedules are currently only available for the 1991-92 and
- 1992-93 pro teams). Be sure NOT to 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 and
- backspace keys, 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 play a complete 82 game 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. You can then change the schedule as you wish.
- Again, 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.
-
- 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
- only display the average game score, point differential, and total points
- scored between the two teams after all of the games between the two 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 between two teams
- (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.
-
- NOTE - CREATING A COMPLETE SEASON REPLAY SCHEDULE FOR A DRAFT LEAGUE:
-
- You can replay an 82 game season for one team in a draft league that you
- created using the B-BALL Single Game version similar to the way you do for a
- pro team in a PRO league, i.e. simply type in the number of games you wish to
- play against each opponent.
-
- If you would like to replay the entire league season for a draft league
- that you created using the B-BALL Single Game Version, similar to playing the
- entire 1107 game season schedule for the 27 teams in a PRO league, you must
- first create an entire season game "schedule". This program includes files
- called TEAMS01.SCH, TEAMS02.SCH, TEAMS03.SCH, etc. up through TEAMS27.SCH and
- TEAMS28.SCH. Each of these files is a complete entire league season replay
- schedule for a draft league that contain those number of teams (i.e.
- TEAMS10.SCH for a 10 team league, TEAMS05.SCH for a 5 team league, etc). Simply
- change the name of your draft league using the manage leagues menu to a draft
- league name that contains 7 characters. That is if you have a draft league
- called something like NNBA.LGE, that has the 4 characters NNBA, change it to
- something like DRAFTLG.LGE, which has 7 characters, using the manage league
- menu. If the league has, say, 18 teams, then go into DOS and copy the
- TEAMS18.SCH schedule to a file called DRAFTLG.SCH. The DOS command would be:
-
- C:\>copy teams18.sch draftlg.sch
-
- For the season replay of a draft league to use the season replay schedule, the
- season schedule file MUST contain the same 7 characters as the league name (not
- more or less than 7 characters). So if you have a draft league that you named
- CHAMPDV.LGE with 20 teams in it, you should copy the TEAMS20.SCH schedule to a
- file named CHAMPDV.SCH:
-
- C:\>copy teams20.sch champdv.sch
-
- These schedule files are nothing more than simple ASCII files that you can
- easily modify or create using any word processor or text editor. You can
- customize your own schedule file for a complete draft league season replay if
- you so desire. The B-BALL Full Season Version software recognizes each line of
- every schedule file to represent one game to be played and each line contains
- only 2 numbers separated by a space on each line. The first number represents
- the home team in the game and the second number represents the away team.
-
- In the B-BALL Single Game Version at the game menu screen, the Atlanta
- Hawks are listed first and the Washington Bullets are listed 27th. Thus in the
- PRO9293.SCH complete league season replay schedule file Atlanta is represented
- by the number 1 and Washington the number 27. The Boston Celtics are the second
- team listed and are thus represented by the number 2, and the Utah Jazz are the
- 26th team listed and are thus represented by the number 26, and so on. Thus a
- line in the PRO9293.SCH file that reads " 2 26 " is a game where Boston is the
- home team versus Utah.
-
- Thus if you have a draft league of, say, 10 teams and wish to customize
- your own league schedule for a complete league season replay, simply use a word
- processor or text editor to create the file. Remember each line of the schedule
- file represents one game to be played with the first number representing the
- home team and the second number the away team. The first team of your draft
- league listed on the game screen in the B-BALL Single Version is team number 1,
- the second is team number 2, and so on. If the draft league has more than 15
- teams, the last team listed in the first column on the game screen is team 15
- and the first team listed in the column on the right side is team 16. The most
- teams you can have in a draft league is 28.
-
- If you create a draft league of 10 teams, but copy the 9 teams draft league
- schedule, TEAMS09.SCH, as your league replay schedule instead of the 10 teams
- draft league schedule, TEAMS10.SCH, the schedule will only play games for the
- first 9 teams in the league. Then the program will abort after the season has
- been played as the program trys to save statistics for that 10th team (that
- never played any games). If you create a draft league of 10 teams, but copy the
- 11 teams draft league schedule, TEAMS11.SCH, as your league replay schedule
- instead of TEAMS10.SCH, the program will abort soon after the season starts as
- it will look for an 11th team to play games with but won't find one. The
- program will come up with an error message looking for a generic team called
- "TEAM.DF" and the program will have to be aborted. So be sure that if you want
- to play the entire season for a draft league that you copy the proper
- "TEAMSXX.SCH" schedule file where "XX" is the actual number of teams in the
- draft league. Also, if you create a league of drafted teams and later change
- the number of teams in the league by adding another team or deleting a team,
- you will also have to copy a new season schedule because the total number of
- teams has been changed.
-
- 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 (even faster if
- you are playing the B-BALL Predict Games Version). 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 these 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
-
- For each season replay for one team (a season of 1-82 games played) there
- are six pages of statistics that can be displayed or printed. For each complete
- season replay for all of the teams in a league, the final statistics display
- (and printout) contains these same six pages of statistics for each team in the
- league.
-
- Also for a complete season replay for all of the teams in a league there
- are several pages at the end of the file that contain numerous team offensive
- and defensive team statistics, including per game totals, total team offensive
- possessions, team scoring per game and per home and away games, total team
- offensive and defensive performance points per game, final league standings,
- one page for final league totals, and two pages for the top league leaders
- in eight statistical categories (pts/g, FG%, FT%, 3PFG%, rebounding, assists,
- steals, and blocked shots). To display all of these without first having to
- scroll or page down through all of the individual team's players statistics,
- hit the "end" key, which will take you to the bottom of this large statistics
- file where you can then page up through these last few pages of statistics.
-
- When viewing this statistics file, press the F1 key to display all of the
- different commands that you can use for accessing the various parts of the
- file.
-
- The following definitions are for the different statistical categories
- found on the six pages of the final statistics display (and printout) for each
- individual team:
-
- ---------
- PAGE ONE:
- ---------
-
- The first page of the team's final season statistics screen display (and
- printout) contains three sections and consists of the individual players, team
- total, and per game raw 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.
-
- ---------
- PAGE TWO:
- ---------
-
- 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 attempted, 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.
-
- -----------
- PAGE THREE:
- -----------
-
- NUMBER OF TIMES FOULED - the total number of times each 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. These ratings are helpful in
- showing whether an individual player is a better offensive or defensive
- rebounder.
-
- SAOR - 'S'cored 'A'fter an 'O'ffensive 'R'ebound - the number of times the
- player got an offensive rebound and immediately put the ball back up and in.
-
- PERFORMANCE POINTS:
-
- PERFORMANCE RATING - a single generic number used to "measure" a player's
- overall individual performance. It has also been called a "TENDEX" rating or a
- "Production" rating by other authors. 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" improve or get worse 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.
-
- PERFORMANCE POINT PLAYER RATINGS
-
- The following formula:
-
- performance pts = pts + reb + ast + st + bs - to - FGmissed - FTmissed
-
- is the most accurate use of a player's and team's overall statistics in
- determining what a team's W-L record would actually be other than team point
- differential.
-
- 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.
-
- 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. 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.
-
- 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.
-
- ----------
- PAGE FOUR:
- ----------
-
- 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.
-
- ----------
- PAGE FIVE:
- ----------
-
- 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.
-
- ---------
- PAGE SIX:
- ---------
-
- 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-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.
-
- A prompt then appears for choosing to play games using a home court
- advantage or a neutral court. Choose if you want the games to be played using
- a home court advantage or a neutral court by typing "H" or "N" or by pressing
- the <ENTER> key on your choice. For the purpose of predicting the outcomes of
- upcoming pro games, it is best to use the home court advantage.
-
- After choosing a home or neutral court, you then have the option of setting
- up two pro teams (home and away teams) per game to be predicted for as little
- as 1 or as many as 13 separate upcoming pro games (the most games that can be
- played in any single day since there are 27 pro teams). To choose teams to play
- in a game, first place the red cursor bar in the home or visiting team column
- by using the <ENTER> or <TAB> keys, then press the F1 key to display a list of
- the teams. Using the up and down arrow keys, place the red scroll bar on the
- team of your choice and press the <ENTER> key. That team is then placed and you
- can then continue to choose teams by again pressing the F1 key to display the
- list of teams.
-
- Be sure not to leave any spaces blank in the home and visiting team columns
- BEFORE any scheduled games, i.e. do not fill in the columns of games 2-6 but
- leave the columns of game 1 blank. You must choose teams in the order of game 1
- first, game 2 second, game 3 third, etc. or else the games will not be played.
- If you want to predict the outcomes of only 10 games, use the home and visiting
- columns of games 1-10, and not of games 11, 12, or 13.
-
- After choosing both a home team and away team for each scheduled upcoming
- pro game that you want to predict the results of you then type in the number of
- computer simulated games that 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.
-
- When you are satisfied with the schedule you have set up, 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 redo your schedule. To change a team in any
- game, simply press the F1 key to display the team list, choose a team, and that
- team name will copy over the team name that was originally there.
-
- As the games are being played the following information is displayed on the
- screen:
- 1) the home and away teams 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.
-
- 13-THE 82 OR 820 GAME SCHEDULE VERSION
-
- This version is identical to the B-BALL Full Season Version except that
- there are fewer statistics saved. This version will only display in the final
- statistics report per game statistics, single game high-low, and the
- substitution pattern used. What this version displays in the final statistics
- file that is not found in the B-BALL Full Season Version final statistics file
- are the W-L record against each opponent played, the average score of the games
- played against each opponent, and the average point differential.
-
- While the B-BALL Full Season Version was designed to play up to 100 games
- in a single season and save all of the player and team statistics (and can also
- play up to 2500 games but with saving only the W-L record), this version allows
- you to play more games and still save some statistics. The most games that can
- be played against any single opponent in the B-BALL Full Season Version is 99,
- while in this version 999 can be played against any single opponent. This
- version is ideal if you want to "try out" a trade or free agent signing but
- instead of playing just one season of 82 games using the B-BALL Full Season
- Version you can play 820 games (10 seasons) or even as many as 8200 games (100
- seasons) and still be able to display per game stats, single game high-low, and
- the substitution pattern used. Using this version you can play as few 1 game or
- as many as 999 games x 26 teams = 25974 games.
-
- 14-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 1993-94 pro team and player files will be
- available for purchase during the actual playing of the 1993-94 pro season to
- model the upcoming pro season and for the purpose of predicting upcoming pro
- games. Also available are the pro teams files from the 1977-78 through 1992-93
- pro seasons, and also the ABA from 1975-76.
-
- 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 phone 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 Pro Basketball for the Computer
- BOBBALL, Inc.
- 1523 Felton Road
- South Euclid, Ohio 44121
- U.S.A.
-
- 15-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.
-
- 16-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 $29.95 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 and 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. Users interested
- in receiving updated pro team and player files during the 1993-94 season for
- use with the B-BALL Predict Games Version should contact Bob at 216-291-9243
- for more information.
-
- 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 1987-88 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.
-
- 17-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 software to BOBBALL, Inc. 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.
- NOW ONLY
- ___ B-BALL Pro Basketball for the Computer with the 1992-93 $29.95
- pro teams (the B-BALL Single Game Version, Full Season
- Version, and Predict Games Version)
-
- Check each additional season you would like ($9.95 each):
-
- ___ 1992-93 pro teams ___ 1986-87 pro teams ___ 1980-81 pro teams
-
- ___ 1991-92 pro teams ___ 1985-86 pro teams ___ 1979-80 pro teams
-
- ___ 1990-91 pro teams ___ 1984-85 pro teams ___ 1978-79 pro teams
-
- ___ 1989-90 pro teams ___ 1983-84 pro teams ___ 1977-78 pro teams
-
- ___ 1988-89 pro teams ___ 1982-83 pro teams ___ 1975-76 ABA teams
- ($4.95 - only 7 teams)
- ___ 1987-88 pro teams ___ 1981-82 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.
- -------------------------------------------------------------------------------
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-