home *** CD-ROM | disk | FTP | other *** search
Text File | 1993-09-19 | 84.8 KB | 1,460 lines |
-
- *** B-BALL ***
-
- Pro Basketball for the Computer
-
- 1992-93
-
- SINGLE GAME VERSION INSTRUCTION MANUAL
-
- Copyright (C) 1989-1993 by BOBBALL, Inc.
-
- Data and programming files copyright (C) 1989-1993 by BOBBALL, Inc.
-
- All Rights Reserved
-
- Instruction Manual Sections:
- 1 - Introduction to B-BALL
- 2 - Starting a Game
- 3 - Manually Played Game (Human Coach)
- 4 - Substitution Screen (Manually Played Game)
- 5 - Defensive Assignment Screen (Manual Game)
- 6 - Passing (Manual Game)
- 7 - Automatic Passing (Manual Game)
- 8 - Other Game Commands
- 9 - Computer Played Teams (Computer Mode)
- 10 - Computer Played Substitution Patterns
- 11 - Drafting Teams
- 12 - Copying a Pro Team to a Draft League
- 13 - Copying a Pro League to a Draft League
- 14 - Team Possessions
- 15 - Starting a Team Possession
- 16 - Three Point Shots
- 17 - Fatigue Factor
- 18 - The Statistics Menu
- 19 - The Game Scoreboard
- 20 - The Player Statistics/Ratings Screen
- 21 - Changing Game Default Settings
- 22 - Managing Leagues
- 23 - The B-BALL Software - Support
- 24 - B-BALL License Agreement
- 25 - The Shareware Concept
-
- B-BALL SINGLE GAME VERSION FILE EXPLANATIONS:
-
- The following files are included with the "B-BALL Pro Basketball for the
- Computer" program, (i.e. the B-BALL Single Game Version):
-
- LEAGUE.TXT contains listings of pro seasons to choose from
- COMMANDS.TXT lists commands that can be used while playing the game
- REGISTER.DOC for shareware users to register the program
- ORDERFRM.DOC for users to order the program and teams
- SGV.DOC a short text file explaining the single game version
- READSGV.BAT a batch file to execute README.SGV
- SHAREWAR.DOC a text file explaining the shareware concept
- INSTRUCT.DOC the B-BALL Single Game Version instructions
- FILES.DOC lists all of the program files
- BBALL.MCC registration information
- PRO*.LGE pro team name listings
- PRO*.CDE pro team three letter code listings
- PRO*.DIV pro team division listings
- SGV.EXE the B-BALL Single Game Version executable file
- DELDFT.EXE a small utility for deleting temporary draft teams
- INSTALL.EXE the installation program
- ONEGAME.BAT a batch file that starts the program, executes SGV.EXE
- BBALL.BAT a batch file, same as ONEGAME.BAT
- CONFIG.DAT configures files to start the program
- *.92 the 1991-92 team files
- *.92S the 1991-92 team statistics files
- 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 Daily Games Version
-
- 1-INTRODUCTION TO B-BALL:
-
- B-BALL Pro Basketball for the Computer is an extremely statistically
- accurate computer simulation of professional basketball. It is based on the
- final regular season statistics from previous pro basketball seasons (the most
- recent being the 1992-93 pro basketball season). Players will perform just as
- they did in real life with some variation due to your coaching decisions. You
- can play the actual pro teams versus one another or draft players to form your
- own all-star teams and play them against the pro teams or against each other.
-
- Aside from playing the pro teams as a single league you can also set up
- individual leagues composed of teams of drafted players. Players on any single
- drafted team can all be drafted from the same pro season or from different pro
- seasons. You can have up to 28 drafted teams per any single draft league and
- over 40 different leagues composed of drafted teams.
-
- B-BALL Pro Basketball is very accurate statistically. Each player file is
- based on that player's regular season statistics and also his team's
- statistics. More importantly, each player is rated not only for what he did
- once he got the ball (i.e. shoot, pass, get fouled, or turn the ball over), but
- also for how often he handled the ball (his possession factor).
-
- B-BALL is designed to give you the versatility of coaching a pro or drafted
- team in any way you desire. In MANUAL MODE (i.e. human coach) you can choose
- the starting five for one of the pro teams or a drafted team, make player
- substitutions, change defensive assignments, even dictate who to pass the ball
- to in many situations. In COMPUTER MODE (i.e. computer coach) the computer
- plays one or two pro or drafted teams according to set substitution patterns
- that you can change at the beginning of the game. 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 pattern to play any
- players in any four or six minute span you desire.
-
- If when having the computer play a team (COMPUTER MODE) you choose to pause
- the scrolling play-by-play narrative text between the team possessions you then
- have the option, for that team, of switching back to MANUAL MODE (human coach)
- at any point during the game by typing CTRL-S (hold down the CTRL key and at
- the same time type the S key) at any pause between the team possessions. This
- is great for playing games computer vs. computer up through the 3rd or 4th
- quarter and then finishing the game manually.
-
- You can also play MANUAL MODE (human coach) but with all of your team's
- passing and starting of possessions being performed by the computer (in the
- manual mode with "automatic" passing) by typing "auto" at the ">" prompt on the
- B-BALL game screen, then pressing the <ENTER> key, at any time during a game.
- In this mode you are truly coaching as you have no control over passing but
- still make player substitutions, change defensive assignments, call timeouts,
- press full court, double team an opponent, etc.
-
- 2-STARTING A GAME:
-
- To begin the B-BALL program from DOS type "BBALL" or "ONEGAME" at the DOS
- prompt and press <ENTER>. To begin a game type "L" for League menu at the GAME
- MENU screen to get to the LEAGUE MENU screen. At the LEAGUE MENU screen type
- "C" for Choose League. To choose a league you must type in a seven character
- league code. All of the pro league codes are seven characters long. Notice that
- the seven dashed lines "-------" disappear as you type in a league code to
- remind you that the code must be 7 characters long. As an example, after typing
- PRO9091, the teams for the 1990-91 pro season appear in the upper portion of
- the LEAGUE MENU screen. Should you mistype your league selection, the seven
- dashes will reappear after typing seven characters so that you can re-enter a
- league code.
-
- Once you have chosen and accessed a league, type "R" to return to the GAME
- MENU screen. Type "H" to choose a home team, then type in the three letter code
- of a team. Type "V" to choose a visiting team, and again a three letter code of
- a team. You do not need to press <ENTER> after typing in a team's three letter
- code. Type "G" to begin a manually played game. To begin a computer played
- game, type "C", choose the computer to play the home, visitors, or both ("H",
- "V", or "B"), yes or no for the pauses between the team possessions, then "G"
- to start the game. Once you type "G" to start the game, type "H" to use the
- home court advantage or "N" for a neutral court.
-
- To play a game between two teams in two different leagues (or different
- seasons) such as a PRO9091 team versus a draft league team or a PRO9091 team
- versus a PRO8990 team, first choose the league of one team by typing "L" and
- then the league code, choose the team as home or visitors and then type in the
- team's three letter code, then choose the other league by again typing "L",
- the league code, and select the other team.
-
- If you form a league of drafted teams that has a league code LESS then
- seven characters long you must type over the remainder of the seven dashes by
- pressing the <SPACE BAR> once for each remaining dash. Thus if you had a draft
- league called the AABL, to access the league after typing "C" for the choose
- league function you would type AABL and press the <SPACE BAR> three times to
- delete the remaining dashes.
-
- 3-MANUALLY PLAYED GAME (human coach):
-
- In a manually played game, after first choosing two teams, pressing "G" to
- start the game, and choosing whether or not to use the home court advantage,
- the first screen to appear is the SUBSTITUTION SCREEN. Here you can choose and
- insert your starting lineup. The next screen to appear is the DEFENSIVE
- ASSIGNMENT SCREEN. Here you can assign a man-to-man defense, double team an
- opponent, or press fullcourt. These screens can also be viewed during a game at
- any timeout or dead ball situation (after fouls or turnovers where play has
- been stopped). From either screen you can also view your players ratings for
- the actual pro season or statistics from the game presently being played. The
- screen that follows this defensive assignment screen is the GAME SCREEN from
- which the game is actually played.
-
- NOTE: During the actual playing of the game at the GAME SCREEN all commands are
- entered at the ">" prompt on the game screen followed by pressing the
- <ENTER> key. All of these commands are shown as upper case letters in
- these instructions with quotes for clarity, however during the game you
- can enter them as upper or lower case (and without the quotes).
-
- 4-SUBSTITUTION SCREEN (manually played game):
-
- At the substitution screen the 5 players currently in the game are listed
- at the top left hand corner of the screen. To the right of these 5 players are
- listed the 5 players of the opposing team currently in the game. The five
- single key functions that you can use at this screen are listed at the upper
- right hand corner and are:
- A. Add a Player
- M. Move a Player
- P. Player ratings
- G. Game statistics
- L. Leave
-
- Once you are in the substitution screen, to insert a player into the team
- lineup at the top left hand corner of the screen, type "A" (for add a player).
- When the computer asks what number player to add simply type the number you see
- next to the name of the player you wish to add and press <ENTER>. Then type the
- position you want the player to play: "C" for center, "SF" for strong (power)
- forward, "WF" for weak (small) forward, "SG" for shooting guard, and "PG" for
- point guard and again press <ENTER>. That player is then inserted into the game
- lineup while the player whose name was covered over is taken out of the game.
-
- To move a player type "M". When you move a player to a new position the
- player who was at that position (the player whose name is covered over by the
- moved player's name) is taken out of the game and the position the moved player
- was originally at is then open and must have a player added to it. This move
- procedure is useful when a player is shooting free throws and thus cannot be
- taken out of the game but you would like to take out a player who plays one
- position, move the free throw shooter to that position, and then add a player
- to the position the free throw shooter had originally occupied.
-
- In the lower portion of the screen where the team roster is listed an
- asterisk (*) appears next to the names of those players currently in the game.
- A pound sign (#) appears next to any player who has fouled out of the game (or
- who has 6 or more fouls if you are using the "No Foul Out" rule). An
- exclamation point (!) appears next to any player who has reached his fatigue
- factor. This section of the screen also lists the players positions played most
- often, their height, possession factor, and their regular season 2PT and 3PT
- field goal percentages. The last three columns list the individual player's
- minutes played, personal fouls committed, and decreasing fatigue factor of the
- current game being played, i.e. they change based on what each player does
- during that particular game.
-
- To see a current box score of the game you are playing type "G" and to see
- your team's individual players ratings screens type "P". To leave these screens
- and return to the substitution screen press any key.
-
- To leave the substitution screen and continue to the defensive assignment
- screen type "L".
-
- 5-DEFENSIVE ASSIGNMENT SCREEN (manual game):
-
- At the defensive assignment screen the 5 opposing players on offense are
- listed at the top left hand corner of the screen and are guarded on defense by
- those players listed to the right across from them.
-
- Defensively the computer will automatically match your C against your
- opponent's C, your SF against your opponent's SF, etc. in a man-to-man defense.
- To change these defensive assignments, type "M" for a man-to-man defense or "D"
- for a double teaming defense.
-
- After typing "M" for a man-to-man defense the computer will ask you which
- of your players will guard the opposing C, SF, etc. Just type in the position
- of your player (C, SF, WF, SG, or PG) and press <ENTER>. Realistically a
- player should be matched up against opponents of comparable height or guard
- the opposing player of the same position or of a position one above or one
- below his position (with the order of average player height from tallest on
- down being C, SF, WF, SG, and PG) except for the PG who can also guard a WF.
- (The players heights are listed at the bottom of this defensive assignment
- screen or you can also display the players ratings screens to list player
- heights).
-
- In other words, when setting up your man-to-man defense, a SF can guard a
- SF, C, or WF but not a SG or PG and a PG or SG should not guard a SF or C.
- These latter matchups will occur many times throughout each game you play as a
- result of numerous defensive switches (when defenders switch positions on the
- game screen) and any mismatch advantages or disadvantages are accounted for
- then.
-
- The substitution screen does not, however, prevent you from setting up a
- man-to-man defense with mismatches. If you set up a blatant mismatch (such as a
- 6'0" PG versus a 7'0" C) against a computer played team the computer does
- NOT know who to assign the advantage to. Only when there is a defensive switch
- during the course of a game does the computer understand that there is a
- mismatch and to assign an advantage to one player or the other, so use common
- sense when setting up man-to-man defenses against computer played teams.
-
- To have your team press full court type "P". A full court press increases
- your opponent's chances of turning the ball over while increasing your chances
- of fouling. The lower your players defensive FG%s are (i.e. better defensive
- players - see the player ratings screens) the more effective your press will
- be, however the longer you employ a full court press during a game the quicker
- your players will foul out. You cannot double team a player in the game while
- your team is pressing full court.
-
- Type "D" for a double teaming defense. The computer will ask you which of
- your players will guard the opposing C, SF, etc. similar to when assigning a
- man to man defense. Just type in the position of your players and press
- <ENTER>. However, to leave an opposing player open (unguarded), type "O" for
- open (the letter O, not the number zero 0). After typing in player positions
- and leaving one (or more) opponents open, the computer will then ask which
- opposing player you wish to double team for each defender who has not been
- assigned a player to guard. Then type in that opponent's position and press
- <ENTER>.
-
- A double teamed player's FG% decreases by 5% and his possession factor
- decreases by one (except a zero who remains a zero). The open player's FG%
- increases by 5% and his possession factor becomes a 3 (since he is open) and
- because he is open he also has the option of immediately shooting the ball if
- he gets it. If the open player gets the ball, a "Shoot or try to Pass (S/P)?"
- prompt will appear. Typing an "S" at this prompt will always result in a shot
- being taken by the open player but the open player will follow his normal
- tendencies when you type "P". In other words a player who normally shoots alot
- will more than likely shoot rather than pass if he is left unguarded during a
- double teaming situation even if you type "P".
-
- 6-PASSING (manual game):
-
- In B-BALL not only can you coach a team by making all player substitutions,
- changing player defensive assignments, calling timeouts, etc. but you can also
- dictate who to pass the ball to in many situations just as if you were the
- player in the game handling the ball. However you can't ALWAYS pass the ball
- to the player of your choice. Passing the ball is influenced (and sometimes
- restricted) by the possession factors of your team's players.
-
- The possession factor (PF) is a number (0, 1, 2, or 3) that measures a
- player's ability to handle, or control, the ball during the course of a game.
- Simply put, the more a player handled the ball on offense in real life, the
- higher his PF is. Each player is rated as a ball handler with a PF of either
- 0, 1, 2, or 3. Players with PFs equal to 0 handle the ball very little on
- offense and player's with PFs equal to 3 handle the ball on offense the most.
-
- The more a player shot, passed, got fouled, and turned the ball over during
- the time he played in real life, the greater his PF is. Thus 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.
-
- During a game being played with manual passing, a PF is listed at the
- beginning of each line of play-by-play narrative text when a pass is about to
- be thrown. This listed PF means that those teammates (of the player about to
- pass the ball) with PFs greater than or equal to the listed PF are open at that
- particular moment to receive a pass. You as coach can have the player handling
- the ball pass it to any teammate that has a PF GREATER THAN OR EQUAL TO the
- listed PF (because they are open), but NOT to a player with a PF less (because
- they are not open at that particular moment). Simply type in the position (C,
- SF, WF, SG, or PG) or the position number (PG=1, SG=2, WF=3, SF=4, and C=5) of
- the player whom you wish to pass the ball to at the ">" prompt and press
- <ENTER>. If you try to pass the ball to a player with a PF less than the listed
- PF it will NOT be accepted by the computer and the game will not continue until
- a player with a PF greater than or equal to the PF shown is typed in.
-
- As an example, let's say you are playing the Los Angeles Lakers and the
- following players are on the floor:
-
- pos player PF
- --- ------------------- --
- C Kareem Abdul-Jabbar 1
- SF A.C. Green 0
- WF James Worthy 2
- SG Byron Scott 2
- PG Magic Johnson 3
-
- If PG Magic Johnson threw a pass listed as a PF 2, you could have Magic pass
- the ball to your choice of either WF James Worthy (PF=2) or SG Byron Scott
- (PF=2), because both are open at that moment, but not to C Kareem Abdul-Jabbar
- (PF=1) or SF A.C. Green (PF=0), because both are not open at that moment and
- Jabbar's and Green's PFs are less then 2. If the pass Magic was about to throw
- was listed as a PF 1, you could have Magic pass the ball to anyone but Green.
- If Magic threw a pass listed as a PF 0, you could pass the ball to any teammate
- (your choice) because at that moment all four of Magic's teammates were open to
- receive a pass. If Magic threw a pass listed as a PF 3, since there is no
- teammate with a PF as high as a 3, the computer would randomly choose one of
- Magic's four teammates to receive the pass, and you would not see the line of
- narrative text begin with "PF 3 Magic passes to...". It would simply read
- "Magic passes to...".
-
- During the playing of B-BALL on the game screen all player possession
- factors are located in the column just to the right of the players' positions
- (C, SF, WF, SG, PG) and just to the left of the players' names on the "offense"
- side of the game screen so that they can be easily read when manual passing is
- in effect.
-
- Most PGs have PFs = 3 since they handle the ball on most of their team's
- offensive possessions. However, any SG, WF, SF, or C, with a PF = 3 is usually
- a superstar player - a great passer or a great scorer or both - who handles the
- ball many times on offense. All players with PFs = 0 are either 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, i.e. players who just don't handle the ball very often on
- offense. They usually have limited dribbling ability and usually score only
- after receiving passes at or near the basket or after getting an offensive
- rebound. Thus a pass listed as a PF = 0 (whether you pass the ball to a player
- with a PF = 0 or with a PF greater) can be thought of as a pass to a player
- when he is in a good position to score as the pass is creating an opportunity
- for him to score.
-
- In a manually played game there is a disadvantage in playing a number of
- players who are poor ball handlers (i.e. who all have low possession factors)
- at the same time. Each time you see the computer passing the ball between
- players where you did NOT have the option of choosing which player to pass the
- ball to (as in the above example where Magic had the ball and the listed PF was
- a PF 3) the computer was searching for a player with a PF greater than those
- that were available. If the PFs of all of the teammates of the player passing
- the ball are LESS than the PF the computer is searching for, the computer
- randomly chooses one of the player's four teammates to receive the pass, with
- the choice being weighted towards the players with the higher PFs.
-
- As an example, if your PG has a PF=3 and throws a pass for a PF=2, but your
- SG, WF, SF, and C all have PFs= 0 or 1, the computer randomly chooses one of
- them to receive the pass. Thus if you put on the court a PG who has a PF=3 and
- four teammates who all have PFs=0, then each time your PG has the ball and the
- computer is looking to pass it to a player with a PF of either 1, 2, or 3, then
- the computer will randomly choose one of the four teammates to receive the
- pass. Only when the computer is looking to pass the ball to a player with a
- PF=0 will you have the option to choose who receives the pass.
-
- The disadvantage then is that by playing many players who are poor ball
- handlers (players with low PFs) you will often NOT have the choice of who to
- pass the ball to because these players with lower PFs have a tougher time
- getting open to receive a pass. Also, players who are good passers will more
- often be able to pass the ball to teammates with lower PFs than will players
- who are not good passers, i.e. the best assist men will be able to get the ball
- to their teammates who don't handle the ball very often more often than poorer
- passers.
-
- Thus in B-BALL you can dictate most of the time who to pass the ball to
- similar to as if you were the player handling the ball, however you cannot
- arbitrarily decide at any one moment who will shoot the ball (as in other
- computer games). This is also similar to you as coach having your players
- running set plays or trying to hit the "open" man. However once players get
- the ball in their hands on offense they will either shoot, pass, get fouled,
- or turn the ball over in the same proportion as they actually did in real life.
-
- 7-AUTOMATIC PASSING (manual game):
-
- If you would rather not be so involved in your team's offensive play by
- dictating individual passes, you can have the computer control all of your
- team's passing and starting of team possessions while you, as coach, still make
- player substitutions, player defensive assignments, call timeouts, etc. Simply
- type "AUTO" (for AUTOMATIC PASSING) at the ">" prompt on the B-BALL game screen
- before you begin one of your team's possessions (when the first line of the
- play-by-play narrative text reads "Bring the ball upcourt PG or halfcourt
- offense HC"), press <ENTER>, then begin the possession manually by typing in
- the position of a player with a PF = 2 or 3 and pressing <ENTER>. From that
- point on the computer will conduct all of your team's passing and will start
- all of your team's possessions. In this mode the game will also play much
- faster as the computer chooses who to pass to (based on the players actual
- possession factors, i.e. the higher a player's PF the more passes he will
- receive) quicker than a human coach could.
-
- To change your team back to manual passing from automatic passing type
- the CTRL-S key combination (hold down the <CTRL> key and at the same time type
- the "S" key) at the pause between the team possessions. At that point your
- team will be back in the manual passing mode so you can dictate your team's
- passing. Keep pressing the CTRL-S key combination until the manual passing is
- back in effect, i.e. until you see the text stop scrolling. This is great for
- playing games with automatic passing (or with computer played teams) up
- through the 3rd or midway through the 4th quarter, then breaking off automatic
- passing (or computer play) with the CTRL-S key combination to play the
- remainder of the game with manual passing.
-
- When playing B-BALL in the manual mode with manual passing, player's PFs
- are rounded off to whole numbers (0, 1, 2, or 3), but their actual PFs may be
- slightly more or less. These actual PFs are used by the computer whenever the
- computer plays a team or automatic passing is in effect so that over the span
- of an entire season each player will handle the ball just as often as he did in
- real life.
-
- 8-OTHER GAME COMMANDS:
-
- Typing CTRL-S will also shut off computer control of a team being played by
- the computer WITH pauses between the team possessions similar to the way it
- turns off automatic passing. These pauses between possessions allow you to read
- the play-by-play narrative of a game where both teams are being played by the
- computer (because without the pauses the game plays too quickly to read the
- text). To break off a game being played by the computer with pauses between the
- team possessions and returning the game to manual mode you must type CTRL-S
- just as a team finishes it's possession (i.e. the other team is just about to
- start their possession). If at first the game does not break off into manual
- mode, type CTRL-S a few times in sequence to be sure it's typed at the
- beginning of a team's possession. Once you break off a computer played game to
- use manual passing you cannot return that game to computer control, i.e. you
- must finish that game using either manual passing or automatic passing.
-
- The speed at which the play-by-play narrative text scrolls in a manually
- played game can also be adjusted by typing "SLOW", "MEDIUM", or "FAST" at the
- ">" game prompt at the beginning of a team's possession and pressing <ENTER>.
-
- To call a time out in manual mode, type "T" at the ">" prompt at the start
- of your team's possession and press <ENTER>. To call a 20 second time out, type
- "20" and press <ENTER>. Only one player per team may be substituted for during
- a 20 second time out. To change defensive assignments of your players after the
- opposition has scored or after you get a defensive team rebound, type "D" and
- press <ENTER>. To turn on or off the beep sound made for successful field
- goals, type "SOUND" and press <ENTER> (if the beep is on, typing SOUND turns it
- off and if its off it turns it on). To stop the pause in the narrative text
- scroll and have continuous scrolling, type "SPEED" and press <ENTER>. Also, the
- scrolling of the play-by-play narrative text will stop in the manual game mode
- after a maximum of six lines of narrative text has appeared or play has stopped
- because of a foul or turnover. Just press any key for the game to continue.
-
- To stop a game, you can either type "QUIT" at the ">" prompt and press
- <ENTER>, or type CTRL-Break (hold down the <CTRL> key and at the same time type
- the <Break> key). Either way all statistics for that game are erased. At the
- "Substitution or Defensive Changes (Y/N)?" prompt that appears at any dead ball
- situation, type either "Y" for yes or "N" for no. If you type "Y" for yes the
- team substitution and defensive assignment screens will appear.
-
- The following is a summary of what you can type at the game ">" prompt
- during the playing of a game with manual passing:
-
- "C" or "5" - gets the ball to your Center
- "SF" or "4" - gets the ball to your Strong (Power) Forward
- "WF" or "3" - gets the ball to your Weak (Small) Forward
- "SG" or "2" - gets the ball to your Shooting Guard
- "PG" or "1" - gets the ball to your Point Guard
- "WFX" or "3X" - gets the ball to the WF and if the WF shoots, it will
- be a 3pt shot, not a 2pt shot (also PGX or 1X, SGX or
- 2X, SFX or 4X, or CX or 5X)
- "AUTO" - converts game to automatic passing after you
- manually get the ball to a player
- "SLOW", "MEDIUM", "FAST" - adjusts the speed of the scrolling play by
- play narrative text
- "T" - timeout
- "20" - 20 second timeout
- "D" - change your team's defensive setup (only after the
- other team has scored or after a def team rebound)
- "SOUND" - to turn on or off the beep sound when a basket is made
- "SPEED" - to stop the pause after 6 lines of play-by-play text
- and have continuous scrolling
- "QUIT" - abort the game and return to DOS
- "RULES" - to access the Change Rules Menu during a game, must be
- typed at the beginning of a team's possession
- "COLOR" - to access the Change Colors Menu during a game, must be
- typed at the beginning of a team's possession
-
- Remember after each command entered at the ">" prompt you must press the
- <ENTER> key.
-
- To print a hard copy of an order form from within these game instructions,
- align your printer paper at the top of a page and use the Print Screen key or
- shift-Pr Scr combination (hold down the shift key while typing the Print Screen
- key) or you can print the complete instructions which has the order form as
- it's last page.
-
- If you choose a team to play in a game by typing in its 3 letter code and
- the message "TEAM NOT FOUND...PRESS ANY KEY" appears, you do not have that
- team on your diskette or hard drive. To get a listing of which teams you do
- have you must go into DOS. All pro team files are stored by the team nickname
- (the 8 letter file name) and year (the 3 letter file extension). Thus the
- Boston Celtics of 1990-91 are stored on the diskette as "CELTICS.91" and
- "NETS.78" would be the New Jersey Nets of 1977-78. All drafted teams have the
- filename extension ".DF" thus a drafted team called the Albuquerque Armadillos
- would be stored as "ARMADILL.DF".
-
- Also all statistics files are stored in a similar fashion except an "S" is
- added to the filename extension. The Celtics 1990-91 statistics file is stored
- on disk as "CELTICS.91S" and any drafted team would have a statistics file with
- the extension of ".DFS". Any drafted team with the filename extension of ".DFT"
- (T for temporary) is a team that was drafted and not saved but was used as a
- DFA or DFB draft team that you could only play against other teams in that
- league but was erased once you switched leagues.
-
- At the end of every game all of the play-by-play narrative text that was
- displayed on the game screen during the playing of the game that described the
- shots, passes, rebounds, steals, turnovers, etc. is stored in a file called
- "GAMEPLAY.TXT". Using any word processor you can review what happened during
- that game by scrolling through this file. However once you start a new game
- this file is erased and replaced by the text of the new (most recently played)
- game.
-
- 9-COMPUTER PLAYED TEAMS (computer mode):
-
- You can play two teams manually (manual mode), play one team manually
- versus the computer, or have the computer play both teams. To play against the
- computer or to have the computer play both teams, choose home and visiting
- teams and type "C" for computer played team(s). You can then choose to have the
- computer play either the home team, visiting team, or both teams by typing
- either "H", "V", or "B". Again, type "G" to start the game and "H" or "N" for
- the home court advantage.
-
- 10-COMPUTER PLAYED SUBSTITUTION PATTERNS:
-
- The first screen to appear after selecting both the home and visiting teams
- for a game and then choosing either one or both of them to be played by the
- computer is the team(s) computer played substitution pattern. When the computer
- plays a team it follows a substitution pattern where the players are
- automatically substituted for at 4 or 6 minute intervals (your choice). You can
- change this substitution pattern for a team being played by the computer to
- play any players in any 4 or 6 minute interval that you desire just before the
- game actually begins. In this substitution pattern the 1/3 and 1/2 quarters
- (4 and 6 minute intervals) are lettered A-L and A-H:
-
- 6 minute substitution pattern 4 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 pattern to insert other players or simply to change which time
- spans the players are presently in, first choose a 1/2 or 1/3 quarter by typing
- its letter and press <ENTER>. Then choose the player you want to add by typing
- his number (1-12) and press <ENTER>. Then add him to the position you want by
- typing either C, SF, WF, SG, or PG and pressing <ENTER>. Continue this process
- until you are satisfied with the substitution pattern. Type "X" to leave the
- screen and continue with the game.
-
- NOTE: This procedure does NOT prevent you from inserting the same player more
- than once into the same 4 or 6 minute time interval (i.e. inserting the
- same player twice or more at two or more different positions). If you
- see a player play more than 48 minutes in a game that did not go into
- overtime you undoubtedly have him playing twice (or more) in the same
- 4 or 6 minute time period but at different positions.
-
- During a game the computer played substitution pattern is altered only when
- a player fouls out of a game or reaches his fatigue factor, at which point the
- computer will substitute the NEXT available player on the roster (searching
- in the order of players 1 through 12) that can play the same position as the
- player taken out of the game.
-
- The computer played substitution pattern for any single team can be
- changed from the LEAGUE MENU or GAME MENU screen (once you have chosen the
- league that the team is in) by typing "S" or "U" for change Substitution
- pattern. Any changes made to a team's substitution pattern at this point are
- stored when "X" is typed to leave the screen and will remain in effect for that
- team until you change the pattern again from these menus (i.e. it is that
- team's default substitution pattern).
-
- In a game being played with one or two computer played teams, after "G" is
- typed to start the game at the GAME MENU screen, the computer played
- substitution patterns will again appear. Any changes made at this point to the
- computer played team's substitution pattern are in effect ONLY for that
- immediate game played. At the next game played for that team you will see that
- team's default substitution pattern appear once again.
-
- To change a team's computer played substitution pattern from 4 to 6 minute
- or from 6 to 4 minute, type "D" for "game Default settings" at the GAME MENU,
- then "S" for "change 4 or 6 min sub pattern" at the DEFAULT SETTINGS MENU to
- get to the CHANGE SUBSTITUTION PATTERN MENU. Here you can change the pattern
- from 4 to 6 minute or vice versa by typing "A". To save 4 or 6 as the default
- substitution pattern type "S". Typing "D" at this menu tells you which pattern
- is currently the default.
-
- Note that when you break off a team being played by the computer to play
- the team manually using the CTRL-S key combination (in a game being played by
- the computer with pauses between the team possessions) you must complete the
- remainder of the game with manual passing or automatic passing or both. You
- cannot return to using a team's computer played substitution pattern once you
- have initiated manual play.
-
- 11-DRAFTING TEAMS:
-
- In B-BALL you can create entire leagues composed of teams of players
- drafted from the actual pro teams. You can draft any 12 pro players onto a
- single team and play any 5 of them as starters. You can also play a drafted
- team versus a pro team, another drafted team, even another drafted team in a
- different draft league against each other. You can even draft players from
- different pro seasons onto the same draft team and play them together as
- teammates, or draft players from previously created draft teams. You can also
- save all of the teams statistics and box scores similar to the way you do for
- any of the pro leagues.
-
- To draft a team first access the LEAGUE MENU, choose a league to draft
- players from, then type "D" for Draft teams. Type in a first team name of up
- to 12 characters, press <ENTER>, then a second team name of up to 12
- characters and press <ENTER>. The characters you use in the second name must
- be compatible with DOS filenames so do not use any of the following characters:
- ? . : \ / * < > , ; = + | [ ] " or a space. These team files are stored in DOS
- by the team's second name followed by the file extension .DF.
-
- To begin drafting players after having chosen a league, type in a pro team
- three letter code, wait until the team roster appears, then type the letter of
- the player you wish to draft. If after selecting a team you decide that you
- do NOT want to draft a player from the team whose roster has appeared, press
- the <ENTER> key at the "Draft which Player?" prompt, then "Y" or "N" at the
- "Change Seasons?" prompt, and the "Draft from which team? ---" prompt
- reappears. Continue this process until you have selected 12 players. Once you
- have drafted 12 players a "Drafting sequence done...press any key to continue"
- prompt appears. Simply type any key to continue the draft procedure.
-
- Next a "Do you want to CHANGE members of this team (Y/N)?" prompt appears.
- You now have the option of replacing any player on the team that you just
- drafted. If you accidently chose a player that you did not want on the team, or
- simply want to change the order of the players you drafted, you can do so now.
- Type "Y" for yes or "N" for no. If you type "Y" for yes, then type "Y" or "N"
- to change (or not to change) the season you are drafting players from, a three
- letter code of a team to draft a player from, a letter (A-L) for the player you
- want to draft, and a number (1-12) for the player you want to replace. Once
- again, continue this process until you are satisfied with the drafted team,
- then type "N" for no at the "Draft another player (Y/N)?" prompt.
-
- You are then asked "Do you want to ERASE, then redraft this team (Y/N)?".
- Redrafting ERASES the team that you just drafted and starts the drafting
- procedure over using the same draft team name you typed in. Use this (type "Y"
- for yes) when you find that after drafting the team you just don't want to save
- it at all, either as a separate draft league team, or as a temporary draft team
- to play against a pro league. After typing "Y" for yes the drafting procedure
- starts over with that same draft team name. Type "N" for no if you are
- satisfied with the 12 players you have drafted onto the team.
-
- You are then asked if you want to SAVE the drafted team. If you choose
- NOT to save the drafted team you must then designate it as either "A" or "B",
- i.e. Draft Team A (DFA) or Draft Team B (DFB). You can then play that drafted
- team against any of the teams in that league that you just drafted players from
- (the last league to appear on the screen if you swithced leagues to draft
- players from) but once you switch leagues to play other games and then return
- to the league you last drafted players from that DFA or DFB team is ERASED.
- Use this temporary DFA or DFB draft team when you want to "try out" a draft
- team before saving it to a league.
-
- If you choose to SAVE the drafted team you are then asked what league you
- want the team to join. League codes for leagues composed of drafted teams must
- be no more than 7 characters long and must be DOS compatible (none of those
- characters mentioned above). Type in a league code of a preexisting draft
- league or a new league code and press <ENTER>. If you want your new league code
- to be less than 7 characters, use the space bar to delete the remaining dashes,
- i.e. to create a league called ABL, type ABL and press the space bar 4 times.
- (When you want to play teams in that league, go to the LEAGUE MENU and access
- the league by typing ABL and pressing the space bar 4 times to delete the
- remaining dashes). Note that to play a complete season replay for your draft
- league using the B-BALL Full Season Version you should give your league a 7
- character league code. This way you can then copy a complete season replay
- schedule file for that league (see the B-BALL Full Season Version
- instructions).
-
- Do NOT use the letters "PRO" or "ABA" as the first three letters of a new
- draft league code as the B-BALL program will try to interpret that new league
- of drafted teams as a pro league, which it is not.
-
- If you do type in a new league code you can then give that new league a
- league title of up to 30 characters in length. This is for the top line on that
- league's GAME MENU screen. Type in a league title of 30 characters or less and
- then press <ENTER> (you do not need to delete the remaining dashes if your
- title is less then 30 characters). You must also give your new team a 3 letter
- code. Be sure that this 3 letter code is NOT the same as any other drafted team
- in that SAME draft league.
-
- Be careful when choosing team names and team 3 letter codes for drafted
- teams. Do not name ANY two drafted teams with the same second name (as these
- teams are stored in DOS by the second name and creating a second team with the
- same name as another team overwrites that first team) and do not use the same
- 3 letter team code or team first name for two teams in the same draft league.
-
- In the drafting mode you can draft as many teams as you want and can place
- a maximum of 28 teams in any one league that you create. You can create as many
- draft leagues as you desire (as many as will fit on the LEAGUE MENU screen,
- about 40).
-
- NOTE: B-BALL does NOT prevent you from drafting the SAME player onto two
- different draft teams in the same draft league or even from drafting the
- same player twice (or more) onto the same team. If you find that you have
- drafted the same player onto two different teams in the same draft league
- and do not want that you can delete one of the drafted teams using the
- MANAGE LEAGUES MENU and redraft it without that player. However, if you
- so desire, you can draft the same player more than once into the same
- draft league, even more than once onto the same team, even draft a team
- composed of 12 of the same player, and play that team against any other
- drafted or pro team in any league.
-
- When drafting a team the computer will place the first player you draft
- in the Center (C) position in the team's computer played substitution pattern,
- your second drafted player in the Strong Forward (SF) position, your third in
- the Weak Forward (WF) position, your fourth in the Shooting Guard (SG)
- position, and your fifth in the Point Guard (PG) position. Thus if you have a
- starting five in mind for a team you are about to draft you will save yourself
- some time in setting up your computer played substitution pattern by drafting
- your first five players in the order of C first, SF second, WF, then SG, and
- finally the PG fifth.
-
- 12-COPYING A PRO TEAM TO A DRAFT LEAGUE:
-
- You can also "draft" an entire pro team to a draft league if you wish. From
- the LEAGUE MENU type "T" for "copy pro TEAM to draft league". You will then
- follow the same procedure as for drafting individual players but will "draft"
- the entire team at one time versus one player. You will be asked to give this
- team a name similar to when drafting up a team of 12 different players. Be
- sure, however, when drafting a team such as, say, the 1992-93 Chicago Bulls,
- not to give the team a team second name of CHI9293, as that is the name used
- when copying a pro league to a draft league (see next section). Simply give it
- a team second name of 9293CHI, or 9293Bulls, or something else. The copy a pro
- league to a draft league procedure always names the teams it copies using the
- format XXX9293, or XXX7980, with XXX being the team three letter code for each
- team and the 4th through 7th chracters being the years of the league.
-
-
- 13-COPYING A PRO LEAGUE TO A DRAFT LEAGUE:
-
- You can also copy an entire pro league to a draft league. From the same
- LEAGUE MENU where you draft teams you can type "P" for "copy PRO league to
- draft league". This function will then make copies of each pro team in that
- league to a separate league beginning with "DFT" instead of "PRO". Let's say
- you want to create an entire league exactly like the 1992-93 pro league, but
- want to change some players on a few teams, or you want to delete a few teams
- or even add teams. Simply access the LEAGUE MENU from where you draft teams
- from and type "P". Then type in "PRO9293" when it askes for a league, and a
- duplicate league called "DFT9293" is created. Each team in this new draft
- league is then given the same team first name but the second team name is
- composed of the team three letter code and the year of the team, i.e. the
- "Chicago Bulls" team name in this newly created league would be the "Chicago
- CHI9293". You can then, if you wish, use the manage leagues menu to change the
- team second name.
-
- Now you can treat all of the teams in this new "DFT9293" league as draft
- teams, meaning you can delete some, add others, even draft an all star team and
- play it against the rest of the league. All of the functions available for
- draft leagues from the MANAGE LEAGUES MENU can also be used for a "DFT____"
- league such as "DFT9293". Teams from a "PRO____" league or "ABA____" league
- cannot be deleted or have players changed from team to team from within the
- B-BALL program, but exact duplicate leagues can be created using this function
- for just those purposes. This is done to prevent B-BALL program users who have
- not made backup copies of their original B-BALL disks from accidently erasing
- or deleting their only copies of the original team files.
-
- Also, if you copy an entire pro league to a draft league, and then would
- like to make a second copy of that pro league to a second draft league, be sure
- to first change all of the team second names in that first copied league. In
- other words, when the first league is copied, all of the teams second names are
- renamed in the format of "XXX9293", and if you don't change these team second
- names using the manage leagues menu in this league, and then copy that same pro
- league to a draft league a second time, the second teams created will copy over
- the files of the first teams created if the team second names are still the
- same. If you wish to create more than one draft league from a pro league using
- the same original pro league, do it in separate subdirectories, i.e. copy the
- B-BALL software into another subdirectory and then copy it.
-
- 14-TEAM POSSESSIONS:
-
- A team possession is defined as each time a team has the ball and either
- scores or loses the ball to the other team. In B-BALL each pro team is rated
- for how many possessions it averaged per quarter during the regular season
- (a number between 21 and 33). In any single game the number of possessions
- played per quarter for that game will be the average of the possessions per
- quarter of the two teams playing. All teams composed of drafted players play
- their games at 26 possessions per quarter (the average for the pro teams).
-
- 15-STARTING A TEAM POSSESSION:
-
- In a game being played with a human coach and manual passing a team
- possession or out of bounds play can always be started with the PG bringing the
- ball upcourt (or by a player who has PG listed as one of his positions but
- normally does not play point guard). This is similar to a fast breaking
- offense. To give the ball to your point guard to begin your team's possession
- simply type "PG" or "1" at the ">" prompt and press the <ENTER> key.
-
- Running a slow down half court offense (HC) is also an option to start
- your team's possession where you can start, at most, every other of your team's
- possessions with any player, other than your PG, who has a PF=2 or 3. Simply
- type "HC" at the ">" prompt, press <ENTER>, and a list of players other than
- your PG who have PFs=2 or 3 will appear. Choose one to start the possession by
- typing his position or position number ("SG" or "2", "WF" or "3", "SF" or "4",
- or "C" or "5") and then pressing <ENTER>. In a manually played game a player
- with a PF=0 or 1 cannot start a team possession.
-
- Thus, starting a team possession with your PG (fast breaking offense) is
- possible every possession and starting with a player other than your PG who
- has a PF=2 or 3 (half court offense) is possible every other possession. You
- can also start an out of bounds play the same way or type "R" (for Random)
- where the computer randomly chooses a player with the choice being weighted
- towards the players with the higher possession factors.
-
- NOTE: If, in a MANUALLY played game with manual passing, you attempt to put a
- player at the PG position who has a PF= 0 or 1 the game will not continue
- if that player ends up having to start your team possession. You will
- then have to call a time out and replace that player with one who has a
- PF= 2 or 3. If you are out of time outs the game will have to be aborted
- (CTRL-Break). The point guard position MUST be occupied by a player who
- handles the ball often in a game being played with manual passing and
- thus the player must have a PF= 2 or 3. During a game being played by the
- computer with automatic passing the computer will search the five players
- in the game for a player(s) with a PF= 2 or 3 to start each possession
- and thus could have anyone at the PG position so long as at least one
- teammate has a PF= 2 or 3.
-
- 16-THREE POINT SHOTS:
-
- Players who attempted a significant number of 3 point shots during the
- pro season will attempt just as many in B-BALL. However, you can "force" a
- player who shoots to take a 3pt shot rather than a 2pt shot if you want. When
- you start a possession with, or pass the ball to, a certain player who you wish
- to have attempt a 3pt shot, simply type an "X" or "x" after that player's
- position and if that player shoots he will take a 3pt shot.
-
- Thus, if you wanted your SG to attempt a 3pt shot, type "SGX" or "2X"
- instead of "SG" or "2" when you pass the ball to him or start a possession with
- him and if he does indeed shoot, the attempted shot will be a 3pt shot. Just
- because you type "SGX" or "2X" does not mean the player will automatically
- attempt a 3pt shot, it only means that if he does indeed shoot the ball, it
- will be a 3pt shot, not a 2pt shot. Remember, players in B-BALL shoot, pass,
- get fouled, and turn the ball over in ratio to how often they did each in real
- life.
-
- When "forcing" players to take 3pt shots in this manner you are having
- them attempt more than they actually did in real life. Thus these forced 3pt
- shots will be successful at a considerably lower percentage (less than 15%)
- than the player's actual 3pt FG%. This is to prevent a good 3pt shooter from
- taking ALL of his shots from 3pt range, which would be unrealistic. The only
- exception to this rule is in the last two minutes of the fourth quarter and
- the last two minutes of any overtime period in which ANY 3pt shot attempted
- by a player will be successful according to that player's actual 3pt FG%.
-
- There is no restriction to the number of 3pt shots a player can take in any
- single game because each player will attempt just as many as he did in real
- life over the span of a whole season. However, if you "force" a player to take
- many more 3pt shots than he did in real life over the span of a season he will
- shoot a substantially lower 3pt FG% than he actually did because of the less
- than 15% 3pt FG% limitation on "forced" 3pt shots.
-
- 17-FATIGUE FACTOR:
-
- A player's fatigue factor (FF) is the maximum number of shots that player
- can attempt during any 48 minute game. It is an approximation of the most
- shots attempted by that player in any single game during the pro season. With
- each shot the player takes during a game his fatigue factor counts down by one
- until it reaches zero. In overtime games, each player's FF increases by 5
- shots for each overtime period played.
-
- When a player has his FF reach 0, the player is fatigued and will commit a
- turnover whenever he touches the ball on offense. If you wish to allow a player
- to continue playing once he has become fatigued (FF=0) without having him
- automatically turn the ball over each additional time he handles it, go into
- the substitution mode and take the player out of the lineup, substitute another
- player in his place, type the CTRL-F key combination once, then reinsert him
- back into the lineup using the "A" add a player function, and the fatigued
- restriction will be removed (i.e. he won't turn the ball over each time he
- handles it).
-
- Each time you type the CTRL-F key combination, you toggle on and off the
- fatigue restriction (i.e. the player turning the ball over each time he handles
- it) thus type the CTRL-F key combination only once if you want to remove the
- fatigue restriction. If you reinsert the player into the game after having
- removed the fatigue restriction and he still turns the ball over each time he
- handles it, go back into the substitution mode and repeat the procedure of
- removing the fatigue restriction by typing CTRL-F only once.
-
- The fatigue factor was designed so that players would not unduly affect the
- outcome of a game through scoring that ordinarily would not in real life.
- Some players can greatly change the outcome of a game if you consistently
- allow their FF to be surpassed, such as players who are defensive or rebounding
- specialists that rarely shoot but possess high field goal percentages. If you
- allow players to surpass their FF in a significant number of games their
- overall statistics will be greatly inflated over what they did in real life.
-
- Through normal play you will not reach a player's FF very often. Players
- with very low FFs rarely shoot and players with very high FFs are typically
- superstar scorers or unconscience gunners. For a player to pass his FF in more
- than just a few games you would have to consistently try to feed the ball to
- him for a full four quarters game after game, or have a lineup of five players
- who all have extremely low FFs and thus one or two would eventually pass their
- FF in a game.
-
- NOTE - Fatigue Discussion:
-
- Players who normally do NOT play a lot of minutes per game in real life
- don't because of two major reasons. Either there are better players on the
- team that start and play substantial minutes and thus they are bench players
- (who could possibly start for other teams) or they have the talent to play
- starter's minutes but don't because they are consistently in foul trouble.
- It is not because they are physically unable to play 35-40 minutes per game.
-
- As B-BALL's designers we don't believe that a player's overall ability
- drastically decreases just because he sometimes plays a high number of minutes
- in a game. Just because a player averages 15-20 minutes a game during the
- actual season doesn't mean he would "poop out" if forced to play 35-40 minutes
- in a number of games due to other players fouling out or getting injured. There
- are a number of pro teams who play their starters upwards of 38, 39, and even
- 40 minutes per game during the regular season (Golden State and Minnesota are
- two examples in 1990-91) and during the playoffs each year a number of teams
- have their starters average over 40 minutes per game who averaged far less
- minutes per game during the regular season, and their effectiveness doesn't
- drastically decrease in those games.
-
- Consequently B-BALL does NOT decrease a player's FG%, rebounding ability,
- shot blocking ability, etc. just because a player plays 15-20 minutes in a game
- more than his average minutes per game. Pro basketball players are probably the
- best conditioned athletes in all of professional team sports and are well
- capable of playing substantial minutes in a number of games when called upon to
- do so. If you adhere to using the fatigue factor in B-BALL players will not
- play longer than their "effective" playing time over the span of an entire
- 82 game season.
-
- 18-THE STATISTICS MENU:
-
- At the end of each game played by two teams in the same league you are
- asked if you would like to save that game's statistics and box score. Each team
- has a separate file for compiled statistics. For each time you answer yes to
- saving the statistics and box score of a game the statistics will be added to
- those teams separate statistics files and the box score added to that league's
- cumulative box score file. You cannot save the statistics or box score of a
- game played between two teams of different leagues - i.e. two pro teams from
- different seasons, a pro team and a draft team, or two draft teams from two
- different draft leagues. The teams must be in the same pro or draft league to
- save both.
-
- To view a team's compiled statistics first choose the league that team is
- in from the LEAGUE MENU screen, then go to the GAME MENU and type "S" for the
- compiled STATISTICS MENU. At this menu you have the option of viewing up to
- four different screens of compiled statistics for any team in the league. First
- choose a team by typing "C", then type the three letter team code. The
- statistics screens can be accessed by typing either S, F, G, or H, each of
- which contains:
- S. G, MIN, FGM, FGA, FG%
- F. FTM, FTA, FT%, REB, PF, ST, BS, PTS
- G. per Game statistics
- H. single game Highs and Lows
-
- To return to the STATISTICS MENU from one of the statistics screens press any
- key. To print a hard copy of a team's statistics, first choose that team and
- then type "P" for print statistics at the STATISTICS MENU.
-
- Before beginning the playing of games in any league, pro or drafted, in
- which you want to SAVE statistics, you must first initialize (reset to zero)
- all of the player and team statistics files. To do this, first access that
- league and then at the STATISTICS MENU type "I" to initialize the team
- statistics files. You can initialize each team separately (type "T") or the
- entire league (type "A") at one time. This procedure must be done to any new
- league teams before you can save statistics as it sets up each team's
- statistics file. Be sure that the league you want to initialize is chosen and
- in view in the upper portion of the screen before initializing the team
- statistics files.
-
- Each time you attempt to initialize a team's statistics file you are
- prompted with an "ARE YOU SURE (Y/N)?" warning. This is your only warning. Be
- careful NOT to initialize a team's statistics file if it has game data in it
- (unless that is what you actually want to do). Once you initialize a team's
- statistics file those statistics that were in that file are completely erased
- and reset to zero.
-
- To view any of the box scores of games played in a league, type "B" for the
- BOX SCORE MENU. From this menu you can display or print the box score of any
- league game in which the statistics and box score were saved. Box scores are
- automatically saved when you answer "Y" for yes at the end of a game when you
- are asked if you want to save the game stats and box score. You have to first
- initialize a league's box score file by typing "I" for initialize at the BOX
- SCORE MENU similar to the way you have to initialize team stat files at the
- STATISTICS MENU when first setting up a league to compile statistics.
-
- Only initialize a league's box score file when what you actually want to do
- is to ERASE all of that league's previous box scores, such as when you are
- beginning play in a league in which you are also initializing all of that
- league's team statistics files. Once again, be careful because if there are
- already game box scores saved for that league they WILL BE ERASED. Once you
- delete the game box score file of a league all game box scores are erased and
- the file reinitialized. Also if you try to save the game stats and box score of
- a game played where the team statistics files were NOT initialized, the game
- box score WILL be saved, but obviously the game stats will NOT be because the
- team stat files were not initialized.
-
- To view the team standings in any league first access that league from the
- LEAGUE MENU. Then access the STATISTICS MENU by typing "S". Type "L" for
- League standings and the won-lost records for the teams in that league will
- appear in the order of won-lost percentage. Type any key and each team's home
- and away record will also appear. Then press any key to get back to the
- STATISTICS MENU.
-
- Also from the STATISTICS MENU you can view a league's statistical leaders
- by typing "D" for the LEAGUE LEADERS MENU. Here you can view the top nine
- players in eight different statistical categories. Type "P" to view the league
- leaders in rebounds, assists, steals and blocked shots and "S" to view the
- league leaders in scoring, field goal percentage (2pt and 3pt), and free throw
- percentage. At these screens type any key to return to the menu.
-
- To view a listing of a team's game scores for those games the team has
- played first choose a team, then type the letter "O" (not the number zero 0)
- and a listing of that team's game scores will appear along with the three
- letter code of the opponent for each game. Again type any key to return to the
- STATISTICS MENU.
-
- To view the top single game performances achieved by players in all of the
- league games played where the game statistics and box scores were saved, type
- "N" for the SINGLE GAME TOP TEN MENU. Here you can list the best efforts of
- individual players in a single game for all of those statistical categories
- found in a game boxscore such as points, FGM, FGA, rebounds (off, def, and
- total), assists, etc. by typing any of the letters from "A" to "N". To return
- to the STATISTICS MENU type "R".
-
- To display a file that contains the complete actual real life pro
- statistics for that pro season, type "T". To return to the STATISTICS MENU
- from the pro stats file press the <ESC> key.
-
- 19-GAME SCOREBOARD:
-
- The game scoreboard keeps a running tally of points scored, the number of
- possessions left in the quarter (or overtime period) for both teams, the time
- left, the quarter, time outs, and team fouls (P is for the penalty or bonus
- situation). Since two team fouls in the last two minutes of any quarter or
- overtime period puts a team in the penalty situation, you will see the number
- of team fouls on the scoreboard jump to "4" and then "P" in the last two
- minutes even if your team has not committed 3 team fouls by that time. This is
- so that you will know just how close your team is to being in the bonus or
- penalty situation.
-
- To the left and right of the scoreboard on the game screen are listings of
- the seven players available as substitutes for both teams in a game. As players
- are substituted for during the game these lists reflect those changes and also
- keeps you informed as to the number of fouls committed by each player. However,
- to actually take a player out of the game and insert another player into your
- lineup you must access the substitution screen during a dead ball situation
- (i.e. after a turnover, foul, or during a timeout).
-
- 20-THE PLAYER STATISTICS/RATINGS SCREEN:
-
- The following are definitions for some of the abbreviations used on the
- player statistics/ratings screens:
-
- %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.
-
- %Foul, %ST (steals) - how often the defender, on the average, fouls
- and steals the ball per minute he plays
-
- 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, 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. 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
-
- %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.
-
- 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.
-
- 21-CHANGING GAME DEFAULT SETTINGS:
-
- In B-BALL you have the option to change the colors of the game screens,
- two of the rules by which the game of pro basketball is played, and also the
- substitution pattern of a team from 4 to 6 minute or vice versa.
-
- By typing the letter "D" for "game default settings" at the GAME MENU
- screen, then the letter "C" for "change screen colors" at the DEFAULT SETTINGS
- MENU, or by typing the word "color" at the ">" prompt during the playing of a
- game (only at the start of a team's possession) you will get to the CHANGE
- COLORS MENU. At this menu you can change the screen backgrounds to any of 8
- different colors and the screen texts to any of 16 different colors. The
- scoreboard background, text, and numbers can be separate colors from the player
- substitutes background and text and the player game lineups and play-by-play
- narrative text. You can also save as the screen default colors any combination
- of colors that you desire.
-
- At the CHANGE COLORS MENU type "C" to change a color, the letter of the
- screen area you want to change (A-L), and the letter of the color that you want
- to change the screen area to (A-P). The colors you choose will remain in effect
- until you exit to DOS (the Disk Operating System). The next time you start
- B-BALL the default colors will still be in effect. To change the default
- colors, choose the colors you want at the CHANGE COLORS MENU and then type "S"
- to save those colors as the default. (Be careful because if you choose any
- screen area background and text as the same color in the same area you will not
- be able to read the text). Only 8 colors (A-H) can be used as background
- colors. All text and numbers can be any of the 16 available colors (A-P).
-
- You can also change two of the rules by which pro basketball is played.
- Before the 1981-82 pro season, if a team's opponent had 5 or more team fouls in
- any quarter (i.e. the team was in the bonus or penalty situation), whenever one
- of it's players was fouled in the backcourt or in the act of shooting (and
- missed the shot) that player received an extra free throw if he missed either
- of the first two. This was called the 3 to make 2 bonus. If a player was fouled
- in the act of shooting, made the shot, and missed the free throw, he received
- an additional free throw. Also, in the old American Basketball Association
- (ABA), players did not foul out after committing six personal fouls. However
- if a player with six fouls committed any more, the team fouled retained
- possession of the ball after any attempted free throws.
-
- To change either of these rules in B-BALL, type "D" for "game Default
- settings" at the GAME MENU, then "L" for "change game rules" at the DEFAULT
- SETTINGS MENU, or type the word "rules" at the ">" prompt during the playing of
- a game (only at the start of a team's possession) to get to the CHANGE RULES
- MENU. Here you can type either "A" or "B" to change the "No Foul Out" rule or
- the "3 to make 2" bonus rule. These rules will stay in effect until you quit
- the B-BALL program, or change them again from the CHANGE RULES MENU. When you
- start the B-BALL program again, the default rules will be in effect. To make
- the rules the default rules after changing them, simply type "S" to save them
- as the default settings.
-
- Changing a team's substitution pattern from 4 to 6 minute or vice versa
- is discussed in an earlier section entitled "Computer Played Substitution
- Patterns".
-
- 22-MANAGING LEAGUES:
-
- Once you have formed leagues of drafted teams you may find the need to
- have to delete a team, change a team name, change a league name, or delete an
- entire league. All of these changes can be done from the LEAGUE MENU by typing
- "M" for the MANAGE LEAGUES MENU. You can use the MANAGE LEAGUES MENU on any
- draft league, including a pro league copied to a draft league (such as a league
- called DFT9192), but not on an actual pro league (any league starting with PRO
- or ABA, such as PRO9192). This is so you do not inadvertently delete your pro
- team files.
-
- To delete a team, you must first access the league that team is in. Once
- you have accessed that league, type "D", then type that team's three letter
- code. The team will then be deleted once you answer "Y" for yes at the "Are You
- Sure (Y/N)?) prompt. To change a team's three letter code and name, type "C".
- You can then either change the code and/or the name. After typing a new first
- or second name you must press <ENTER>. You do not have to change the first name
- but you MUST change the second name as the second name is used to store the
- file in DOS. To change a league code and name, type "N", then a new league code
- (remember to delete the dashes with the space bar if the code is less than
- eight characters), then a new league title of 30 characters or less (you do NOT
- have to type out the dashes for the league title). Be sure to change BOTH the
- code and title. Press <ENTER> after typing in the new league title. Type "T" to
- delete an entire league. Be SURE you want to delete teams before using both
- delete procedures as each erases team files which once deleted can NOT be
- recovered.
-
- The delete a team procedure comes in handy if you find that you have
- drafted players onto a team that you did not want. Simply delete that team,
- then redraft it and add it to that same league. When you delete a team you also
- delete it's statistics file.
-
- 23- THE B-BALL SOFTWARE - SUPPORT:
-
- B-BALL Pro Basketball for the Computer is designed to be extremely accurate
- statistically based on the final regular season pro basketball statistics. We
- at BOBBALL, Inc. hope you find the statistical realism appealing and B-BALL for
- the Computer fun to play. We welcome any comments, suggestions, and criticisms
- on the game.
-
- This program is by no means finalized and as it will continue to be
- improved your ideas are very important to us. Most of the features in this game
- were originally suggestions from customers that have since been incorporated
- into the B-BALL program so please do not hesitate to let us know what you would
- like to see changed or what you would like to see added to the game and send
- your letters to the BOBBALL, Inc. address located on the order form below or
- call Bob Chaikin at 216-291-9243 (best between 7-11 pm eastern standard time).
-
- Like any other software developer, we at BOBBALL, Inc. like to think that
- whenever we send out the B-BALL software it is error free. Realistically this
- never seems to be the case. If you should experience ANY problems with the
- program in terms of the program aborting please call or write Bob Chaikin at
- the above phone number and the address below. If the software bug is one that
- has subsequently been corrected, you need only to send to BOBBALL, Inc. a
- formatted high density floppy disk(s) and a return envelope with the proper
- postage, along with your name, address, and the serial number found on the
- introduction screen of your copy of B-BALL (i.e. your proof of purchase) and
- the latest version of the program will be mailed to you free of charge. Keep in
- mind this offer does NOT include those individuals who purchase the software
- and attempt to use it on non-IBM compatible computers. It is the user's
- responsibility to determine whether or not their computer is IBM compatible.
-
- Also any individual who purchases the software can receive the latest
- version of B-BALL with any new enhancements free of charge up to one calender
- year (365 days) from the date of purchase by, again, sending a high density
- floppy, return envelope with postage, and proof of purchase to BOBBALL, Inc.
- (proof of purchase being the serial number on your copy of B-BALL).
-
- Presently available (as of September 1993) for B-BALL Pro Basketball for
- the Computer are the pro teams from the 1977-78 through the 1992-93 seasons,
- and the ABA teams from the 1975-76 season. Earlier seasons are currently being
- created and play tested.
-
- If you would like to order more diskettes, simply Shift-Pr Scr (Print
- Screen) a copy of the order form below, fill in the necessary information, and
- send it to the BOBBALL, Inc. address along with a check or money order for the
- total amount. Or print out the file called ORDERFRM.DOC, which is the order
- form for the B-BALL Single Game Version.
-
- B-BALL is currently (9/93) looking for corporate sponsorship or an
- individual venture capitalist to market, sell, and distribute the B-BALL
- software. Any interested parties please contact Bob Chaikin at the above phone
- number or address.
-
- 24-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.
-
- 25-THE SHAREWARE CONCEPT:
-
- For those of you who have obtained the B-BALL Single Game 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 and also
- can receive free B-BALL software revisions for up to one calender year
- (365 days) after the date of registration.
-
- There is no difference between the shareware version of B-BALL and that
- purchased directly from BOBBALL, Inc. The shareware is a complete working
- version of the B-BALL software with the 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.
-
- 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.
- -------------------------------------------------------------------------------
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-