Front Page Sports: Baseball '94        Version 1.00 WF

This file contains additional information about the game that became
available after the manual was printed.  Additionally, it contains
expanded explanations about some Baseball features as well as
performance tips and benchmarks.

Table of Contents
   I  Manual Installation Instructions
  II  New and Revised Features
 III  Sounds and sound cards
  IV  Game Performance Tips, Benchmarks, and Files
   V  Scheduling
  VI  Additional Technical Notes
 VII  Additional Credits


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   I  Manual Installation Instructions

If you are experiencing problems with the Front Page Sports: Baseball
INSTALL program, the following instructions will help you to manually
copy the game to your hard disk drive.

NOTE:  The following instructions should be used if prior installation
attempts have not been successful.  Before using these instructions, try
the following troubleshooting tips:  Create a Sierra Boot Disk first.
Start the INSTALL utility and choose the "Make bootable floppy disk"
option.  After creating the Boot Disk, reboot your computer and run the
Baseball INSTALL program.  If the INSTALL program continues to fail, use
these directions to manually copy the game to your computer's hard disk
drive.

1) Check your hard disk drive to confirm that you have at least 21Mb
(22,020,096 bytes) of disk space available; 42Mb (44,040,192 bytes) or
more if you are using a disk compression utility such as Stacker or 
DoubleSpace.  Run the "CHKDSK" utility to verify "bytes available 
on disk".

2) Create a SIERRA directory on your hard disk's root directory and
a BASEBALL subdirectory in that SIERRA directory.  To do this, follow
the steps below:

  MD \SIERRA <ENTER>
  CD \SIERRA <ENTER>
  MD BASEBALL <ENTER>
  CD BASEBALL <ENTER>

3) Copy all the files from each disk into the \SIERRA\BASEBALL
subdirectory.  To do this, follow the steps below:

  Insert Game Disk #1 into your A drive
  Type: COPY A:*.* C:\SIERRA\BASEBALL <ENTER>
  Repeat the above steps for Game Disk #2, #3, and #4

NOTE: The above steps assume you are installing from your A: drive 
and installing to your C: drive.  Please substitute the appropriate 
drive letters and path if needed.

4) Now type:

  UNCHUNK RESOURCE.000 . <ENTER>

NOTE:  Remember to include the space and a period between 000 and 
<ENTER>.

5) Use UNCHUNK again on the remaining files by typing the following
commands:

  UNCHUNK RESOURCE.001 . <ENTER>
  UNCHUNK RESOURCE.002 . <ENTER>
  UNCHUNK RESOURCE.003 . <ENTER>

NOTE:  Remember to type the space and a period between the resource 
extension number and <ENTER>.

NOTE:  Be sure to UNCHUNK these resource files in numerical order.  
If you make a mistake, or if the UNCHUNKed files are in the wrong 
order, you will need to erase all of the files from the 
\SIERRA\BASEBALL subdirectory and follow steps 2 through 5 again.
Each command will take several minutes to complete.  Wait until the 
computer has completed each operation before typing the next line.

6) After all the resource files have been UNCHUNKed, type the following
commands to complete the stock associations, one at a time:

  CD ASSN <ENTER>
  COPY _DEFAULT.PYR MLBPA94.PYR <ENTER>
  CD ..\STATS <ENTER>
  COPY _DEFAULT.DAT MLBPA94.DAT <ENTER>
  CD .. <ENTER>

7) Next, run the SOUNDSET utility (from the \SIERRA\BASEBALL directory)
to specify your installed sound card and its settings.  To do this, type:

  SOUNDSET <ENTER>

Follow the instructions on screen.

8) To check the integrity of the installation, run the BBCHECK utility.
To do this, type:

  BBCHECK <ENTER>

BBCHECK will report any errors it finds.  If there are errors, you
should UNINSTAL the installation and retry the manual installation.

9) Start the game by typing PLAYBALL <ENTER>.  If the game works
correctly, you can delete the resource files (RESOURCE.000-003).
To do this, exit the game, and type the following command:

  DEL RESOURCE.00? <ENTER>

If you continue to experience any problems, or if you have any 
questions concerning any of the above steps, our technical support 
team will be more than happy to assist you.  See the Troubleshooting 
section of your manual for information on how to contact our 
technical support services.


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  II  New and Revised Features

Several new features have been added and the functionality of some of
the features listed in the manual have changed slightly.  Additionally,
some features warrant an additional explanation of their effect or use
in Baseball.

* Changing System Preferences

   The procedure on pages 11-12 of the Baseball manual is no longer
   valid.  If you need to modify the sound card selection and/or
   sound card settings, follow these steps:

       1)  Change to the directory in which you installed Baseball
           (usually \SIERRA\BASEBALL).

       2)  In the BASEBALL directory, type: SOUNDSET [ENTER].

       3)  Change your sound card type and settings to the ones that
           are now supported by your system.

       4)  Test the specified driver and settings using the menu option
           in Soundset.

       5)  When you are satisfied with your changes, select "Save
           changes to RESOURCE.CFG and exit".

   You may also change the settings of your sound card by manually
   editing the RESOURCE.CFG file with a text editor, such as EDIT.

* Minimum Disk Space to Properly Run Baseball

   Whenever Baseball starts, it will check the hard drive space
   available on your system.  If you have less than 12 megabytes
   (12,582,912 bytes) of available disk space, Baseball will issue a
   warning that you might not have enough to properly run the game.

   This 12 megabyte figure is based upon the average space required to
   create a 48 team association and run it for one week, which
   generates the maximum amount of boxscore and highlight files.  You
   should consult the chart in the GAME PERFORMANCE TIPS section for
   help in gauging whether it is safe to operate with less than the
   minimum amount of disk space.

* Game Highlights

   In addition to the above disk space checks, the simulation will
   check the available disk space whenever it is asked to save a game
   highlight tape.  If it finds less than 1 megabyte (1,048,576 bytes)
   of disk space, it will not generate the game highlight.

* Minimum Players On Team

   In order to play games, each team must have a minimum of 4 pitchers
   and 8 position players (9 if in a DH league).  Baseball will prevent
   you from releasing players that would take you below the minimum
   requirement.

   If, due to injury or some other reason, you try to start a game with
   less than the minimum number of players, Baseball will generate
   enough "scrub" players to fill out your roster for that day's game.

* Player, Team, and Association Data Editing

   The manual states in several places that after a Baseball season has
   started, you may not change any of the data for the players, teams,
   or the association as a whole.  However, the proliferation of third
   party league editors and hex editing of league files for the purpose
   of bypassing these restrictions is ample evidence that most people
   want the freedom to manipulate their players and leagues at any time.

   Rather than requiring people to resort to these unstable methods of
   manipulating their leagues, we have removed the restrictions.  You may
   change any item of Association Data, Team Data, and Player Ratings at
   any time throughout the season with the exception of the association
   ground rules and designated hitter usage, as stated on page 67 of the
   manual.

   To edit the ratings and/or personal data for a player, select the Team
   Roster screen (Team/Roster or CTRL+R).  Next, select the Show/Position
   Players or Show/Pitchers roster screen.  Locate the player you wish to
   edit and double click on his name.  You can select either the Batting/
   Fielding or Pitching ratings for each player by using the button at
   the bottom of the screen.  When you are finished, you may save your
   changes by clicking on the Accept button.  You may exit without saving
   your changes by selecting the Cancel button.

* League Schedules

   You can move between days on the League Schedule screen using the
   "<", ">", and "/" keys.  Use < to move the displayed date back one
   day, > will move forward one day, and / will change the displayed
   date to the current day.

* Current Time

   When in the game menus, you can find out the current time by pressing
   the F9 key.

* Changing Uniform Colors

   Page 70 of the manual refers to vertical slider bars for changing
   the uniform colors.  The bars are actually horizontally aligned with
   the left most position being the minimum value for each of the three
   primary colors.

* Playoff Schedule for 2 League/1 Division Configurations

   On page 97, the manual incorrectly states that associations
   comprised of 2 single-division leagues (1/2) have a 7 game league
   championship and a 7 game association championship series.  In fact,
   they do not have a league championship series, they only have a 7
   game association championship series.

* Playoff Standings and Results Screen

   The Show menu for the Association Schedule and Association Standings
   screens has a "Playoff" option added which activates a screen that
   displays the status of the Association Playoffs.  The screen displays
   the names of each team in each of the playoff tiers, the number of
   games for each playoff tier, the scores of games played, and the
   standings for each tier.  The contents of the screen can be printed
   using the Do/Print option when the screen is displayed.

* Saved Game Highlights for Simulated Games

   Because of the size of the highlight files (75-150k each), game
   highlights are only available for the previous day's games.
   Boxscores are still retained for the last seven league days as
   described on page 92 of the manual.

* New Association Creation

   When selecting teams during the New Association creation process, it
   can be difficult to keep track of which teams have been updated and
   which teams are the default teams.  To make it easier to identify
   which teams have been changed, a small white dot appears to the
   right of the team name box for any team which has been changed from
   the default assignment.

* Short Season Schedules in Career Associations

   Page 65 of the manual indicates that the short season schedules
   are not available for career associations.  This has been changed
   so that career associations can use the Short, Half, or Full
   season schedules.  As stated in the manual, once selected, the
   schedule length cannot be altered for career associations.

* Restart Saved game screen and restarting without exiting

   Several changes have been made to the game saving and restarting
   procedures.

   To restart a saved game, access the Main/Restart Saved Game screen
   (CTRL+G).  Locate the game you wish to restart, then either:
     1. Highlight the game and select Do/Restart -or-
     2. Double-click on the line containing the game matchup.

   When exiting a game in progress, you are not returned to DOS as
   described on page 60 of the manual.  Instead, you are returned to
   the game menus and are prompted to "Play/Watch" the game, "Save for
   Later", or have the computer "Simulate" the rest of the game.

   This is useful for situations where you want to simulate a portion
   of a game and jump in and play or watch the end, or for situations
   where you simply want the computer to simulate the remainder of a
   game you were playing or watching.

   For exhibition games, the Simulate option is not available.  Instead
   you are given the option to "Delete" the game.  After returning to
   the game menus you may exit to DOS normally (using CTRL-X or
   Main/Exit).

* Deleting Saved Games

   You may delete any saved games by accessing the Restart Saved Game
   dialog box and selecting "Delete" from the DO menu.  You may delete
   both Exhibition and League games.

   If you have started an association simulating all or part of a
   season and you want to change the ending date, you should delete the
   current day's games, then reselect the ending date on the Simulate
   dialog box from the Association Schedule's DO menu.

* Batter Pitcher Interface (BPI) Speed

   The uniform numbers on the backs of the batters and the skin tone
   overlay in the high-resolution Batter Pitcher screen (BPI) can cause a
   slow down in the displayed frame rate on slower machines.  If you are
   experiencing any "jerkiness" on this screen, try lowering the detail
   by pressing the "D" key.

* Batter and Pitcher Statistics Boxes

   At the beginning of each plate appearance a banner for both the batter
   and the pitcher will appear displaying their statistics as accumulated
   during the game.  The amount of statistics that can be shown in the
   banner often exceeds the width of the banner.  You can use your
   joystick (or keyboard controller) to scroll left and right through the
   displayed statistics.  Use the controller button 1 to remove the
   statistics banner and continue with the game.

   In a Computer vs. Computer game, the statistics will scroll to the
   right and pause momentarily before clearing and automatically
   continuing the game.

   For Human vs. Human games, each person's controller scrolls and clears
   the statistics banner independently.

   Finally, for Human vs. Computer games, the Human's controller scrolls
   the contents of both banners simultaneously.  The human team's banner
   is cleared by pressing button 1, allowing the human player to make
   managerial and player moves.  Until the human selects the swing or
   pitch and is ready for action, the computer team's banner is displayed
   and will scroll left or right with the human's controller movements.
   After making your selections, the computer controlled team's banner
   will clear and the action will continue.

* Manager Options in Two-Player Mode

   In human vs. human games, the manager choices are not highlighted as
   they are in human vs. computer games.  Because of this, it is not
   possible to see the status of the options which are toggled on and
   off such as TAKE, HOLD RUNNER, PITCH OUT, and PITCH AROUND.  If you
   are unsure of what choices are active, press button #2 to set all
   options to NORMAL, then make your managerial choices.

* Changes to Standard Defensive Positions

   The standard defensive positions described on page 53 of the manual
   have been changed to make more realistic and useful positions
   available at the click of a button.

   Pre-set options for the outfield include:
     GUARD LEFT:  Moves the left and center fielders toward the left
     field foul line and moves the right fielder closer to the infield.
     This setup is useful for defending against right-handed hitters with
     a high pull rating or left-handed hitters with a low pull rating.

     GUARD RIGHT:  Moves the right and center fielders toward the right
     field foul line and moves the left fielder closer to the infield.
     This setup is useful for defending against left-handed hitters with
     a high pull rating or right-handed hitters with a low pull rating.

   Pre-set options for the infield include:
     GUARD LINES:  As described in the manual.

     DOUBLE PLAY:  As described in the manual.

     CUT-OFF RUN:  Moves the infielders forward to the "edge of the
     grass" and slides the shortstop and second baseman toward the foul
     lines and away from second base.  This setup is useful for getting
     the ball to the catcher in time to tag a runner trying to advance
     from third.  The trade-off is that more balls can get past the
     infielders because they have less time to react to the hit and can
     cover less ground.

* Camera Locations in Stadiums

   Rather than being simple bitmapped pictures of ballparks, the
   stadiums in Front Page Sports: Baseball are 3-dimensional objects
   constructed of a series of polygons "painted" with bitmapped
   textures.  Because each stadium has different dimensions, it is
   possible for a camera setting that looks fine in one stadium to
   cause "clipping" or "cutting" of the stadium polygons in another.

   If a stadium wall looks out of place or if you can see part of the
   playing field "beneath" the stands, you can simply adjust the
   camera location so that this clipping is not evident.

* Revised Game Exit Sequence

   The Quick Reference Card and Game Manual indicate the CTRL+X is
   used to exit throughout the game.  In the simulation however, the
   CTRL key is used as the keyboard equivalent of button 2.  To exit
   the simulation, simply press the X key without holding down the
   CTRL key.

   When exiting from the game during a scoreboard simulation or when
   playing in one pitch mode, you may have to hold down the X key
   rather than simply tapping it.

* Redirecting Printer Output to a File

   If you wish to redirect the printer output to a file, you must start
   baseball with the "-f" command line parameter:

                       PLAYBALL -F [ENTER]

   This creates a standard ASCII text file, with form-feeds, called
   PRINT.OUT in the game directory.  If the file does not exist, it is
   created.  If a PRINT.OUT file already exists in the game directory,
   your output will be added to the end of the existing file.

   Redirecting the printer output to a file allows you to archive your
   print-outs electronically and import the printouts into a spreadsheet
   or database for additional evaluation and analysis.

   Refer to your database or spreadsheet manual for information on
   "importing" or "parsing" text files.

* Moving Players Between Rosters

   Because of the limits on roster sizes, if you have a fully occupied
   40-man roster, you will not be able to move a player directly
   between the Active and AAA/DL rosters.  To swap two players between
   the rosters under these circumstances, you must first place one
   player in the RELEASED list, freeing a roster spot so you can begin
   moving your players between rosters.

   Placing a player in the RELEASED list does not actually release that
   player from your team's roster unless you ACCEPT the reassignments.
   Once your moves have been completed, you can move the "released"
   player back onto the Active or AAA/DL roster without incurring any
   roster or waiver penalties.

* Initial Player Draft and Team Roster Assignments

   Because Baseball does not limit the way you build your rosters, it
   is possible to draft a team composed entirely of pitchers or
   position players.  This will cause problems when you try to set up
   the team batting orders, defensive assignments, and pitching staff
   roles.  If you do this, you must allow the computer General Manager
   to manage your roster assignments, or you will be unable to play
   games.

* Batting Practice

   The manual incorrectly states that you must answer a copy protection
   question before entering batting practice.  Copy protection is only
   required prior to playing or simulating an actual game.

   In order to go to batting practice with a particular team, that team
   must be human owned.  Batting practice will default to Standard
   mode, not to the modes set on the Team Data screen as indicated in
   the manual.

* Instant Replay

   The manual states that you will be prompted to view a replay of the
   last play before continuing with the game.  This has been changed so
   that you are no longer prompted to view the replay.  If you wish to
   view a replay of the last play (or the play in progress) press the
   F5 key either during the play or before another play.

* Historical Statistics and New Associations

   When you are creating new associations, an additional step has been
   added.  After you are asked whether you wish to dump all the players
   into the free agent pool and conduct an initial player draft, you
   will be asked whether you wish to copy the historical stats for the
   players into the new association.

   Because most of the time involved in the new association creation
   process is taken up by copying player statistics, you can increase
   the speed of this process by up to 5 times by not copying the
   historical stats.  Additionally, the size of the new association
   files will be reduced proportionally.


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 III  Sounds and sound cards

* Ambient Crowd Noise

   Because of memory limitations, ambient crowd noise cannot be safely
   used on systems with the minimum memory requirements.  In order to
   use the ambient crowd noise, you should have at least 588k (602,112
   bytes) of available conventional memory.  A memory check will be
   performed whenever you run Baseball and if there is enough free,
   ambient noise is automatically activated.

* No Music in Game Menus

   Due to memory conflicts and limits, the game menus do not have any
   continuous-play music.  This results in several changes to the
   manual and quick reference card:

   1. The "M" key does not function as stated on page 18 of the manual
   and on the Quick Reference Card, since there is no music to turn on
   or off.

   2. Support for the Roland LAPC-1 and MT-32 and for General MIDI
   devices as stated on page 10 of the manual has been removed, since
   these cards are not capable of providing the digital sound effects
   used by Baseball.

* Sound Card Codes for RESOURCE.CFG

   The RESOURCE.CFG file contains a SoundFX and Music section which
   specifies the sound card and its settings for the HMI drivers.  The
   following list describes the sound card identification numbers for
   each sound card option:

                                         Driver#'s
       Card Name                   SoundFX     Music
       None                           0          0
       Sound Blaster                e000       a002
       Sound Blaster 16             e015       a002
       Sound Master II              e002       a002
       Pro Audio Spectrum           e003       a002
       Adlib Gold                   e009       a002
       Microsoft Sound System       e00b       a002
       Sound Source PC              e010       a002
       Sound Source Tandy           e011       a002
       General Port                 e012       a002
       Sierra                       e014       a002
       Gravis Ultrasound            e030       a002
       Speech Thing                 e090       a002
       Yamaha                       e106       a002

   The DMA, IRQ, and PortAddress settings are the numbers assigned
   according to your sound card documentation and do not require any
   interpretation.

* Sound Blaster Pro and Sound Blaster 16 IRQ 10

   On some revisions of the Sound Blaster Pro and Sound Blaster 16
   sound cards digital sound sample will not play if the IRQ is set to
   10.  If you have one of these cards and are experiencing this
   problem, try setting the IRQ to something other than 10.

* Thunderboards and Other Sound Blaster Clones

   The Soundset utility is sometimes unable to automatically detect and
   properly set some Sound Blaster "compatibles" such as Mediavision's
   Thunderboard.  In most cases, the card is incorrectly identified as
   a Microsoft Sound System.

   If your card is improperly detected as a Microsoft Sound System, you
   should perform the following steps to ensure proper sound playback
   within Baseball:

       1)  Exit Soundset WITHOUT writing the configuration file.

       2)  Reboot your system to clear out any extraneous test settings
           in your sound card left by Soundset.

       3)  Re-run Soundset.  DO NOT attempt an automatic detection of
           your sound card type.

       4)  Manually select the Sound Blaster card type.  Set the DMA,
           IRQ and IO port address settings to match the ones your card
           is set on.

       5)  Test the sound card installation with Soundset's internal
           test routine.

* Systems Without Sound Cards

   If your system does not have a supported sound card installed,
   you should not attempt to detect a sound card using Soundset.  In
   some cases, Soundset will mis-identify other devices such as
   scanner cards, SCSI adapters, and network adapters as a sound
   device.  Attempting to run the game with incorrect sound settings
   could cause it to "hang" or "lock" at indeterminate points.

   If you have already run Soundset on a system without a sound
   card, you should perform the following steps to get Baseball
   properly set up.

       1)  Delete the RESOURCE.CFG file from the Baseball directory.

       2)  Run Soundset and manually select NO SOUND DRIVER.

       3)  Exit Soundset and save the settings.


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  IV  Game Performance Tips, Benchmarks, and Files

* Game Performance

   By far, the largest factor affecting the speed of the game is
   hard drive access time and CPU speed.  To obtain optimal game
   performance for your system we HIGHLY recommend that you use a disk
   cache program such as SMARTDrive(R), which is included with
   MS-DOS(R) 5.0 and higher.

* Association Names and Filenames

   Baseball allows you to select your associations using their full
   name rather than the MS-DOS 8 character filename.  If you wish to
   know the filename of your association for back-up purposes, you may
   go to the Association Data screen and blank out the Association Name
   field.  This will cause the Load Association list box to display the
   association's filename rather than the blank association name.

* Baseball Association and Game Files

   This list of files uses the standard MS-DOS filename wildcards in
   the descriptions.

       * = any number of characters in the filename
       ? = a single character in the filename

   Refer to your MS-DOS manual for more information on files and
   file naming conventions.

   The following files are created by Baseball to maintain settings for
   the game.  They can be safely deleted to return the game to its
   freshly installed configuration.  They are not user editable.

       BB.CFG       - maintains the Preferences settings
       JOY.CFG      - joystick calibration
       LINEUP.CFG   - lineup default column and stats definitions
       TMRS.CFG     - roster column definitions

   The following files are text files that can be edited with a
   standard text editor:

       DATAIN.CFG   - text file containing the DataIn default settings
       RESOURCE.CFG - text file containing sound card and install
                      settings (created by SOUNDSET)

   The following files comprise the associations used by Baseball.
   They must reside in the ASSN, STATS, and TAPES subdirectories to be
   used by Baseball.  The first 8 characters of the filename are unique
   to each association and may generally be changed to a more
   distinctive or descriptive filename without any ill effects,
   providing that all files are renamed simultaneously and the renaming
   is not performed while any league or exhibition games using that
   association are saved in progress:

       ASSN\*.ASN  - association header file
       ASSN\*.PYR  - list of players in the association
       ASSN\*.PYF  - list of free agents in the association
       ASSN\*.DEF  - custom defensive positions for the association
       STATS\*.DAT - association statistics

   The following files contain the results for each game played in the
   association.  They are maintained for 7 league days and are
   automatically deleted during daily processing.  The loss of these
   files would simply result in improper weekly stats accumulation.

     STATS\*.H?? and TAPES\GAME\*.H?? - April boxscores & highlights
     STATS\*.I?? and TAPES\GAME\*.I?? - May boxscores & highlights
     STATS\*.J?? and TAPES\GAME\*.J?? - June boxscores & highlights
     STATS\*.K?? and TAPES\GAME\*.K?? - July boxscores & highlights
     STATS\*.L?? and TAPES\GAME\*.L?? - August boxscores & highlights
     STATS\*.M?? and TAPES\GAME\*.M?? - September boxscores & highlights
     STATS\*.N?? and TAPES\GAME\*.N?? - October boxscores & highlights

   When new associations are created, they are given a default filename
   based on the association size and name.  The first 2 characters in
   the filename specify the number of teams in the association.  The
   next 3 characters in the filename are the first 3 non-numeric
   characters in the association name.  The last 3 characters are an
   incremental number indicating how many associations share the same
   size and association name. For example, the sixth 8-team association
   created with the name "New Association" would have a filename of
   "08NEW006".

   New associations created with DataIn have a default filename of
   "1TM_" plus an incremental number, starting with "0000".  For
   example, the first association created with DataIn will have a
   filename of "1TM_0000", the second "1TM_0001", etc.

   The files for games in progress are the GAME.* files.  When you save
   a game for later, a directory is created called GAME0000 and the
   GAME.* files are moved into that directory.  The saved game
   directories are created with sequentially incremented filenames,
   thus a second saved game would be in the GAME0001 directory.  These
   directories are scanned by the associations to determine the paused
   status of any games.

   You may safely delete games in progress by removing the appropriate
   GAME???? directory and the GAME.* files contained therein.  Deleting
   a day's games will not affect the accumulation of stats or
   standings.  These are updated only at the end of play for each day.

* Association Sizes and Hard Drive Space

   Due to the huge quantity of statistics for Baseball, the association
   files can be quite large.  When you first start Baseball, a check is
   made to determine the amount of free hard drive space.  You are
   warned of possible space problems if you have less than 12 megabytes
   of disk space available.  Depending on the size of the association
   you are using you may be able to safely operate baseball with less
   than 12 megabytes of disk space, but playing Baseball with at least
   12 megabytes of free hard drive space will insure safe operation.

   The following table lists the amount of hard drive space that is
   consumed by each of the operations for 8, 28, and 48 team
   association sizes:

               Approximate Disk Space Used (in kilobytes)

                                          Association Size
                                   8 teams    28 teams    48 teams
       Function
   New Assn w Hist Stats             600        1312        2104

   New Assn w/o Hist Stats           255         365         695

   Play 1 Day's Games                805        2460        4048

   Play 1 Week's Games              1152        4576        6556

* Backing Up Association Files

   As with other valuable data, it is important to back-up your
   Baseball association files.  If for any reason the files ever become
   corrupted, you can recover your work if you have the files backed up.

   For your convenience we have included several batch files that will
   help you back-up and restore your baseball association files.  These
   batch files are designed to use the PKZIP file compression utility
   from PKWARE and require that you have the PKZIP and PKUNZIP programs
   in your MS-DOS search path.  Feel free to modify these batch files
   to suit your specific needs.  The batch files provided are:

     ZIPLEG   - Backs-up an entire association, including all boxscore
                and highlight files.

     ZIPASN   - Backs-up only the essential association files, not the
                boxscore and highlight files.

     UNZIPLEG - Restores files backed up with ZIPLEG

     UNZIPASN - Restores files backed up with ZIPASN


---------------------------------------------------------------------
   V  Scheduling

* All-Star Games

   All Full Season schedules have a three day break for the All-Star
   game.  The schedules are designed so that the All-Star game always
   falls on the 100th day of the season.

* Short Season Schedules for 14-team Leagues

   The manual incorrectly states that the short schedule for the
   14-team leagues is 26 games for 2 division leagues and 38 games for
   3 division leagues.  The actual lengths are 38 games for 2 division
   leagues and 26 games for 3 division leagues.

* Off Days for Short and Half Season Schedules

   The short and half season schedules for Baseball do not have any
   scheduled days off or a scheduled All-Star game.  The full season
   schedules have these features.

* Full Season Schedule Features

   The full season schedules in Baseball have been designed to allow
   for geographic scheduling and season-to-season rotations.  The key
   to properly using the geographic groupings and yearly rotations is
   to select the teams for your association so that they occupy a
   specific place on the selected teams list.


   8-team league/1 division:

   The schedule for the 8-team leagues is divided into two basic
   geographic groupings.  Teams 1 through 4 are in the first group and
   teams 5 through 8 are in the second group.  For example, if you had
   a league composed of a traditional 8-team league alignment, you
   would want to assign your teams in the following order:

           Team 1: Boston
           Team 2: Philadelphia
           Team 3: New York
           Team 4: Brooklyn
           Team 5: Pittsburgh
           Team 6: Cincinnati
           Team 7: Chicago
           Team 8: St. Louis

   Boston, Brooklyn, New York, and Philadelphia would randomly swap
   their locations in the schedule from year to year, but would always
   start the season together and would swing westward to play Chicago,
   Cincinnati, Pittsburgh and St. Louis as a group.  One season you
   might have Brooklyn opening at New York and the next you might have
   Philadelphia opening at Brooklyn.

   The full-season 8-team schedule has each team playing 154 games,
   with 11 home and 11 road games against each other club in the
   league.

   The half-season 8-team schedule has each team playing 84 games, with
   each team playing 6 home and 6 road games against each other team in
   the league.  The short schedule is 14 games long and has each team
   playing 1 game at home and 1 game on the road against the other
   teams.


   10-team league/1 division:

   The 10-team schedules are broken down into 3 3-team groups with a
   single swing team.  The groupings are teams 1-3, 4-6, and 7-9 with
   team 10 being the swing team.  As with the 8-team schedule, teams
   will randomly rotate within their group from year to year.

   The full-season 10-team schedule has each team playing 162 games,
   with 9 home and 9 road games against each other team in the league.

   The half-season 10-team schedule has each team playing 90 games,
   with 5 home and 5 road dates against each of the other teams in the
   league.  The short schedule is 18 games in length and has each team
   playing each of the other teams once at home and once on the road.


   12-team league/2 divisions:

   The 12-team leagues have 2 divisions of 6 teams each.  The divisions
   themselves are considered to be one geographic grouping and the
   teams are divided into 2 groups of 3 teams each within the
   divisions.  Teams will randomly rotate within their grouping from
   year to year.

   The full-season 12-team schedule has each team playing 162 games,
   with 9 home and 9 road games against each other team within the
   division, and 6 home and 6 road games against each team in the other
   division.

   The half-season 12-team schedule has each team playing 86 games, with
   5 home and 5 road games against each other team in division and 3
   home and 3 road dates against teams in the other division.  The
   short schedule is 32 games long, with 2 home and 2 road games versus
   each of the teams in division and 1 home and 1 road game against the
   teams in the other division.


   14-team league/2 divisions:

   The 14-team leagues can have 2 or 3 divisions.  With a 2 division
   alignment, the divisions themselves are the geographic groups.
   Teams will rotate their position within the 7-team group each year.

   There is both a historical and a divisional full-season 14-team/
   2-division schedule.  Each schedule is 162 games in length.  The
   historical schedule has each team playing each other team in the
   league 6 times at home and 6 times on the road.  To round out the
   schedule, each team will play an extra game, either at home or on
   the road against the 6 in-division opponents.

   The divisional schedule has each team playing 10 home and 10 road
   games against the other teams within the division, and 3 home and 3
   road games against each of the teams in the other division.

   The half-season schedule is 90 games in length and has each team
   playing 4 home and 4 road games against divisional rivals and 3 home
   and 3 road games against each of the teams in the other division.
   The short schedule is 38 games in length and has each team playing 2
   home and 2 road games against teams in division and 1 home and 1
   road game against teams in the second division.


   14-teams/3 division:

   Each of the divisions comprises a geographic grouping of either 5 or
   4 teams.  Teams will rotate within their divisions each year.

   There are both historical and divisional schedules for the 14-team/
   3-division league.  Each schedule is 162 games in length.  The
   historical schedule is the same as the 14-team/2-division schedule,
   with each team playing each other team in the league 6 times at home
   and 6 times on the road.  To round out the schedule, each team will
   play an extra game, either at home or on the road against the 6
   in-division opponents.

   The divisional schedule has a different setup depending upon whether
   the division is one of the 5-team ones or if it is the 4-team
   division.  The 4-team division will play 17 games at home and 17
   games on the road versus each of the 3 divisional rivals with 3 home
   and 3 road dates against each team in each of the 2 5-team
   divisions.  The 5-team division clubs will play 11 home and 11 road
   games against each team within their division.  They will also have
   4 home and 4 road games versus each team in the other 5-team
   division and 3 home and 3 road games versus teams in the 4-team
   division.

   The half-season schedule is 76 games long and has each team in the
   4-team division playing 6 home and 6 road games against divisional
   rivals and 2 home and 2 road games against teams in the 5-team
   divisions.  The 5-team division clubs will play 5 home and 5 road
   games against teams within their division and 2 home and 2 road
   games against teams in the 4-team division and in the other 5-team
   division.  The short schedule is only 26 games in length and has
   each team playing 1 home and 1 road game against each other team in
   the league.


   16-team/2 divisions:

   This schedule has the most sophisticated rotation system in
   Baseball, accounting for both geographic swings and opposing
   home/road dates for cities with 2 teams.  First of all, each 8-team
   division is divided into 2 4-team geographic groupings, which is
   further divided into 2 2-team groups.  Teams can randomly rotate
   their position within their 2-team grouping, each 2-team group can
   randomly swap within the 4-team geographic group, and each of the
   4-team groups can swap places within the schedule.

   Swaps in the first division are duplicated in the second division to
   maintain cross-division rivalries, usually teams within the same
   city.  If you have an association comprised of 2 or more 16-team
   leagues, the schedules will be coordinated between leagues with the
   second league being a mirror image of the first league and the third
   league being a copy of the first.

   To illustrate this schedule rotation system, the best example would
   be from the traditional 16 team alignment.  If you created your
   association with the traditional city locations, you would want to
   assign them to the positions in the "1994 Schedule" below.  The
   schedule rotation would then randomly swap the teams around so that
   they would appear in the schedule as if they were in the "1995
   Schedule" below.

       1994 Schedule                      1995 Schedule
    Div 1         Div 2                Div 1         Div 2
    Boston        Boston               New York      New York
    Philadelphia  Philadelphia         Brooklyn      Washington
    New York      New York             Philadelphia  Philadelphia
    Brooklyn      Washington           Boston        Boston
    Pittsburgh    Cleveland            Cincinnati    Detroit
    Cincinnati    Detroit              Pittsburgh    Cleveland
    Chicago       Chicago              Chicago       Chicago
    St. Louis     St. Louis            St. Louis     St. Louis

   The full-season 16-team schedule is 160 games in length and has each
   team playing 8 games at home and 8 games on the road versus each
   divisional opponent, and has 3 home and 3 road games against each
   team in the other division.

   The half-season schedule is 88 games in length and has each team
   playing 4 home and 4 road games against divisional rivals and 2 home
   and 2 road games against teams in the other division.  The short
   schedule is 30 games in length and features 1 home and 1 road game
   against each team in the league.

* End of Season Ties

   Baseball uses a tie breaking system to resolve end of season ties
   for divisional, league, and wild-card titles for advancement into the
   playoffs.  The following steps are used to determine the winner in
   case of a tie in the standings:

       1.  Overall Won-Lost Record
       2.  Won-Lost Record vs Teams in Division
       3.  Won-Lost Record in Head-to-Head Matchups
       4.  Ratio of Runs Scored to Runs Allowed


---------------------------------------------------------------------
  VI  Additional Technical Notes

* BBCHECK

   Included with Baseball is a utility to check the integrity of the
   installed files.  If you experience any problems with Baseball, the
   first thing you should do is run BBCHECK.  To run BBCHECK, first
   change to the Baseball directory, then type:

                       BBCHECK [ENTER]

   BBCHECK will test the status of the game files and will report its
   findings.  If BBCHECK reports any problems with the game files, you
   should first backup any associations you wish to keep, then use the
   UNINSTALL utility described below and reinstall Baseball to your
   hard drive.

* UNINSTALL

   Included with Baseball is a utility that will completely remove
   Baseball from your hard drive.  If you are deleting Baseball because
   of a problem with the game files, you should first backup any
   associations you wish to keep.

* Printers

   Baseball is designed to print to a standard 80-column, 60-line text
   printing device.  Your printer must be capable of printing simple
   MS-DOS text from the command line.  If you are experiencing
   difficulties with the printing, try printing your MS-DOS directory
   by typing:

                           DIR > PRN [ENTER]

   If the MS-DOS directory prints properly, you will have no problems
   with printing from Baseball.

   If you wish to redirect the printer output to a file, you must start
   baseball with the "-f" command line parameter:

                       PLAYBALL -F [ENTER]

   This creates a standard ASCII text file, with form-feeds, called
   PRINT.OUT in the game directory.  If the file does not exist, it is
   created.  If a PRINT.OUT file already exists in the game directory,
   your print output will be added to the end of the existing file.

   Redirecting the printer output to a file allows you to archive your
   print-outs electronically and import the print-outs into a spreadsheet
   or database for additional evaluation and analysis.

   Refer to your database or spreadsheet manual for information on
   "importing" or "parsing" text files.

* SCSI Drives and Host Adapters

   If Baseball asserts to DOS with an error message when going to a
   game and you are using a SCSI drive, make sure that you are
   loading the device driver that came with your SCSI host adapter.

* Digital Joystick Devices

   Although the industry standard for IBM compatible joysticks calls
   for analog response, Baseball has been tested and works well with
   digital joystick devices such as the Gravis Gamepad.

* Music Slowdown in Intro

   In some cases, the music in the Intro has played at a slow
   note-by-note pace.  This has been found to be related to poorly or
   improperly calibrated joysticks or joystick ports.  If this happens,
   you should try reseating the joystick connection on your joystick
   port and recalibrating the joysticks by pressing the 'J' key in the
   game.  If you have an adjustable joystick port, try speeding up the
   response time.


---------------------------------------------------------------------
 VII  Additional Credits

   In addition to the list of people in the manual who have been of
   special assistance to the development of Baseball, we would like to
   express our gratitude to the following people:

                   Quality Assurance Testers

         Zach Marcus - Lead Tester     Chris Medinger
         Aaron Anderson                Corey Reese
         Gerald Azenero                Chris Singleton
         Mark Beardsley                Gary Stevens
         Scott Gilbert                 John Trauger
         Eli Haworth                   John Wolf
         Daewha Kang                   Geoff Wright

                       Our Beta Testers

         David Boux                    Randy Magruder
         Cecil Greek                   Stuart Malis
         Bill Holmes                   Mark Parker
         Ted V. Huckaby                Jerry Pectol
         Nick Keren                    Jay Shepherd
         Kevin L. Kitchens             Robert S. Smith
         Nevin Longardner

  "Nightshift" and the staff sysops of the GAMPUB and SPRTSIMS
         forums on the Compuserve Information Service.


   Front Page Sports and FPS are registered trademarks of Dynamix,
       Inc., a division of Sierra On-Line, Inc.
   IBM is a registered trademark of International Business Machines,
       Inc.
   MS-DOS is a registered trademark of Microsoft Corporation.
   Sound Blaster, Sound Blaster Pro, and Sound Blaster 16 are
       registered trademarks of Creative Labs, Inc.
   Thunderboard is a registered trademark of MediaVision Corp.

Copyright(c) 1994 Dynamix, Inc.
