American Pastime Baseball Simulator

Search
Votes / Statistics
Rating 
N/A
Hits: 3,747
Downloads: 2,316
Votes: 0
My Atarimania
Comments (0)

Screenshots - American Pastime Baseball Simulator

American Pastime Baseball Simulator atari screenshot
American Pastime Baseball Simulator atari screenshot
American Pastime Baseball Simulator atari screenshot
American Pastime Baseball Simulator atari screenshot
American Pastime Baseball Simulator atari screenshot
American Pastime Baseball Simulator atari screenshot
American Pastime Baseball Simulator atari screenshot
American Pastime Baseball Simulator atari screenshot

Information - American Pastime Baseball Simulator

GenreSports - BaseballYear1988
LanguageCompiled CPublisher[no publisher]
ControlsMouse, KeyboardDistributor
Players1Developer[n/a]
ResolutionMedium / HighLicensed from
Programmer(s)

Lindow, Eric A.

CountryUSA
Graphic Artist(s)SoftwareEnglish
Game designBox / InstructionsEnglish
Musician(s)LicensePD / Freeware / Shareware
Sound FXSerial
Cover Artist(s)ST TypeST, STe / 0.5MB
MIDIVersion1.0
Dumpdownload atari American Pastime Baseball Simulator Download / MSANumber of Disks1 / Single Sided
Protection

Instructions - American Pastime Baseball Simulator

             The American PaSTime Baseball Simulator


The American PaSTime Baseball Simulator may be freely distributed; 
it is not to be sold for profit. If distributed, all related 
files, including this one, must be included with it. The American 
PaSTime Baseball Simulator is copyright (c) 1988, Eric A. Lindow. 
I anticipate that this simulator will continue to receive 
significant enhancement, both in improvement to existing programs 
and by completion of other related programs. If you would like to 
obtain the latest version of this software, send $7 ( or $4, a 
blank disk and a stamped, self-addressed disk mailer ) to:

                    Eric A. Lindow
                    Lindow Associates
                    26 Downer Avenue
                    Scarsdale, NY, 10583

I can be reached on Compuserve at 76227,232 for comments, 
questions, etc.

ACKNOWLEDGEMENTS:

     I would like to offer thanks to the following people, who 
have helped immeasurably with the design, implementation, and 
testing of this program:   Mark Barr, Alex Patton, Robert 
Seulowitz, and Adrian Williams, and the students of The Day 
School.
     I would also like to thank the good folks at Megamax for 
their excellent 'Laser C' package, which has made development of 
this program a pleasure.


ABOUT THIS PROGRAM
----- ---- -------

     The American PaSTime Baseball Simulator provides a very rich 
and accurate simulation of the game of baseball, from the 
viewpoint of the manager. Results are based on the actual 
statistics of the players entered; variation from reality will be 
approximately the same as the actual variation players experience 
in reality. In the short term, just about anything possible can 
happen, while in the long term, players will tend to perform 
pretty much the way did on the stats that were entered. It is 
possible to play a fully managed game in 10-15 minutes, or as many 
automatic games as you like in less than a minute each. Thus it is 
very easy with this system ( including the input and statistics 
programs ) to play entire seasons, using either real, drafed, or 
imaginary teams, comparing the long term strength of teams, 
testing theories of lineups, pitching, and so on.

GAME PLAY
---- ----

GETTING STARTED

     To start the game, open BBGAME.PRG. You will first be asked 
to select visiting and home teams from the file selector box. By 
convention, teams have an extension of .BB and should be stored in 
a folder called TEAMS.BB ( this is not required by the program, 
but attempting to load something other than a valid team file will 
probably cause the program to bomb ). NOTE: In current versions of 
this game, both teams MUST come from the SAME drive and folder if 
you expect to save the results of the game correctly.
      Once the two teams have been chosen, each team selects its 
starting pitcher by clicking on its choice with the mouse. 
Pitchers who have pitched recently but are available ( at a 
slightly diminished efficiency ) will have a small 't' before 
their names. 
     Next each team chooses its lineup. You are given a choice of 
three lineups- typically #1 will be for use against right-handed 
pitching, #2 against left-handed, and #3 will use substitute 
players. Note that these lineups are not fixed- they may be freely 
changed as much as you want before the game starts.



PLAY

     Once starting pitchers and lineups have been chosen, you 
enter the 'pregame' phase. At this time the screen is drawn 
showing lineups, bench and bullpen players for both teams. From 
now on, control of the screen, keyboard and mouse will alternate 
back and forth between the team in the field and the team at bat. 
You will be able to tell which team is currently in control by 
looking at the second line from the bottom of the screen: the team 
in control will have options listed, while the area under the 
other team will be blank.
     When it is in control, a team has the following options 
available:

     1) Pass on control -- this can be done by pressing the space 
bar, or any other non-assigned key, or by clicking the mouse 
button in an unnassigned area of the screen. If the team in 
control is in the field, any of these actions will transfer 
control to the at-bat team. If the team in control is at bat, 
pressing a key will cause the at bat to take place, while clicking 
the mouse button will return control to the in the field team 
without the at-bat taking place.

     2) Check statistics -- click on the name of a player in the 
team's lineup, bench or bullpen boxes to get an alert box showing 
important statistics for that hitter or pitcher. 

     3) Changing lineups -- to change any player in the lineup, you 
point the arrow at the replacement player on the bench and press 
and hold down the left mouse button. A box about the size of a 
player name will appear. While continuing to hold down the mouse 
button, drag this box so that the tip of the arrow points 
somewhere in the center of the name of the player to be replaced 
in the lineup box. Release the mouse button and the new player's 
name will be entered into the lineup. Note that if you are still 
in the pregame phase, the old player's name will appear in the 
bench box, signifying that he is still available for play. If the 
game has actually begun, the old player will not be able to play 
again, of course, and his name will not reappear in the bench box.

     (4) Changing positions -- positions in the lineup may be freely 
swapped by pointing to one position, holding down the left mouse 
button, and dragging the arrow/box combination so that the tip of 
the arrow is within the box of the position to be swapped. The 
effect of the swaps will be reflected in the number that appears 
just below and towards the center of the screen from the lineup 
box. This number is an overall team range rating, based on the 
individual range ratings of the players currently in the lineups. 
The lower this number is, the better the defensive range is of the 
players on the field.

     5) Pitchers -- when a pitcher's name is clicked on, a dialogue 
box appears showing some statistics and allowing you to choose to 
warm up or sit down the pitcher. A pitcher must have warmed up for 
at least two batters (or between half-innings) before he can 
enter the game. Pitchers in the process of warming up will show a 
'+' mark by their names. When available to come into the game, 
they will have an '*' next to their names.

DEFENSIVE OPTIONS

     In addition to the above-described options available to both 
teams, a team has the following options available to it when it is 
in the field:

     (1) Change Pitchers -- When a team is in the field, a warmed-up 
pitcher can be brought into the game by clicking on that pitcher's 
name, holding down the mouse button, and dragging the resulting 
box and arrow so that the tip of the arrow is in the current 
pitcher's box in the center of the screen. Releasing the button 
will produce a dialogue allowing you to choose to bring in that 
pitcher or not.

     (2) Intentional Walk -- Pressing the 'W' key on the keyboard 
will cause an immediate intentional walk to be issued.

     (3) Infield In -- Pressing the 'I' key on the keyboard will 
cause the infield to be brought in in order to defend against a 
possible bunt. Infielders are normally considered to station 
themselves at standard double play depth. Having the infield in 
increases the likelihood of a hit through the infield. When the 
infield is in, two small arrows below the first and third base 
boxes will point down. Standard depth is indicated by the arrows 
pointing up. This option can be toggled off and on by pressing the 
'I' key more than once. It is always removed between batters, so 
if it is wanted for more than one batter it must be put on each 
time.

NOTE: Clicking on the current pitcher, or a pitcher in the 
bullpen, will produce a dialog box showing important information 
about that pitcher, including batting average and homerun 
percentage against for left and right handed hitters, and walk and 
strikeout percentage. For the current pitcher, the number of 
batters already faced is shown, while for bullpen pitchers, the 
current state of fatigue and the fatigue rating, or number of 
batters the pitcher can face before he begins to rapidly lose 
effectiveness, are shown. These numbers are very useful in 
evaluating when to make pitcher moves.



OFFENSIVE OPTIONS

     These options are only available to the team that is 
currently batting:

     (1) Base Stealing -- If a runner is on base and the next base 
is unoccupied, the at-bat team can initiate a steal by clicking 
the left mouse button on the base to be stolen. The computer then 
evaluates the kind of jump that the baserunner got. If it is fair, 
good or excellent, the steal is attempted and the results reported 
at the bottom of the screen. If the baserunner gets a weak or poor 
jump, the manager is given the option to try to steal anyway, at a 
somewhat reduced chance ( 5-20% less ) or to abort the steal and 
return to the original base. If the abort option is chosen then 
that runner will not be allowed to attempt another steal until the 
current at-bat is over.

     (2) Pinch Hitting\Pinch Running -- Pinch hitters and pinch 
runners are put in by following the lineup change proceedures 
described above for the appropriate position in the lineup. Don't 
forget to make appropriate changes in positions when changing 
players, or your team defense can suffer significantly.

     (3) Bunt -- Pressing the 'B' key while on offense will cause 
the current batter to attempt a bunt. Occasionally a bunt will 
result in an infield single, otherwise, if succesful, it will 
advance any runners currently on base, and score a runner from 
third base.

     (4) Hit & Run -- Pressing the 'H' key will start a hit and run. 
Any baserunners will start running with the pitch, thus increasing 
their chances of advancing and avoiding a double play if the ball 
is hit on the ground and increasing the likelihood of extra 
advances being made on hits. The negative aspects of the hit & run 
are: decreased chance of a home run being hit, loss of possible 
advance on long fly ball out, and a forced steal being attempted 
if the batter should strike out.

NOTE: Clicking on a hitter, either in the lineup or on the bench, 
will bring up a dialog box showing many important statistics about 
that player, including batting average and percent of homeruns vs. 
left & right handed pitchers, percentage of walks and strikeouts, 
calculated speed, and fielding. The fielding ratings, shown in the 
lower part of the box, are displayed as an 8 digit number. Each 
digit coresponds to a fielding position, going catcher, first, 
second, third, short, left, center, and right field. Ratings range 
from 1 to 8, with 1 being the best, with 4 being the lowest rating 
for someone who actually played the position. These ratings came 
from the Strat-O-Matic(TM) baseball board game cards ( although 
nothing would stop you from making up your own ratings if you 
wanted to, using the input program. )


A TYPICAL SEQUENCE OF PLAY

     In a typical game, one manager or the other might make one or 
two lineup changes before the game begins. Then, once the first 
batter has batted, relatively few strategic moves will be made in 
the first four or five innings -- an occasional steal, hit & run, or 
perhaps an intentional walk. Mostly the managers will just 
alternate pressing the space bar. In the later stages of the game, 
strategy will heat up. Both teams must begin warming up pitchers, 
and perhaps making changes. If the game is close, defensive 
managers will bring in the infield during bunting situations; 
offensive managers will look to advance runners either by bunting, 
stealing, or perhaps hit & run. Pinch hitters will be used to 
exploit lefty-righty advantages. A team that is ahead late in a 
game may make defensive substitutions in key positions.

     Eventually the game will end. At that point you will be given 
a choice of saving or not saving the statistics from this game. If 
you choose save, the statistics will be accumulated with any 
others that have resulted from games you have played with either 
of the teams involved. Then you will be shown a box score of the 
game. When you are through looking at the box score, pressing a 
key or the left mouse button will give you a dialog box offering 
your the option of quitting, playing another game with the same 
two teams, or playing another game with different teams.


MENU ITEMS

     The following menu items are available:

DESK-About BB-GAME - An id box with credits.
     Accesories - Should all work without difficulty.

FILE- Save / Load - Not currently supported.
      Quit -Terminates the game after the next batter ( rainout? )

OPTIONS- Adjust Speed- Controls maximum amount of ( random ) delay 
          before results of play are reported.

         Autoplay Options- Allows you to turn autoplay off and on, 
          specify number of games to be played, and set other 
          autoplay options. This is not yet fully implemented, but 
          it does have enough intelligence to select starting and 
          relief pitchers in a reasonable fashion, to steal bases 
          relatively appropriately, and to allow you to play large 
          numbers of games between two teams very quickly. When in 
          effect, autoplay can be terminated by holding down the 
          left mouse button for a second or two.

         Roster Home\Visitor- Shows a complete roster for the team 
          chosen. Allows you to view stats for any player. If 
          still in the pregame phase, allows you to activate or 
          deactivate players ( useful if you want to stick to a 25 
          or 24 man roster ).

         Save Linescore- When checked, the program will save a 
          linescore of the game at the end along with some other 
          game data in a file called 'GAMES.DAT'. If this file 
          doesn't exist on your disk you will be given the option 
          to create it ( note: requires about 32K of disk space ).
          I do not yet have any programs ready for release that 
          make use of this data but I expect to in the future. 

         Auto Deactivate- When checked, will automatically 
          deactivate players if their at-bats or batters faced      
          ( for pitchers ) during games played on the computer 
          exceeds the number they had in reality, as entered with 
          the input program. Useful for maintaining balance and 
          comparing team depth when playing full seasons ( i.e. 
          prevents part-time players from having too many at-bats, 
          and so on. )


ANOMALIES, BUGS, ETC.

1. Currently, an RBI is always assigned to the current batter, 
even he doesn't deserve it ( i.e. error, steal of home, etc. ). I 
will fix this is in a later version.

2. Errors are not assigned very realistically at this point- 
outfielders get too many and infielders not enought. Once again, I 
expect to track this down eventually.

3. Baserunners currently always advance as a unit- i.e. they all 
either advance either one base, two bases, or three. I will code 
this better in the future.

4. Currently, both teams chosen MUST come from the same disk drive 
and directory- the program keeps track of only a single path for 
both teams. The program will LOAD teams from different drives or 
directories, and a full game can be played, but attempts to SAVE a 
game with this situation in effect will fail, possibly with 
unpredictable results.

NOTES

     This game is just the latest in a long line of baseball 
simulators I have written in the course of this decade. The 
originals were written in NorthStar Basic for the Z80, for those 
who remember those ancient times. We have used the programs for a 
regularly functioning computer baseball league in the school that 
I work in. In the spring of each year, we run a full 162 game 
schedule within our 10 team league, based on statistics from the 
previous Major League year. The league started in 1980, and we are 
currently in our ninth season. Having moved up the ST in late 
1985, I began the process of teaching myself C in '86, and had a 
rough but working version of this program in place for the 1987 
season. This year, being ever so much wiser about C, GEM and the 
ST, I made major revisions and improvements in the programs, 
resulting in this current version. I still feel that I have only 
begun to tap the power of the ST for this kind of software, and I 
hope to incorporate many improvements and enhancements in this 
program in the near future. 

About Us - Contact - Credits - Powered with Webdev - © Atarimania 2003-2024