

			 PROCHALLENGE BASEBALL


			  SHAREWARE USER GUIDE

		 copyright 1985, 1987, 1988 by JBE Ltd.


      PROCHALLENGE BASEBALL: Tony Kubeks computer game by JBE Ltd.

Officially Licensed by the Major League  Baseball  Players  Association.
This  easy  to  play  game designed for competitive play has 10 game and
help screens, 18 defense formations and 20 offense signals  putting  you
in  total  control  of  Major  League  stats and lineups.  Our SHAREWARE
version of PROCHALLENGE BASEBALL replays the 1987 World Series featuring
St.Louis against Minnesota (2 teams only).  To  receive  the  team  disk
with  all 26 major league teams, plastic case,printed manual and 2 quick
reference cards, send $24.95(US)and $5.00 for shipping and  handling  to
JBE  Ltd.,869  Yonge  St.Suite  110,  Toronto,  Ontario,  M4W  2H2.(416)
961-6233/ Visa and Mastercharge accepted.

 -----------------------------------------------------------------------
ORDERFORM:

Please rush me ____ copies of ProChallenge Baseball  at  $24.95(US)  per
copy  plus  $5(US)  for  shipping  and handling.  Or call (416) 961-6233
Ontario residents please add 8% p.s.t.

 payment:   __ VISA    __ MasterCard     __ Money Order      __ Cheque

	 Credit card expiry date: ____/____

	 Credit card number: _______________________________

	 Name:     _________________________________________

	 Address:  _________________________________________

	 City:     _________________   State:  _____________

	 Zip Code: _________________

Signature: ___________________________

mail to:  JBE LTD. 869 Yonge Street, Suite 110,
                   Toronto, Ontario Canada M4W 2H2

		      NOTICE TO THE SHAREWARE USER

This shareware product consisting of the PROCHALLENGE BASEBALL  Program,
does  not  include  the PROCHALLENGE BASEBALL Team Diskette, the Offense
and Defense Game Cards or the completed  User  Guide  (collectively  the
"Software").   The Software is the copyrighted property of JBE Ltd.  and
is available to the User, as hereinafter defined on the  condition  that
User agrees to the terms of this agreement.

1.   PROCHALLENGE  BASEBALL  is  not  a  public  domain  program.  It is
   copyright (C) 1985,1987 by JBE Ltd.  The conditions under  which  you
   may   copy   PROCHALLENGE   BASEBALL   are   clearly  defined  below.
   WARNING!!!  -JBE will vigorously prosecute  copyright  and  trademark
   violations.

2.  PRIVATE INDIVIDUALS AND COMPUTER CLUBS are granted permission by JBE
   Ltd.   to copy only this shareware version of the game for evaluation
   by others as long as the disks are not modified in any way.  You  may
   give the disks to friends, upload them to electronic bulletin boards,
   or distribute them through computer clubs.  However, you may not sell
   the  disks for profit.  User groups may charge a nominal distribution
   fee not to exceed $10.00.  Any exceptions  to  these  rules  must  be
   received in writing by JBE Ltd.

3. NO RENTING OR LEASING under any circumstances.

4. PRINTED MANUALS may not be copied or reproduced in any way.
   When  extra  copies or extra manuals are required, quantity discounts
   are available.

5. PRIVATE PLAY ONLY BETWEEN 2 INDIVIDUALS -no league play allowed!

6. TEAM DISK COMPRISES 2 TEAMS ONLY FOR DEMONSTRATION USE.
   It may not be altered,  expanded  or  edited  for  any  reproduction,
   transmission or retrieval purpose other than in its original form.

PROCHALLENGE BASEBALL AND PROCHALLENGE BASEBALL LEAGUE ARE TRADEMARKS OF
JBE LTD., TORONTO, ONTARIO

		       REGISTERED SOFTWARE OWNERS

Following  purchase  from  JBE  Ltd.   the  Shareware user will become a
registered software owner subject to the following software  license  as
defined below.

		       JBE LTD. SOFTWARE LICENSE

JBE  Ltd.   grants  to  User  a  non-transferrable,  nonassignable,  non
exclusive license to use the Software.  In the event User's computer  is
or  becomes capable of allowing multiple terminals to access common disk
memory, user shall pay a separate license fee  for  each  terminal  with
such access.

Neither  the  Software nor this License may be transferred, assigned, or
sublicensed without the  prior  written  permission  of  JBE  Ltd.   Any
attempt  by  User  to transfer, assign, or sublicense any of the rights,
duties, or obligations hereunder is void.  User  shall  not  permit  the
Software  to  be copied, printed, or accessed by others.  User shall not
disassemble, decompile, or otherwise attempt to "reverse  engineer"  the
Software,  nor  shall  User permit any other person to do so.  Except as
otherwise described in the  License,  User  shall  not  copy,  print  or
otherwise  provide  access  to the software, except on a floppy diskette
copy made exclusively for back-up purposes.

User is hereby granted the limited right to  edit  or  change  the  team
rosters  or player statistics residing on the PROCHALLENGE BASEBALL Team
diskette, provided, however, that User shall  not  license,  sublicense,
sell,  or  otherwise transfer any such edited or changed diskette to any
other person.

A league system called THE PROCHALLENGE BASEBALL LEAGUES (PCB) has  been
developed  and  copyrighted  by  JBE  Ltd.   for  the  sole  purpose  of
competitive or tournament  play.   JBE  Ltd.   reserves  to  itself  the
exclusive right to all official tournaments and the Software game is not
to  be  used  in any public forum without the express written consent of
JBE Ltd.  For additional PROCHALLENGE BASEBALL  LEAGUE  information  see
League Play section.




	   DISCLAIMER OF SOFTWARE WARRANTIES AND LIABILITIES

This  software is furnished "as is" without warranty of any kind, either
express or implied.  All warranties of merchantability of  the  software
or  its fitness for any particular purpose are specifically excluded and
disclaimed.  User bears the entire risk  relating  to  the  quality  and
performance  of  the  software  and  in no event is JBE Ltd.  liable for
direct, indirect, incidental or consequential damages resulting from any
defect in the software.  Some states  do  not  allow  the  exclusion  or
limitation   of  implied  warranties  or  liability  for  incidental  or
consequential damages, so the above  limitation  or  exclusion  may  not
apply to you.

JBE  Ltd.  does not warrant the functions contained in the software will
meet User's requirements or that the operation of the software  will  be
uninterrupted or error free.

This Software is intended for entertainment use only and, although every
attempt  has  been  made  to  include  accurate  team rosters and player
statistics on the PROCHALLENGE BASEBALL Team diskette, JBE  Ltd.   makes
no  warranty  or  representation  that  such  rosters  or statistics are
error-free.


		     LIMITED WARRANTY ON DISKETTES

JBE Ltd.  warrants only that the diskettes  on  which  the  Software  is
furnished  will  be free from defects in materials and workmanship under
normal use for a period of 60 days from the  date  of  delivery  to  the
User.

If, during this 60 day period, a defect in the diskette(s) should occur,
the  diskette(s)  may  be returned to JBE in the manner provided and JBE
will replace the diskette(s)without charge to  the  User,  provided  the
User  has  previously  sent  in  their  warranty registration card.  The
User's sole and exclusive remedy in the event of a defect  is  expressly
limited to replacement of the diskette(s).

If  failure  of  the  diskette(s)  has  resulted from accident, abuse or
misapplication of the diskette, JBE assumes no responsibility to replace
the diskette(s) under terms of this limited warranty.

JBE reminds the User that it is common practice and a good idea to  make
a backup copy of all software for your own personal use.


			    GAME STATISTICS

The  SHAREWARE  version  of PROCHALLENGE BASEBALL replays the 1987 World
Series, featuring St.Louis vs.  Minnesota (2 teams only).  To order  the
complete  26  Major  League  rosters  see  the  order information at the
beginning of the Shareware User Guide.  Since the staff at  JBE  are  as
fallible   as   anyone  else,  you  may  find  minor  errors  in  player
statistics.  To make future editions as accurate as possible,  we  would
appreciate  your  informing  us  of  any such errors.  All data has been
compiled from the most reliable  sources  available.   However,  batting
orders,  player  abilities,  pitching  endurance  and style are entirely
matters of personal judgement.  Indeed, a major feature of the  game  is
that  it  allows  you the freedom to alter player lineups and individual
player statistics and abilities.  Moreover, we challenge you  to  create
your own dream team!

                         GAME SPEED

PROCHALLENGE BASEBALL has been designed to operate on a great variety of
IBM  and  compatible  computers.   Using  an  internal  clock,  the game
automatically adjusts the speed of your  individual  computer.   To  add
flexibility  for  an  exceptionally fast or slow computer, you may alter
the gamespeed using a special slowdown feature on the disk.

1)Type on drive A/B/C  eg.  A>SLOWDOWN 35000

If this doesn't substantially slow down the game repeat the procedure
(the range is 0 to 65000)

			   TABLE OF CONTENTS

		 INTRODUCTION                        6
		 System Requirements                 7
		 How to Load PROCHALLENGE BASEBALL   8
		 Hard Disk Installation Program      8
		 Beginning a Game                    8
		 Modes of Play                       8
		 Play an Opponent                    8
		 Play the Computer                   8
		 Game Strategy                       9
		 Game Keyboard                       9
		 Saving and Restoring Games          10
		 Stopping a Game                     10

		 PLAYING THE GAME                    11
		 Getting Started                     11
		 Choosing the Teams                  11
		 Game Screens                        12
		 -Pitcher/Batter Screen              13
		 -Blimp View Screen                  13
		 -Lineup Screen                      13
		 -Game Scoreboard                    13
		 -Attributes Screen                  13
		 -Fielders' Screen                   14
		 Help Screens                        14
		 -Game Keys                          15
		 -Offense Signals                    15
		 -Defense Signals                    15
		 Pitching                            15
		 -Selecting Pitching Lineup          16
		 -Selecting Different Pitching Style 16
		 -Modifying Pitcher's Attributes     17
		 -The Pitcher's Bullpen              17
		 -Warming Up in the Bullpen          17
		 -Pitchers in Competitive Play       17
		 Defensive Strategy (Team on Field)  18
		 -Selecting the Pitch and Location   18
		 -The Pitchout                       18
		 -Defensive Formations (18)          19
		 -Delaying Your Formation            19
		 -Pick-offs by the Pitcher           19
		 -Player's Depth in the Field        20
		 Offensive Strategy (Team at Bat)    20
		 -Batting                            21
		 -Bunting                            21
		 -Stealing Bases                     21
		 -Baserunner Leads                   22
		 -Calling the Pitch                  23

		 Lineup Changes                      23
		 -Modifying Your Lineup              24
		 -Changing Your Batting Order        24
		 -Modifying Player Stats             24
		 -Designated Hitters                 25

		 GAME SIMULATIONS                    26
		 Playing the Defense                 27
		 Playing the Offense                 28

		 SPECIAL FEATURES                    31
		 Player Point Scale                  31
		 Example of a Strong Defensive Team  33
		 Example of a Balanced Team          34
		 Example of a Power Team             35
		 Substitutions                       36
		 Inactive Players                    36
		 Creating a New Team                 36
		 Taking Your Team on a Road Trip     36

		 LEAGUE PLAY                         36

		 GLOSSARY                            37

	    -----------------------------------------------
	    Thank you for purchasing PROCHALLENGE BASEBALL!

"This incredible game lets you  play  your  team  like  a  major  league
manager!   You  pick players on their abilities....not their statistics,
then watch them play.  For realism, for challenge,  no  other  game  can
touch it!"

	........Tony Kubek - NBC Sports and former Yankee great.


PROCHALLENGE BASEBALL is the creation of "baseball scientist" Guy Pilette.

As  a  child,  Guy's  dad  often  took him to New York City to watch the
Yankees play baseball.  This early inspiration encouraged Guy to develop
the ultimate baseball strategy game.

As a professional musician travelling  across  the  country,  Guy  often
spent many long hours in hotel rooms refining his baseball game.

PROCHALLENGE  BASEBALL  started  as  a  board  game  complete with small
cardboard players and several large charts displaying baseball logic.  A
variety of six-sided coloured dice were also used.

At every  opportunity  Guy  attended  baseball  games,  researching  and
reviewing  the  accuracy  of his own game.  His ambition was to create a
truly realistic baseball game that required skill, instead of just luck,
to play.  Other games on the market did not allow people to really  play
baseball.  Guy wanted to create a game that would challenge the baseball
mind; the kind of game that involved thought and strategy.

After  years  of careful development, the time came to move from a board
game to  a  computer.   To  make  the  transfer,  PROCHALLENGE  BASEBALL
required  two  years  of  intensive  programming.  The final result is a
unique, stimulating, true-to-life game that grows in sophistication with
your own deeper understanding  of  the  fascinating  game  of  baseball.
While PROCHALLENGE BASEBALL can be learned as easily as checkers, it can
be played with the same level of complexity as chess.

This  incredible  game  features  pitch-by-pitch  play,  has 6 different
pitching styles, and 9 different pitch locations  in  the  strike  zone.
You  may  choose  20  different offense signals and 18 different defense
formations.


PROCHALLENGE BASEBALL offers you the exciting opportunity  to  play  and
manage  your  own  team.   You  select  the player you feel has the best
qualities for each position.  You set  the  batting  order,  choose  the
pitcher,  and set the defense.  You tell the batter and base runner what
to do, and you can play the game using either  the  Blimp  View  of  the
field  or  the  Pitcher/Batter  screen.   Use the general Help screen to
assist you in getting acquainted with the many features of  PROCHALLENGE
BASEBALL.   View  the  Offense  and  Defense  Help  screens and select a
strategy for the team at bat or the team on the  field.   These  screens
may be used frequently to provide quick reference and reminders.

The  User  Guide  is  designed  to  help  you enjoy all the PROCHALLENGE
BASEBALL  features.   To  fully  understand  the  offense  and   defense
strategies,  we  strongly  recommend you spend time reading this manual.
PROCHALLENGE BASEBALL is full of surprises.  It allows pick-offs, double
and triple plays, squeeze  bunts,  disputed  calls,  appeals,  cut-offs,
traps and relays.

PROCHALLENGE BASEBALL contains many features that you don't need to know
to  play the game.  Take your time to learn the game and gradually start
to develop game-winning strategies by  using  your  Offense  or  Defense
cards  or  Help  screens.   The  game  will automatically prompt you for
almost all the information required.

So, if you think you're a true Baseball strategist, then  this  game  is
the ultimate challenge.  We challenge you!



			    LET'S PLAY BALL!



			  SYSTEM REQUIREMENTS


Since  there are many different computer systems on the market today the
following are the basic system requirements needed to play  PROCHALLENGE
BASEBALL.



     1.IBM* PC/XT/AT or a compatible personal computer with at least
       256k RAM.

     2.At least two disk drives or one disk drive and one hard disk.
       (Only one drive is required for the SHAREWARE version)

     3.One colour graphics card (CGA) and a monochrome or colour monitor.

     4.PROCHALLENGE BASEBALL Game and Team diskettes.
       (The SHAREWARE version has both '87 World  Series  teams  on  the
	same diskette)

     5.User Guide.

     6.Offense and Defense Quick Reference cards.

     7.IBM DOS 2.1 or greater.

* IBM is a registered trademark of International Business Machines Corporation.

		   HOW TO LOAD PROCHALLENGE BASEBALL

PROCHALLENGE  BASEBALL  includes two floppy diskettes, a Game disk and a
Team disk.  These diskettes are not copyprotected and we  authorize  you
to  make a copy of each diskette for backup purposes.  We also authorize
you to copy one or both diskettes onto a Hard  disk  if  you  have  one.
(See our Hard disk installation program).

		      HARDISK INSTALLATION PROGRAM

PROCHALLENGE  BASEBALL  provides an installation program which will copy
both diskettes to a hard disk.  To execute the installation program load
the PROCHALLENGE BASEBALL GAME disk in Drive A and type INSTALLH.   (The
SHAREWARE  version  is  installed  by copying all files to one directory
or one diskette.)

			    BEGINNING A GAME

		   1)First, make sure DOS is loaded.
		   2)Place the Game diskette in drive A

			 type BASEBALL (enter)

			       PLAY BALL!


			     MODES OF PLAY

PLAYING AGAINST AN OPPONENT

You can play PROCHALLENGE BASEBALL against a  friend  or  the  computer.
Decide  who will be the home team and who will be the visiting team.  If
you are playing on a colour monitor, the home team's  uniforms  will  be
red and the visiting team's black.

Select  the pace of the game.  Answer the prompt at the beginning of the
game and select a speed of 1 (fast) through 5 (slow).   The  faster  the
pace,  the  less  time  is  available  for  "signalling"  your  players.
Beginners should play at the slower speeds until the offense and defense
signals become familiar.


PLAYING AGAINST THE COMPUTER

To play against the computer, type C whenever a defense or offense  move
is required.

NOTE: The computer only selects the "pitch type" and "location" when  on
      defense  and  only  the  "batter's  signal"  when on offense.  The
      computer plays a standard, straight-away 8 player formation.

If the computer's team is on the  field,  type  C.   The  computer  will
automatically select the pitch and its location.  If the computer's team
is  up  to  bat,  enter  your defense signals then type C.  The computer
cannot act as a manager and therefore will not make player changes.

                          GAME STRATEGY

PROCHALLENGE BASEBALL is a game of strategy.  This incredible game gives
you total control of every play and every player.  You can  create  your
own "dream team" or select your favourite team.

Your  PROCHALLENGE  BASEBALL teams can include up to 30-man rosters, and
the batting order and starting lineup have been predetermined.  A unique
feature of the game is that it allows you to change any of the  starting
lineups  or  batting orders or player abilities.  In addition to knowing
your players' abilities, the key to success is your  ability  to  manage
your team.

Team  rosters  can  include  a  staff  of up to 15 pitchers.  As in real
baseball,  the  pitchers'abilities  vary.   PROCHALLENGE  BASEBALL  also
designates  a select number of pitches before a pitcher's ability begins
to deteriorate and decay.  As in major  league  baseball,  your  success
depends on how well you manage your bullpen.

When  your  team is on the field, you set the defense, then pick a pitch
and its location.  When your team is up to bat, you "signal" the  batter
and  tell  him  what to do.  You can recreate a pitcher/batter duel more
realistically than with any other game on the market!

All the defensive and offensive signals are listed on  the  Offense  and
Defense  Help  screens or on the GAME CARD.  Two copies of the GAME CARD
come with the game; one for yourself and one for your opponent.

			     GAME KEYBOARD

Defensive signals are entered first by using the numeric keypad  on  the
right-hand section of your computer keyboard.

Offensive  signals  are entered after the defensive signals by using the
function keys on the left-hand side of the keyboard.  It is  recommended
that  the  person playing offense (ie.  the batter) sit towards the left
of the keyboard while the person playing defense (ie.  the  pitcher  and
fielders)  sit towards the right of the keyboard.  It is advantageous to
be close to the proper keys and to conceal your keyboard selections with
your free hand.

Once the offensive signal is  entered,  the  pitcher  throws  the  ball.
However,  remember that you are only the manager.  You have entered your
signals and set up the  play,  but  the  PROCHALLENGE  BASEBALL  program
allows  the  players  to  react  on  their  own,  according  to the game
situation.  What 'they' see is what you get.

		       SAVING AND RESTORING GAMES


Sometimes  there  just  won't  be  enough  time  to  complete  a   game.
PROCHALLENGE  BASEBALL  allows you to save a game in progress and resume
the action later at your convenience.


SAVING:

     To save a game press the ESC key.

     A message will appear:

     Do you want to save this game? (Y/N)

     Press Y and PROCHALLENGE BASEBALL will record the game

RESTORING:

To continue with a game that has already been saved, select the  RESTORE
game selection feature when loading PROCHALLENGE BASEBALL.  This feature
appears as a selection option at the start of the game.



			   STOPPING THE GAME


     To stop a game press the ESC key.

     You will be asked:

     1.     Do you wish to save this game? (Y/N)

     Then again press the ESC key:

     2.     Do you wish to continue playing? (Y/N)






			   PLAYING  THE  GAME


GETTING STARTED & CHOOSING THE TEAMS

Once  you  have the game loaded, answer the following questions to start
PROCHALLENGE BASEBALL.

     1.     Are you ready to play ball? (Y/N)

     2.     Select game speed:  fast=1  ...  5=slow

     3.     Do you want sound? (Y/N)

     4.     Enter your Choice:


	   1.     Start a new game
		  (pick your teams and start a new game)

	   2.     Restore saved game
		  (Continue a game already in progress)

	   3.     Rename your teams
		  (Rename your own teams)

     5.     Enter your Choice

	   1.     American rules
		  (allows designated hitters)

	   2.     National rules

     6.     Visitor Team Selection
	    Select a team (A thru Z) or select your own team

	    The SHAREWARE version accepts only teams I (Minn.) and
	    X (St.Louis), just as they were in 1987.

     7.     Home Team Selection
	    Select a team (A thru Z) or select your own team

     8.     Review Lineup Selection (Home & Visitor)
	    Are the lineups okay? (Y/N)

	     -     Choose Y to continue with game

	     -     Choose N to change the lineup
		   selection - (See Lineup changes)


		   NOW YOU ARE READY TO PLAY BALL!!!!


			      GAME SCREENS


PROCHALLENGE BASEBALL provides many different "screens" to recreate  the
realism of baseball.

To  review  each  of  the  different screens available, hit the H key to
display the game Help Screen.  Each of the screens can be displayed just
by keying the appropriate key pad characters (listed below).

P-     Pitcher/Batter screen
       Use this screen  to  test  your  Pitching  and  Batting  ability.
       Create  the  Pitcher/Batter  duel  using  PROCHALLENGE BASEBALL'S
       exclusive Pitch to the Zone play.

B-     Blimp View screen
       The Blimp view screen provides an overhead view and allows you to
       watch the players move around the bases.

L-     Lineup Changes screen
       Change the Batting  order,  the  player  roster  or  the  Pitcher
       selection.   Change  each of the players' abilities if necessary.
       If you wish, create your own super team.

G-     Game Scoreboard
       Review the game score, runs, hits, errors, and players left on base.

A-     Attributes Screen
       For  the  player  who  wants  to  review  his opponents' fielding
       abilities.  NOTE: This screen will provide the extra  information
       required to decide whether you want to take that extra base.

F-     Fielders' screen
       This  is  a quick reference screen which displays your opponents'
       names and fielding abilities.

S-     Sound
       Toggle sound on or off

T-     Time out
       This key provides a game pause and stops the game at any time.  A
       player may wish to delay the game in crucial spots or to  suspend
       play  temporarily.   To  begin  play  again  simply  hit enter to
       continue.

       Use the Pitcher/Batter Screen or Blimp View  as  your  main  game
       screens.   You  can  switch  back and forth or use just the Blimp
       View to enjoy the game.

			 PITCHER/BATTER SCREEN

Press P to watch the game from the Pitcher/Batter's point of view.

Use  this  screen  to  display  your  pitching  capability.   Create   a
Pitcher/Batter    duel    using    PROCHALLENGE   BASEBALL'S   exclusive
Pitch-to-the-zone play.  This screen lets you  follow  the  pitch  to  a
selected  location  in  the  batting  grid.   Mix  up your pitches while
creating your own pitching style.

For more detailed information see Pitching section.


			      BLIMP SCREEN

Press B to watch the game from the Blimp Screen.

This screen is generally the main game screen.It  provides  an  overhead
view for visualizing the action and player positions.

When  playing  offense  you can steal bases; or when on defense, you can
move your infield or  outfield  to  different  defensive  formations  or
outfield positions to change the plays.

			     LINEUP SCREEN


Press L anytime during the game to change the lineup or change it at the
beginning of the game.

For  more  detailed  information about changing or modifying your lineup
see the LINEUP CHANGES section.

			    GAME SCOREBOARD


Press G to view the Game Scoreboard.

			   ATTRIBUTES SCREEN


Press A to watch the game using the Attributes screen.

This screen presents an on-the-field  display  of  fielder  defense  and
running capabilities.

It  enables  you to visually size up your chances for extra bases in all
game situations.  (e.g.  should you send the runner to second base  when
the  ball  gets past the center fielder).  As with the Blimp View screen
this screen can be played as a main game screen and is an  ideal  screen
for the player who enjoys competition play.

			    FIELDERS' SCREEN

Press F to display the Fielders' Screen.

This  screen  is  an  information screen which allows you to review at a
glance your opponent's lineup and fielding strength.  In  summary,  this
screen  provides  the  names  of  your opponents.  You will find you can
often react more quickly  in  a  situation  simply  by  recognizing  the
players' names and recalling their individual talents and capabilities.

This  screen  can  be  displayed at any time and allows you to determine
whether you can risk taking that extra base, by simply  displaying  your
opponent's defensive and running abilities.

			      HELP SCREENS
                       
In  addition  to  the  different  game  screens,  PROCHALLENGE  BASEBALL
provides Help Screens to assist you with the many game features.

Press H-     Game Keys Help Screen
     
               (To display each of the available Game & Help Screens)


Press O-     Offense Signals Help Screen

               (To review each of the 20 Offensive signals)


Press D-     Defense Signals Help Screen

          (To review         -     18 Defensive formations

                              -     Pitch Location
     
                              -     Pick-off by the pitcher

                              -     Pitchout)




			 GAME KEYS HELP SCREEN


     Press H to get a list of the available Game and Help screens.


			  1.     P= Pitch View
			  2.     B= Blimp View
			  3.     G= Game Board
			  4.     L= Line-up screen
			  5.     A= Attributes screen
			  6.     F= Fielders' screen
			  7.     O= Offense help screen
			  8.     D= Defense help screen
			  9.     C= Computer's choice
			 10.     T= Time out
			 11.     S= Sound (on or off)
			 12.     ESC= Escape-Quit



		      OFFENSE SIGNALS HELP SCREEN


Press O  for  the  Offense  Signals  Help  Screen.   For  more  detailed
information see the Offense Strategy section.

		      DEFENSE SIGNALS HELP SCREEN


Press  D  for  the  Defense  Signals  Help  Screen.   For  more detailed
information see the Defense Strategy section.


                        PITCHING

Each team has a pitcher roster to  choose  from.   You  can  change  the
current  pitcher  selection  or  you can modify the pitchers' abilities.
This can be done at the beginning of the game or while the  game  is  in
progress.

When  selecting  your  pitcher,  note  that  the  pitcher's endurance is
reflected by the total number of  pitches  designated  in  the  Pitching
lineup roster (e.g.  endurance = 100)

Generally,  all  pitchers  are  qualified  as starters, middle relief or
relief based on their endurance rating.  A good  starting  pitcher  will
have  an  endurance  rating  between 100 and 120 pitches, while a relief
pitcher may have a solid performance for only the first 40 pitches.

PROCHALLENGE BASEBALL, as in real baseball, tracks  pitcher  performance
against  endurance,  and  will  penalize you for improper use of pitcher
selections.  (i.e.  total pitches exceed endurance).


Selecting your Pitching Lineup

For pitcher selection at the start of  the  game  answer  the  following
questions:

1.     Are the lineups okay? (Y/N)   -   select (N) to change

2.     Select either (V)isitors or (H)ome

3.     Select (P)itcher

4.     To select a new pitcher pick one of the other pitchers from the
       selection list.

       Select a Pitcher by P#..

       When you've selected your pitcher, type C for complete.



Selecting Different Pitching Styles

     'Style' in the pitcher roster identifies the pitcher's abilities.

 A     Pitchers throw:
     1) Fastball     2) Change-up     3) Slider

kA     Pitchers throw:
     1) Knuckleball     2) Change-up     3) Slider

 B     Pitchers throw:
     4) Sinker          5) Fastball     6) Curve

kB     Pitchers throw:
     4) Knuckleball     5) Fastball     6) Curve

 C     Pitchers throw:
     7) Screwball     8) Curve          9) Fastball
     
kC     Pitchers throw:
     7) Knuckleball     8) Curve          9) Fastball


Pitcher's Calibre

Beside the letter identifying style, a pitcher's calibre is also rated:

1 Excellent          2 Good          3 Average


		   Modifing Your Pitcher's Attributes

PROCHALLENGE  BASEBALL  allows  you  to  modify  each  of  the following
pitcher's attributes.

1.     Pitching style (see above)

2.     Pitcher's calibre (e.g. 1=excellent)

3.     Pitcher's endurance (e.g. 100 pitches)

To modify your pitcher's attributes see the 'LINEUP CHANGES' section.

Pitcher's Bullpen

At the bottom of the Game Screen  are  the  bullpens.   You  may  assign
"relief pitchers" to the bullpen in the following manner:

1.     Type L to go to the lineup screens.

2.     Type Y (yes) to change the lineup for the appropriate team.

3.     As the lineup screen appears, type P to view the pitcher's screen.

4.     Press B1 to assign a pitcher to that location.

5.     Select a pitcher using his jersey number.  He appears in BullPen 1.

       Press B2 if you wish to assign a second pitcher to warm up.


WARMING UP IN THE BULLPEN

Each  pitcher  must  throw  at least one pitch in his respective bullpen
before he is "warmed up".  A warm-up pitch is counted each time the game
pitcher throws a pitch.  Once a  relief  pitcher  is  warmed-up,  repeat
Steps  1,  2 and 3 above.  From the pitcher screen, you may select which
pitcher in the bullpen is to enter the game.  This  pitcher  appears  in
the  pitcher`s  lineup  with an asterisk beside his name.  Selecting him
again makes him the game pitcher.

NOTE: After nine (9) pitches in the bullpen, your pitcher returns to the
bench.  This forces you to plan your game strategy as a  manager  would.
It also prevents a pitcher from wasting his efforts in the bullpen.

PITCHERS IN COMPETITIVE PLAY

You  will  notice  that  each  team  carries a wide variety of pitchers,
including at least four starters (each with an endurance rating of 90 or
more pitches).  When you play consecutive games with an  opponent  (e.g.
a  best  of  seven  series)  using  the  same  ball  clubs,  you  should
predetermine, announce, or rotate your starting pitchers.   As  in  real
baseball,  middle  relief  pitchers  should  be  rotated on a reasonable
basis.  Short relief pitchers may be used frequently.

A useful strategic rule is to select the best pitcher, a left  or  right
handed  pitcher,  to play against teams with unbalanced lineups (e.g.  a
predominantly right handed hitting team with few switch hitters).


			   DEFENSIVE STRATEGY
		      (For the Team on the field)

The defensive signals are sent first by  using  the  numeric  keypad  on
right side of the keyboard.  Any defensive changes or plays must be made
before  selecting the pitch.  Try out the signals shown on the Game Card
or review the Defense Help Screen.

Defensive strategy is comprised of 4 main areas:

1.     Select the pitch and location
          - includes Pitchout

2.     18 defensive formations

3.     Pick-offs by the pitcher

4.     Players' depths in the field



SELECT THE PITCH AND LOCATION

First type the number corresponding  to  the  type  of  pitch  you  want
thrown.   The  current pitcher's style will appear on the screen for you
to select from.  (e.g.  1=fastball,2=change-up, 3=slider)

Second, type the number to indicate the location of the  pitch.   Review
the Pitch Location Grid below to select your pitch location.  The strike
zone  is shown within the dotted portion of the box.  Selecting number 5
for example, will always produce a strike while the other numbers may or
may not do so.


PITCHOUT (A PITCH WHICH IS INTENTIONALLY THROWN OUTSIDE THE STRIKE ZONE)


     1.Select the desired pitch (e.g. 1=fastball, 2=change-up, 3=slider)
     2.Then press the + key instead of the usual pitch  location  number
       to complete the Pitchout.

The players in both the infield and outfield normally arrange themselves
in what is known as a "straight-away" formation.  Your game strategy may
require a different formation.


18 DEFENSIVE FORMATIONS

      1     Bunt defense
      2     All infielders in
      3     First baseman holds runner near bag
      4     Second baseman shifts right
      5     Only third baseman in
      6     Second baseman to central zone
      7     Overshift right
      8     Straight-away
      9     Straight-away with first and third on baselines
     10     Shortstop shifts left
     11     Shortstop to central zone
     12     Overshift left
     13     Left and center fielders shift left
     14     All outfielders shift left
     15     Left fielder shifts left
     16     Right fielder shifts right
     17     Center and right fielders shift right
     18     All outfielders shift right

Changing formations

To  change  a  formation,  type  0  (zero) and then the formation number
(1-18) before selecting a pitch.  Press ENTER to return to the game.

Combine Formations

You may use the + key to combine formations.  For example, type 0 + 1  +
14  and  press  ENTER to combine a bunt defense with all the outfielders
shifted left.

Delay your Formation

You may use the * key to delay and hide your  players'  movements  until
pitch  time.   For  example, if you type 0 * 1 * 14 and press ENTER your
first and third basemen will not move into the bunt  defense  formation,
and your outfielders will not shift left until the pitch is thrown.


PICK-OFFS BY THE PITCHER

To  pick-off  a  runner on base use one of the following keys instead of
throwing a pitch.  Press the DEL key and the  number  key  at  the  same
time.  (e.g.  DEL 3)

     DEL 3-     Pick-off at first base

     DEL 4-     Pick-off at second base with second baseman

     DEL 5-     Pick-off at third base

     DEL 6-     Pick-off at second base with shortstop

or   DEL DEL-     Cancel pick-off


                              
PLAYER'S DEPTH IN THE FIELD

To  individually change a player's depth in the field, type 0 (zero) and
minus - , then the player's position in the field.   The  fielder  moves
from  normal  to  deep, to shallow to normal depth, etc., by continually
pressing the fielder's position number key.  You can keep adjusting  the
fielder's position, until the desired depth is found.

Press 0 (zero) and minus -, then one or more of:

     3 to adjust first baseman (i.e. 0-3 ENTER)
     4 to adjust second baseman
     5 to adjust third baseman
     6 to adjust shortstop
     7 to adjust left fielder
     8 to adjust center fielder
     9 to adjust right fielder

Press ENTER to return to the game.



			   OFFENSIVE STRATEGY
			 (For the Team at Bat)

After  the  Defensive  signals  are  entered,  the computer asks for the
Offensive signals.  Use the function  keys  on  the  left  side  of  the
keyboard.

The  Offensive and Defensive signals do not appear on the screen.  As in
real Baseball, neither team knows what the other has planned  until  the
pitch is on its way.


Try out the signals shown the Offense Help screen.

F1 -     SWING AT A PITCH

     1.     First, press F1 to tell the batter to swing at a pitch.
            The message "Start Your Swing" appears on the screen.

     2.     Second, select the style of swing you want.

               Pull swing     -     press F1 again
               Normal swing     -     press F2
               Late swing     -     press F3
               Check swing     -     press F4

NOTE:  Although  you  have  elected  to  swing  at the pitch, as in real
       baseball the batter has some discretion and may check  his  swing
       for an obvious pitch outside the strike zone.


F2 -     TAKE A PITCH

         1.Press F2 if you don't want the batter to swing at a pitch.


F3 -     BUNT (1st Baseline)

         1.     Press F3 to Bunt down the lst baseline.

         2.     To complete the bunt action:
                Start the bunt - press F2
                Check the bunt - press F4


F5 -     BUNT (3rd Baseline)

         1.     Press F5 to Bunt down the 3rd baseline
     
         2.     To complete the bunt action:
                Start the bunt - press F2
                Check the bunt - press F4



F4 -     TAKE AND STEAL

         1.     Press F4 to initiate a Take and Steal

                You may choose to steal any base.

	 2.Then  press any combination of the following function keys to
	   indicate the steals.  This signals the base runner to attempt
	   to steal a base.  The batter takes the  pitch  and  does  not
	   swing  in  order not to interfere with the running attempt to
	   steal.

	       Steal second base     -     press F2
               Steal third base      -     press F3
               Steal home plate      -     press F4

	 3.Now press F10 to tell the  computer  that  your  choices  are
	   complete.


F6 -     BASE RUNNER LEADS

         1.     Press F6 to initiate base runner leads.

		You  may choose to have the runner(s) take a lead at any
		one, two, or all three bases.

	 2.     Then press any combination of the following function keys
		to indicate the leads:

		Lead at first     -     press F1
		Lead at second     -     press F2
		Lead at third -     press F3

	 3.     Now press F10 to tell the computer that  your  choices  are
		complete

For  example, if you have a runner on 1st and 2nd press F6 then press F1
several times until your runner at  1st  has  a  long  lead.   Press  F2
several times until your runner on second has a medium lead.  Last press
F10 to tell the computer that your choices are complete.

NOTE:  As  in  real  baseball  the  speed  of  the  runner  is  a  major
consideration when attempting to  steal  or  when  setting  base  runner
leads.  These defense and running attributes appear when you are at bat,
or on the lineup screen, and on the gameboard screen when a player is on
base.  Use them.

Knowing  the  attributes of each player is a real advantage, and rewards
the manager who can make good use of the information.


F7 -     HIT AND RUN

         1.Press F7 for a Hit and Run

The runner is instructed to run with the pitch.  The batter must hit the
ball; that is, the batter attempts to hit the ball or foul the  ball  to
protect the 'slower' runner.

F8 -     RUN AND HIT

         1.     Press F8 to initiate a Run and Hit.

You  may  choose  to have players steal any base.  This signal instructs
the runner to run and the  batter  has  the  option  to  swing  or  take
depending  on  the  pitch  and  location.  It is good practice and sound
baseball logic to use this play whenever the count is  three  balls  and
two strikes with two out.

	 2.Press  any  combination  of  the  following  function keys to
	   indicate the runs:

	       Run to second    -     press F2
               Run to third     -     press F3
               Run to home      -     press F4

         3.Press F10 to tell the computer that your choices are complete.

F9 -     CALL THE PITCH

Press F9 to initiate your guess as to what pitch is  being  thrown.   By
calling  the pitch, you are guessing that you know the type of pitch and
location.  If you are wrong it will be difficult to  make  contact  with
the  ball.   If  you  are  right  you  will  be  rewarded.  This feature
simulates both the mental and physical tasks required to hit a baseball.

You must make two choices:
   i)Indicate the type  of  pitch.   Each  pitcher  has  three  pitches.
     Depending  on  the  particular  pitcher  on the mound, these can be
     1,2,3, or 4,5,6 or 7,8,9.  Using either  the  numeric  pad  or  the
     number keys at the top of the keyboard, enter your choice.

  ii)Indicate  the  pitch location.  Using either the numeric pad or the
     number keys at the top of the keyboard, enter a  number  between  1
     and  9  for  the  location.   Refer  to "Defensive Strategy" for an
     explanation of the locations.

SWITCH HITTER

The message - 'Place Batter opposite Pitcher (Y/N)' will appear  when  a
player is on base and a switch hitter comes to bat.  This feature allows
the  switch  hitter  to interfere with the catcher's ability to make the
play (i.e.  generally a switch hitter bats opposite the Pitcher).


LINEUP CHANGES


PROCHALLENGE BASEBALL allows you to modify your lineup  or  change  your
batting order at any time.  For instance, PROCHALLENGE BASEBALL utilizes
a  defensive  and  running  system that ranks players according to their
abilities on an ascending scale of 1 to 7 You may  increase  a  player's
performance  by  increasing  his  numeric ranking.  In addition, you can
make player substitutions.

MODIFYING YOUR LINEUP

You can modify your lineups either during the game by pressing L, or  at
the beginning when you are asked if the lineups are okay.  (Y/N)

1.Select either the (V)isitors or (H)ome team.

2.When the lineup is displayed you are asked to select either  (C)omplete,
  (M)odify, (P)itcher, (R)eset
          
   C)OMPLETE
     Press (C) to complete the lineup changes
     
   M)ODIFY
     Press (M) to modify either the batting order or player stats
           then select: (B)atting order or (S)tats

     a)     MODIFYING YOUR BATTING ORDER
          Press (B) for Batting Order
          On the screen you are asked to:

		ENTER ORDER, PLAYER #, POS . , . . , . .

Enter  a  batting  order, player number and field position to change the
present batting  order  (e.g.   Batting  order  =  1,  Player  #  =  10,
Position = CA Catcher)

Any  positions  that are not filled are indicated by the position number
at the bottom of the screen.  These must be filled before the lineup  is
complete.

Once you're satisfied with the lineup, type (C) for complete.

If  you  want to change a player`s stats type (M) to modify, then select
(S) for stats.

	    To select another pitcher, type (P) for pitcher.

If you wish to return to the original lineup that appeared on the screen
before any of your changes, press (R) for reset.



     b)   MODIFYING PLAYER STATS
          Press (S) for player stats
          You can modify any of the following:
           1)     Change the jersey number  (Y/N)
           2)     Is player on inactive list? (Y/N)
           3)     Change players name (Y/N)
           4)     Change players abilities (Y/N)
           5)     Change players position (Y/N)
           6)     Change players batting average (Y/N)
           7)     Change players bunting or power (Y/N)
           8)     Is player a good bunter (Y/N)
           9)     Is player a power hitter (Y/N)
          10)     Change players batting style (Y/N)
          11)     Change players defense ability (Y/N)
          12)     Change players running ability (Y/N)

P)ITCHER
     Press (P) for Pitcher
     When the Pitching roster is displayed, you are asked to select either:
          (C)omplete, (M)odify, B1=Bullpen1, B2=Bullpen2
          
     Modifying Pitcher's Abilities
     Press (M) to modify the Pitcher's abilities.  You can modify any of
     the following:
	  1)     Is the player a knuckleball pitcher? (Y/N)
          2)     Change player pitching style (Y/N)
          3)     Change player pitching class (Y/N)
          4)     Does player pitch left handed (Y/N)
          5)     Change player's endurance (Y/N)
     
Press (C) when complete.   For  more  information  about  the  Pitcher's
abilities, see "Pitching" section.

	  Designated Hitters

You  can  add  or  change  a  Designated  Hitter  (DH=American Rules) by
modifying the Batting order and changing  the  Player  position.   (e.g.
order=1, Player #=10, position=DH) If you wish to play a National League
team  with  American  Rules,  you  will  be  asked to select a DH.  This
selection will be saved for any subsequent games involving this team.

          B1 = Bullpen 1
          Type B1 to assign a pitcher to Bullpen #1.

          B2 = Bullpen 2
Type B2 to assign a second pitcher to Bullpen #2.

R)ESET
     Press (R) for Reset when you want to do the following:
          1)     Nullify the most recent lineup changes     
          2)Clear the current Batting Order and enter a new one.



                     GAME SIMULATIONS

PROCHALLENGE BASEBALL is full of features.  Take your time to learn  the
game and gradually develop Offense and Defense strategies.

The   following   examples  are  provided  to  illustrate  the  complete
flexibility and challenge that PROCHALLENGE BASEBALL  offers  you.   For
your enjoyment we suggest that you analyze the following game situations
and consider whether you would make the same decisions.  As PROCHALLENGE
BASEBALL provides 18 Defensive and 20 Offensive signals you will be able
to  control  every  play and player.  We suggest you review your offense
and defense game cards for the many options available.

No doubt your own skill and intuition will find exciting alternatives to
the  following  play  situations.   The  scenarios  provided  will  help
introduce you to the challenge of playing PROCHALLENGE BASEBALL.

The  key  to  successful  defensive  play  is  to  become  an  expert at
neutralizing your opponent's strength.   For  instance,  a  left  handed
power hitter comes to bat.  You have noticed your opponent's tendency to
swing early.  This enables the power hitters to increase their number of
home  runs.   An  effective  defensive  formation  is  the  Ted Williams
defense (i.e.  the infield shifts right using PCB  defense  formation  7
and  the  outfield  shifts  right using PCB defense formation 18).  This
defensive alignment, however, leaves a weakness on the left side of  the
field  and  makes your pitch location crucial.  You should challenge the
batter to the inside of the plate.  The  rationale  here  is  that  your
opponent  may deliberately swing late, sensing a slider or change-up and
deliver a devastating bloop fly to your unprotected left field.

It is often advantageous to conceal your defense and set  it  in  motion
only  when  the  pitch  is  delivered.  For example, with a man at first
being held close by the first baseman,  you  may  want  the  pitcher  to
challenge  a  left  hitting batter.  To avoid an easily stolen base, you
may wish to conceal your infield shift to the right until your pitch  is
thrown.   PROCHALLENGE BASEBALL features formation delays and allows you
to conceal your challenge from the runner at first base.  This  provides
a  good defense should the batter decide to swing away instead of taking
the pitch while the runner steals.   Delay  features  become  especially
intriguing  as  the  game  develops  and player tendencies are revealed.
Surprise tactics can win the day.


			  PLAYING THE DEFENSE

1.It's the top of the fifth inning.  The score is tied.  Their  lead-off
  hitter  hits  a  single  to  right  field.  He has good speed and is a
  threat to steal.  The batter has good power but little speed.  What do
  you signal to the Pitcher?  (see Defense Card)

          Try to pickoff the base runner?

          Keep the ball low for a double play chance?

          Throw fastball to defend against the steal?

          Pitchout to catch the steal?

          It's your decision.....


Suppose you signal for the pickoff at first to keep  the  runner  close.
The  runner  persists  in  challenging  your  pitcher.   As your pitcher
delivers the ball to the plate, the runner heads for second.  The  steal
is  on!   You  anticipated  that  he'd  try  to  steal  and called for a
pitchout.  The catcher takes the ball and easily guns down the runner at
second base.  One out.


2.Suppose you signal your pitcher to be careful with this power  hitter.
  The  count  goes  to  three  and  one.  Your pitcher's best pitch is a
  fastball.  Will the batter be sitting on a fastball?

     What pitch do you throw?
          
          A fastball across the plate-
               (power vs. power)
          
          A change-up or a curve to try to fool the batter?

          A fastball, low and away, to be safe?

     It's your decision....



3.Suppose you signal your pitcher to throw a fastball low  and  outside.
  The  batter is looking for a ball on the outside part of the plate and
  drives the ball down the third baseline for a triple.  The next hitter
  bats right-handed.  Following him, in the lineup  are  three  lefties.
  You  signal  to  your  bullpen to start your ace left-handed reliever.
  With a man on third and one out, you have to be careful.   The  batter
  is  not  a power hitter but has good speed.  How are you going to play
  him?

          - Play the outfield shallow to prevent a sacrifice fly?
          - Play the infield in to hold the runner?
          - Mix up your pitch selection in an effort to strike him out?

You decide to play the infield in to try to prevent the run.   The  ball
is hit sharply to the shortstop.  The runner holds and the batter is out
at first.

     It was your decision.....


4.You  bring  your  left  handed reliever from the bullpen for the final
  out.  He's an excellent sinkerball pitcher and  is  good  for  two  or
  three innings.  He has to face a left handed power hitter.

     How do you set the defense?

     How do you pitch to the batter?

          - Shift the infield?
          - Play the outfield deep?
          - Pitch around the batter?

     It's your decision....


5.Suppose  you  decide  to shift the infield to the right.  The outfield
  plays straight away.   You  signal  the  pitcher  to  throw  off-speed
  pitches.   The ball is grounded to first for an easy out.  You managed
  to stay out of trouble.

     You could:

          - Pitchout against the steal?
          - Bring in a relief pitcher?
          - Shift the infield or outfield?
          - Select the pitches to throw?
     
     You decide....



                     PLAYING THE OFFENSE



1.Its the top of the fifth inning.  The score is  tied.   Your  lead-off
  batter  steps  to  the  plate.   The pitcher is a strikeout ace with a
  blistering fastball.  You know he likes to throw strikes.  What do you
  signal to the batter:

               - Swing away?

               - Take a pitch?

               - Look for a fastball?

               - Bunt?

     It's your decision....


2.You decide to signal the batter  to  look  for  a  fastball  down  the
  middle.   The pitcher throws the ball.  It's a fastball on the outside
  corner.  You've coached your batter well.  He swings  late  and  takes
  the  pitch  to  the opposite field.  The ball goes through the infield
  for a solid single.

               Good call.

     A man on first and nobody out.


3.The man on first has good speed.  The batter you send to the plate  is
  a  contact  hitter.  He is slow and can easily hit into a double play.
  What do you signal the batter?

     Do you call for:  (see Offense Card)
          
     -     The batter to take, the runner to steal?
     -     The Hit and Run?
     -     The Run and Hit?
     -     The batter to hit away?
     -     The bunt to advance the runner?

     What lead do you give the runner?

     It`s your decision......
          

4.You give the runner a medium lead.  The pitcher  throws  to  first  to
  hold  the runner.  You call for the Run and Hit.  The pitcher delivers
  a change-up low and inside.  The batter takes the pitch and the runner
  easily steals second.  You signal the batter to swing away.  He  sends
  the next pitch deep to right field.  The right fielder makes the catch
  at  the  base of the wall.  The runner on second base tags up.  Do you
  send the runner?

     It's your decision....

5.Suppose you send the runner.  The right fielder makes  a  great  throw
  but  it's  not in time.  A man on third with one out.  The next batter
  can put you in the lead.  What do you signal?  Do you call  for:  (see
  Offense Card)

     -     The batter to swing away and hit the ball deep enough to score the
           runner?
     -     The batter to try to bunt the runner home?
     -     The batter to pick a pitch and try to hit safely?
     -     Call in a pinch hitter

     It's your decision....


6.You  decide  to  put in a pinch hitter who is not likely to hit into a
  double play.  He hits the first pitch into  the  gap  in  right-center
  field.  The run scores and you take the lead.

     You made the decisions......

     You were able to:

     -     Signal the batter to look for a certain pitch.
     -     Signal for the steal.
     -     Send the runner on a long fly ball.
     -     Put in a pinch hitter.





PROCHALLENGE let's you "Play the game the way the Pros play it".



            SPECIAL FEATURES

PLAYER POINT SCALE

You and your opponent may develop your teams according to a player point
scale,  which  allocates  to each player a specific number of points for
batting, running, pitching and  defensive  abilities.   The  better  the
player, the higher the points.

We  recommend that you allot a maximum number of points to each team.  A
total of 600 points per  team  allows  you  to  create  teams  that  are
representative  of  the  calibre  of  major league baseball.  The player
point scale not only makes the game more challenging, but also  prevents
your opponent from making all his players "good at everything".

Defensive Points
     
     Points for defensive ability (1-7)
     i.e.A player with a defensive ability of 4 costs you 4 points from your
     600 point quota.

Running Points

     Points for running ability (1-7)
     i.e.A  player  with  a running ability of 5 costs you 5 points from
     your 600 point quota.

Pitching Points

Each pitcher has a category (A, kA, B, kB, C or kC) with no point value.

Each pitcher has a class to define his calibre:

          Class 1     =     10 points
          Class 2     =      5 points
          Class 3     =      0 points

     Each pitcher has an endurance factor of:

          121-150 pitches     =     15 points
          101-120 pitches     =     12 points
           91-100 pitches     =     10 points
           81- 90 pitches     =      9 points
           71- 80 pitches     =      8 points
           61- 70 pitches     =      6 points
           46- 60 pitches     =      4 points
           26- 45 pitches      =      2 points
            1- 25 pitches     =      0 points




Batting Points

Each player is rated according to his batting average:

     Batting Avg. Points               Batting Avg. Points

     .341 - .350     24               .211 - .220      9
     .331 - .340     23               .201 - .210      8
     .321 - .330     22               .191 - .200      7
     .311 - .320     21               .181 - .190      6
     .301 - .310     20               .171 - .180      5
     .291 - .300     18               .161 - .170      4
     .281 - .290     17               .151 - .160      3
     .271 - .280     16               .141 - .150      2
     .261 - .270     15               .000 - .140      1
     .251 - .260     14
     .241 - .250     13
     .231 - .240     12
     .221 - .230     11
                      
                      

p  -     for power hitter, add 5 points to the above

b  -     excellent bunter, add 5 points to the above

S  -     for switch hitter, add 5 points to the above



             EXAMPLE OF A STRONG DEFENSIVE TEAM


Scouting Report:
     Exceptional speed
     Great defense
     Great pitching
     Weak hitting with no power

Points:
     Defensive points    = 122
     Running points      = 122
     Pitching points     = 153
     Batting points      = 203
     Total points        = 600

Pitchers:
     P#     Style     Name               Endur     Bat               d - r
     19      B1L                          25      .000         R     1 - 1
     21      B2R                         100      .129         R     2 - 1
     23     kB2R                          25      .000         R     1 - 1
     24      A1L                          45      .074         L     1 - 1
     26       B2L                         25      .000         L     2 - 1
     28      A2L                          90      .074         R     1 - 1
     29     kB2L                          70      .132         R     1 - 1
     30      C1R                          45      .091         R     1 - 1
     32      A1R                         150      .158         R     3 - 3
     34      A1L                         150      .137         R     3 - 1
     36      A2R                          90      .128         R     2 - 1
     37       C2R                         25      .000         R     1 - 1


Other Players
     P#     BO                         FPOS        Bat               d - r
     34      9                          Pi        .137         R     3 - 1
     01      6                          1b        .224         L     3 - 4
     02                                 Ca        .109         S     7 - 4
     03                                 1b        .219         R     4 - 4
     04      1                          2b        .288        bL     5 - 7
     05      5                          3b        .265         R     6 - 6
     06      8                          Ss        .218         R     6 - 7
     07      3                          Lf        .258         L     7 - 7
     08      2                          Cf        .281        bR     6 - 7
     09      4                          Rf        .274         S     7 - 7
     11                                 if        .211         L     6 - 7
     12      7                          Ca        .212         L     6 - 4
     14                                 Ca        .216         R     6 - 4
     17                                 of        .207         R     6 - 7
     18                                 if        .133         L     5 - 6
     20                                 of        .208         L     6 - 7
     22                                 if        .127         R     5 - 6
     27                                 3b        .184         R     6 - 7
     31                                 of        .218         L     6 - 7



                   EXAMPLE OF A BALANCED TEAM

Scouting Report:
     Good defense
     Speed in outfield, slow in infield
     Average pitching
     Good hitting with some power
     Shortage of switchhitters forces platooning

Points:
     Defensive points    =     105
     Running points      =     105
     Pitching points     =     103
     Batting points      =     287
     Total points        =     600

Pitchers:
     P#     Style            Endur            Bat               d - r
     20      A2L               100          .148          L     2 - 2
     23       B3L               25          .000          R     1 - 1
     26      B1R                45          .104          R     2 - 1
     30      B2R                90          .132          R     2 - 1
     34      C2R                25          .108          R     1 - 1
     37      A1L                45          .119          R     2 - 1
     39       A3R               70          .000          R     1 - 1
     43      B2L               100          .128          L     1 - 1
     45      A2R               100          .144          R     2 - 2
     48      A3R                25          .056          R     1 - 1
     53     kC2L                60          .000          L     1 - 1
     57      A3L                25          .088          L     1 - 1

                  *  -  indicates platooned player

Other Players:
     P#     BO               FPos          Bat                 d - r
     20      0                Pi          .148           L     2 - 2
     10      6          *     3b          .254          pL     5 - 4
     11               *       Lf          .231           R     4 - 7
     12      9          *     Ss          .205           L     6 - 6
     15    4                  1b          .316          pS     4 - 3
     17      1                2b          .322         b L     5 - 7
     18                 *     Ca          .218           R     6 - 3
     22      2                Cf          .266           L     6 - 6
     24      8          *     Ca          .212           L     6 - 3
     25      3                Rf          .329          pS     7 - 7
     27      7          *     Lf          .233           L     4 - 7
     29               *       3b          .257          pR     5 - 5
     32                  *    Ss          .208           R     6 - 6
     33      5          *     DH          .306          pL     2 - 3
     35                       1b          .303          pL     4 - 5
     40                       if          .144           R     4 - 5
     44                 *     DH          .269           R     6 - 6
     46                       if          .141           L     4 - 4
     49                       of          .157           L     4 - 4



                    EXAMPLE OF A POWER TEAM

Scouting Report:
     Great hitting with power

     Average defense
     Poor running
     Weak pitching     

Points:
     Defensive points      =      91
     Running points        =      70
     Pitching points       =      56
     Batting points        =     383     Total points          =     600

Pitchers:
     P#     Style     Name               Endur     Bat               d - r
     37      A2R                          80      .000         R     1 - 1
     39      A2R                          80      .000         R     1 - 1
     41       A3R                         70      .000         R     1 - 1
     43      A3R                          45      .000         L     1 - 1
     44      B3L                          45      .000         L     1 - 1
     45       B3R                         45      .000         R     1 - 1
     47      A2R                          25      .000         R     1 - 1
     48     kB3R                          70      .000         R     1 - 1
     49      A3L                          45      .000         R     1 - 1
     51      C3R                          25      .000         L     1 - 1
     53      C3L                          25      .000         R     1 - 1
     55       A3L                         25      .000         R     1 - 1
     56       C3R                         25      .000         R     1 - 1
     57      A2L                          25      .000         R     1 - 1



Other Players:
     P#     BO               FPos        Bat                  d - r
     37      0               Pi          .000           R     1 - 1
     20      1               Cf          .342           S     6 - 4
     21      5               Lf          .336          pS     5 - 4
     22                      Ca          .286          pL     5 - 2
     23      6               Ca          .282          pR     5 - 2
     24                      2b          .307           L     4 - 4 
     25      4               3b          .326          pS     5 - 3
     26                      Ss          .302           R     5 - 4
     27                      Lf          .309          pL     5 - 4
     28                      of          .247           S     7 - 5
     29      3               Rf          .348          pR     5 - 4
     30                      1b          .293          pL     2 - 2
     31      7               1b          .307           L     5 - 3
     32      2               2b          .301           R     4 - 3
     33      8               DH          .295          pR     2 - 2
     34                      of          .270           L     6 - 5
     35      9               Ss          .285           R     6 - 5


                     SUBSTITUTIONS

PROCHALLENGE BASEBALL is designed to let  you  play  baseball  and  have
fun.    While  playing  the  game,  you  are  allowed  to  make  liberal
substitutions.  Anybody can replace anyone, anytime, anywhere.   However
in  real  baseball, once a player replaces another, whether it is in the
field or at bat, the replaced player may not return for the remainder of
the game.  In PROCHALLENGE BASEBALL it is up to you to  enforce  general
baseball rules.

At  any  point during the game you can press (L) to change the lineup of
either team.  To return to the game, press (C) to complete.

INACTIVE PLAYERS

In baseball, from the first day of the season through  to  September,  a
team  is  permitted  to  carry a 24-man roster.  Therefore, the teams on
your disk consist of 30 players, 24 active and 6  inactive.   This  does
not  mean  you  cannot  activate  those  6 players and use all 30.  This
feature only allows you to face the problems that a real manager has  to
deal  with,  and  allows you to choose the players that you want to use.
For example, if one of your active players is in a "slump", activate one
of your 6 inactive players and allow  the  new  player  to  replace  the
slumping  player  on the active roster.  PROCHALLENGE BASEBALL indicates
the inactive player using an asterisk on the Lineup selection screen.

CREATING A NEW TEAM

You can create a new team by copying an existing team using a new  name.
Copy the team on to your existing Team disk or hard disk.

e.g.     COPY  BOSTON.TM  NEWTEAM.TM

This  will  duplicate  the  BOSTON.TM  roster  in  the  new  file called
NEWTEAM.TM.  To customize your new team, load PROCHALLENGE BASEBALL  and
select  your  team  using  the  '?' option in the team selection screen.
Once your team is loaded it can be  modified  with  the  lineup  editor.
(see Modify Stats section).

TAKE YOUR TEAM ON A ROAD TRIP

You  have  created  your  ultimate  team  and want to take it on a 'Road
Trip'.  To  do  this,you  must  copy  your  team  onto  your  opponent's
PROCHALLENGE BASEBALL Team disk or Hard disk.

LEAGUE PLAY

To  join  the PROCHALLENGE BASEBALL LEAGUE and participate in one of our
tournament competitions, please send in  your  Game  Registration  Card,
indicating  that  you  are  interested  in more information.  We will be
happy to provide you with a copy of our  League  Play  newsletter  which
discusses upcoming events.



          A GLOSSARY OF COMMON BASEBALL TERMS

AT RISK
Some  of the hits include the question "Send runner at risk?" This means
that a fielder has already caught the ball and that it  would  be  risky
for  a  runner to advance to another base.  In this case, you would send
the runner only if you had the utmost confidence in him or if  you  were
behind in the game and were becoming desperate.

BALK
While  preparing to pitch, the pitcher makes illegal movements which may
deceive the runners on base.  Runners advance one base.

BASE-ON-BALLS
If the batter receives four balls, he is awarded first base.

BULLPEN
The area on the field where relief pitchers warm up.

BUNT
FIRST BASELINE (F3).  Unless this is used by a very fast runner or  your
opponent  is  caught  totally  by  surprise,  this is almost a sure OUT.
However, the "sacrifice" bunt can  be  used  effectively  to  advance  a
runner(s) into better scoring position.

THIRD  BASELINE  (F5).   The sacrifice is generally used when there is a
runner on first base or runners on first and second base with less  than
two men out.  The only play is to first base and the runners advance one
base.   The  batter  is  out:  he  "sacrificed"  to  advance  the  other
runners(s).

CALL THE PITCH (F9)
Hitting is both a physical and mental task.  If you think that the pitch
will be low and it is either in the middle or high, chances are you will
only hit part of the ball or miss it entirely.  By  calling  the  pitch,
you  are  gambling  that  you  know where the pitch will be.  If you are
right, you are a hero.  If you guess wrong, you are a bum.  Not an  easy
call!

CUT-OFF MAN
An  infielder  who  intercepts a throw from the outfield to a base in an
attempt to trap another baserunner.   For  example,  the  right  fielder
throws  the  ball to home plate to catch the lead runner, but the second
baseman intercepts the throw in an attempt to trap the batter  going  to
second base.

DOUBLE
A  two-base  hit.  The batter reaches second base; other runners advance
two bases.


FIELDER'S CHOICE
The runner on first base is 'forced' at second base on a grounder to the
infield.  The batter is said to reach first base on a  fielder's  choice
play.

GROUND RULES
A set of rules agreed upon by both teams for a particular game, that is,
a  ground rule double means that if a base hit goes into the stands on a
bounce, the batter is automatically awarded second base.

HIT AND RUN (F7)
With this signal, the runners take  off  with  the  pitch.   The  batter
swings  away  and  tries  to  make  contact with the ball to protect and
advance the runners.

INFIELD FLY RULE
If the batter hits a fair pop up in the infield, with runners  on  first
and  second  base,  or with the bases loaded, and less than two out, the
Infield Fly Rule is called and the batter is  automatically  out.   This
prevents  the  fielder  from  intentionally dropping the ball to start a
double or triple play.

INTENTIONAL WALK
Four balls deliberately thrown by the pitcher to put the batter on first
base.  If Someone is on 2nd base and/or 3rd base  with  no  one  on  1st
base;  then  walk  the  batter  to  set up a 'force' play or a fielder's
choice.  This can make the fielder's job much easier.

LEAD
The distance between a runner and the base he is on (short lead,  medium
lead or long lead).

PICKOFF PLAY
If  a  runner takes too long a lead from the base, the pitcher can throw
the ball to that base attempting to tag or trap  the  runner  before  he
gets back to the base.

PITCHOUT
The  pitcher deliberately throws the ball wide of the plate anticipating
a possible steal attempt.  The catcher then is in a strong  position  to
throw the runner out.

RUN AND HIT (F8)
A basic steal situation.  The batter has the option to check his swing.

SACRIFICE
The batter bunts himself out to advance the other runner(s) on base.


SINGLES
SINGLE  ONLY.   A  hit  into  an  area of the field easily played by the
outfielder, allowing all baserunners to advance one base.

SOLID SINGLE.  A one-base hit.  The batter  reaches  first  base;  other
baserunners advance two bases.

SQUEEZE BUNT
DELAYED  SQUEEZE.   The third baserunner waits for good placement of the
bunt before he  advances.   This  is  a  safer  play,  but  lessens  the
possibility of a score.

SUICIDE  SQUEEZE.   Basically,  the  same  play as the Hit and Run.  The
third base runner heads for home plate as the ball is pitched.

STAND-UP DOUBLE
A two-base hit.  The  batter  reaches  second  base  easily;  all  other
runners score on the play.

SWING (F1)
You  are  giving  the batter the "green light" to hit the pitch.  Should
you dislike the pitch that is offered, you may try to "check your swing"
or hold up.  If the pitch is definitely out  of  the  strike  zone,  the
batter automatically checks his swing.

TAKE (F2)
Don't  swing,  just  watch  the  pitch go by.  If the pitcher is getting
tired or you just want to know what he is thinking, take the  pitch  and
see if he misses the strike zone.

TAKE AND STEAL (F4)
This  signal  is  basically the same as the Take as far as the batter is
concerned.  The batter takes the pitch in order not  to  interfere  with
the base runner's attempt to steal a base.

