[Blindapple] Preliminary Success with Mame on the Mac
Jayson Smith
jaybird at bluegrasspals.com
Mon Nov 18 02:18:40 EST 2024
Hi,
I'm pasting the keyboard assignments, courtesy of the experimental MAME
patch that makes the UI accessible with NVDA. That hasn't been updated
in a few months and is very experimental. I'm also attaching a text file
which is an OCR of the manual for the baseball game. Hope this helps.
Jayson
--------------------
P1 0 / Swing Kbd 0 or Kbd Alt
P1 1 / Bunt Kbd 1 or Kbd W
P1 2 Kbd 2 or Kbd E
P1 3 / Power Kbd 3 or Kbd R
P1 4 Kbd 4 or Kbd S
P1 5 / Squeeze Kbd 5 or Kbd D
P1 6 Kbd 6 or Kbd F
P1 7 / Steal Kbd 7 or Kbd X
P1 8 Kbd 8 or Kbd C
P1 9 / Extra Base Kbd 9 or Kbd V
P1 No / Cancel Kbd Backspace
P1 Pinch Hitter Kbd Q
P1 Pinch Runner Kbd Z
P1 Score Kbd A
P1 Time Out Kbd -
P1 Yes / Enter Kbd Enter
P2 0 / Ball Kbd Num 0 or Kbd Right Alt
P2 1 / Fast Kbd Num 1 or Kbd U
P2 2 / Curve Kbd Num 2 or Kbd I
P2 3 / Change Kbd Num 3 or Kbd O
P2 4 / Pitchout Kbd Num 4 or Kbd J
P2 5 / Pickoff Kbd Num 5 or Kbd K
P2 6 / Intentional Walk Kbd Num 6 or Kbd L
P2 7 / Relief Kbd Num 7 or Kbd M
P2 8 Kbd Num 8 or Kbd ,
P2 9 / Sub Kbd Num 9 or Kbd .
P2 Infield In Kbd Y
P2 Instant Replay Kbd N
P2 No / Cancel Kbd Num Del
P2 Score Kbd H
P2 Time Out Kbd Num -
P2 Yes / Enter Kbd Num Enter
On 11/17/2024 8:54 PM, Joseph Norton via BlindApple wrote:
> Hi:
>
> I can shed some light on the Baseball game. I am not entirely sure of the keystrokes, but, I seem to remember using the Enter key and maybe the number keys. Can't say for sure.
>
> I have, gone into the OSD and set the switch that makes it play itself, but, that is not accessible and I've had a heck of a time getting it set.
>
> In Windows, the disk sounds work. Maybe you can try deleting the ini files and running mame with the dash c c option to get it to ccreate a new ini file. Back up what you have, of course, in case this does not work.
>
> Sorry I can't be more help.
>
>
>
> _______________________________________________
> BlindApple mailing list
> BlindApple at bluegrasspals.com
> https://bluegrasspals.com/mailman/listinfo/blindapple
>
-------------- next part --------------
TM
The Electronic Game with Real Baseball Players
Ages 10 to adult / 1 or 2 players
Rules 51988 Parker Brothers, Beverly, MA 01915.
Printed in U.S.A.
THIRD BASE
FIRST BASE
SHORTSTOP
SECOND BASE
4
2 CATCHER
8
CENTER FIELD
7
LEFT FIELD
RIGHT FIELD
,Instructions
NOTE: Refer to this diagram when making substitutions in a starting lineup. You must enter a player's position number, represented by the numbers above
1,19.
ONE-MINUTE RULES
These brief rules will let you jump right in and start to play the STAIMNG LINEUPTmTalking Baseball game. You'll learn the mosi basic "Computer Pitch" and the "Computer Swing." Try these now • • then learn the more advanced and sophisticated capabilities of the game by reading the complete instructions that follow
How to Pitch: The Computer Pitch
Sit with the blue Pitcher's Controls facing you.
Flip ON/OFF switch to PLAYER.
Even if you're practicing alone, when the announcer asks. Will there be two players?" PRESS YES.
When he asks, "Do you want to change this setup'?" PRESS NO.
Listen for the announcer to say something like "He looks for the sign." then PRESS ENTER TWICE.
To throw additional pitches, repeat step 5.
How to Bat: The Computer Swing
If you're playing with a friend, one of you will pitch (by pushing 1 he ENTER button twice on the Pitcher's Controls keypad).
If you're playing alone, you'll pitch to yourself (by pressing the pitching ENTER button TWICE) and you'll operate the Batter's buttons as well.
I. Sit with the red Batter's Controls facing you.
(The machine should already be ON in the PLAYER mode. Even if you're playing alone, you should already have pressed YES when asked if there will be two players.
When he asked "Do you want to change the setup?" you already pressed NO.)
After he says. "He looks for the sign," but before the FIFTH blink of the lights at home plate, PRESS SWING.
EQUIPMENT
STARTING LINEUP TM Talking Baseball Electronic Game Unit
40 Superstar Reference Cards in full color
Instruction Booklet
Attachable flags, lights, and decals
Batter's and Pitcher's HELP cards (including ROSTER cards)
Scorecard*
4 C-Size Batteries required (not included)
*NOTE: fo increase your enjoyment, use the separate scorecard to record each game you play.
tiri; ti:Arte6
STARTING LINEUPTM Talking Baseball is a computerized baseball game played with real players whose own personal statistics help determine the outcome of every play. Your role is to manage these players by making gameplay decisions for them. Your decisions and skills combine with the players' real-life statistics to create an exciting and detailed game.
During the game, one player operates the Pitcher's Control Buttons while the other player takes the Batter's Control Buttons, switching controls every half-inning. One player can also enjoy the game, playing against the computer instead of another player.
Built into the game are the statistics of 40 top players, including such superstars as Cal Ripken, Carlton Fisk, Bret Saberhagen and Dave Winfield, playing against superstars like Fernando Valenzuela, Tim Raines, Keith Hernandez and Dale Murphy.
You'll be able to review all 40 players' stats on the baseball cards, so you'll have their batting averages, ERA's, bases stolen, and more, right at your fingertips.
The play-by-play is called by a professional baseball radio announcer, a second announcer helps you to set up the game, and you are prompted to enter your decisions into the computer at the appropriate times.
So, let's play ball!
SETUP
Attach the Parker Brothers Stadium flags, lights and decals as shown in the illustration.
HELP CARDS: Separate these out from the deck, and read them now. These are designed for quick reference while you're playing, but an initial read-through will give you a general idea how to play.
ROSTER CARDS show you who's in the American and National starting lineups and who the substitutes are, plus the batting order, player and position numbers, and position played.
SUPERSTAR REFERENCE CARDS give you all the players' stats at your fingertips, so you'll know just how to manage your team. NOTE: For quick reference, line up the cards according to the batting order given on each of the ROSTER cards.
Now, study the game unit itself, including the two keypads:
Pitcher's Control Buttons (blue keypad) let you select the type of pitch as well as its location in the strike zone.
Batter's Control Buttons (red keypad) let you select the timing and type of swing you want, and advance runners already on base.
Pitch Display Lights at home plate correspond to the 9 numbered buttons on both the Pitcher's and Batter's Controls and represent the strike zone. They give you the path of the pitch, including its final location in the strike zone.
Base Lights indicate when a runner is on base.
Power Switch turns the unit ON and is used to select the Coach Mode or Player Mode.
6. Flip now to the INDEX and GLOSSARY on page 14. This is a quick reference if you need to find detailed instructions — or definitions
— during play.
2
(NO/CANCEL)
If you push a button by mistake — or want to change your mind — push this button.
If you need more time to make a decision, press and HOLD DOWN this button.
( TIME our )
NOTES: Before learning more about actual Pitching and Batting options, let's go over the basics of play for one or two players.
How you get into the gameplay differs, depending on the number of players. You may play against the computer — or against another-player — and the computer will play according to choices you make and the players' actual statistics.
Remember during play that you may use the TIME OUT and NO/CANCEL buttons if you need more time, or change your mind.
ONE PLAYER: You Against the Computer
If you have selected the One Player mode, you have four basic gameplay options. The computer will prompt you with a series of questions which let you choose to: 1) Play on the National team and bat and pitch for them; 2) play on the American team and bat and pitch for them; 3) play as batter for both teams, whenever they're at bat; or 4) play as pitcher for both teams, whenever they're on the mound.
When the announcer asks, "Will there be two players?" PRESS NO. The announcer then tells you which team has been randomly selected as the "away" or "home" team.
When the announcer asks, "Do you want to change this setup?" PRESS YES.
If you're still a rookie, go with the team setup and automatic lineup: When asked "Do you want to change the team?" PRESS NO.
When asked "Do you want to look at the lineup for the National/American team?" PRESS NO. (You'll learn how to change teams and lineups later.)
"Do you want to start in the first inning?" As a rookie player, PRESS YES.
"Do you want a fast pitch game?" PRESS NO for now; you'll learn how to fast pitch later on page 11.
"Do you want to play with one team the whole game?" If you press YES, you will both bat and pitch for just one team for the whole game, switching back and forth from the Batter's to the Pitcher's Controls. The computer will let you pick which team you'll play for.
If you press NO, you'll control either the Batter's Control Buttons or the Pitcher's Control Buttons for the entire game, playing for both teams. When he asks, "Do you want to be the pitcher?" Press YES or NO, depending on if you want to pitch or bat for the whole game.
Once the announcer says, "The game is ready to play," the game begins.
TWO PLAYERS: You Against an Opponent
Decide which side you'll play on.
The announcer begins "the setup." When he asks, "Will there be two players?" one of you enters YES. The announcer then tells you which team has been randomly selected as the "home" team. Since "visitors" bat first, turn the unit around so that you're sitting at the appropriate controls.
When the announcer asks, "Do you want to change this setup?" you have a choice: You may go with the random team selection and its automatic lineup, or you may change them. If you're a new player, ENTER NO and go with the team setup and automatic lineup. You'll learn how to change them later, on page 11.
Once the announcer says, "The game is ready to play," the game begins, and the announcer introduces the pitcher and lead-off hitter.
NOTE: When the Americans are home, both teams may use a Designated Hitter (DH). When the National side is home, there is NO Designated Hitter.
COACH MODE: You as Manager
You can also act as manager by playing with the game in the COACH mode. This is explained on page 12.
ON THE MOUND:
PITCHER INSTRUCTIONS
There are four pitching challenges — Computer Pitch, Pitch Type Select, Strike Zone Select and Ball Path Select — plus the advanced level Fast Pitch you'll learn about on page 11.
Start with Computer Pitch (which you may have practiced during the "One-Minute Rules"), then work your way up through the other selections.
Basic: The Computer Pitch
Sit with the blue Pitcher's Controls facing you.
Flip ON/OFF switch to PLAYER.
Even if you're practicing alone, when the announcer asks, "Will there be two players?" PRESS YES.
When he asks, "Do you want to change this setup?" PRESS NO.
Listen for the announcer to say something like "He looks in for the sign," then PRESS ENTER TWICE.
To practice additional pitches, repeat step 5.
Intermediate: Pitch Type Select
(anzvE )
Wait for the announcer to say something like, "He looks for the sign."
Press either FAST, CURVE or CHANGE (for "Change-Up").
After the announcer says, "He gets it," PRESS ENTER TWICE. (The computer will select the path of the ball.)
( FAST ) FAST BALL: Shows the fastest and straightest movement on the Pitch Display Lights.
curtrE CURVE BALL/SLIDER: Shows medium speed and the most
indirect movement on the Pitch Display Lights.
( CHANGE ) CHANGE-UP: Shows the slowest speed and some indirect movement on the Pitch Display Lights.
(CHANGE)
Advanced: Strike Zone Select
For additional control, after pressing in a pitch type (FAST, CURVE or CHANGE), you may select the ball's final location in the strike zone. Press a number (0 through 9 on the keypad), then press ENTER to throw the pitch.
Pressing #0 will always produce a pitch thrown outside the strike zone (a "ball").
#1-9 will all be strikes. For example, #9 will be a pitch that catches the
low outside corner.
For examples, see the Player-Timed Contact Swing at page 9.
Advanced: Ball Path Select: 0-9
If you want, you can enter the entire pitch pattern by pressing three of the numbered positions (0 through 9 on the keypad) before pressing ENTER. (If' you press more than three, only the last three will register.) The positions must be adjacent on the keypad; if the pattern is illogical, the computer wilt correct it The display will blink twice for each position entered. To throw Ball, press the 0 (Ball) button last.
PITCHER CONTROL BUTTONS
(PTCHOUT)(PICKOFF) (INTWALK)
Instead of choosing a type of pitch, you may wish to pick a PITCHOUT, PICK-OFF or INTENTIONAL WALK. After the announcer says something like "He looks for the sign," select one of the three buttons, then press ENTER twice.
(PTCHOUT) PITCHOUT: There must be at least one runner on base. Pitch will be an automatic ball. Will not light up on the Pitch Display Lights. Improves the chance of throwing out a runner who is stealing on a pitch.
Must be at least one runner on base. Lets pitcher try to pick off most advanced runner. May be attempted more than once.
The first attempt has the best chance of throwing out the
runner. Each subsequent attempt, however, decreases the
chance of throwing the runner out and could produce a balk. ( INTWALK) INTENTIONAL WALK: Only one pitch is thrown. The batter takes first base.
You also have these "managerial" options that let you change who plays, and where in the field. You can also ask for an Instant Replay.
Press between pitches (hold if necessary), and the announcer will ask a series of questions which allow you to select a relief pitcher.
( SUB ) DEFENSE SUBSTITUTION: Press between pitches (hold if necessary), and the announcer will ask a series of questions which allow you to select a new fielder. See diagram on cover for position numbers.
Any Outfielder (OF) can play either Left (7), Center (8), or Right (9) field; when you put one in as a sub, you will be asked to specify which position you want him to play.
Press between pitches. This increases the chance of throwing out a runner at home (or other advancing runners) on a ground ball or bunt. Ground balls hit hard, however, may get past the infielders when they've been brought in. Press this button to put the infield in or out. Infield automatically goes out after every batter.
(INSTANT
Press after the play is completed but before the next pitch is
REPLAY Jthrown. The announcer will report the last play sequence.
Press and hold and the announcer will give you the score, who's at bat, balls and strikes, inning, the number of outs, and the lineup. Release button at any time to cancel. If necessary, press and hold CANCEL.
Press between pitches to stop the game. The announcer will ask, "Do you want help?" If you do, press YES, and you will be directed to one of the HELP cards (one for Batter's Controls, one for Pitcher's). Press ENTER to resume game.
(CANCEL )As long as the action hasn't begun, press to cancel any decision.
AT BAT:
BATTER INSTRUCTIONS
Computer Swing, Player-Timed Swing and Player-Timed Contact Swing are each more sophisticated than the last. So start with the Computer Swing, and work your way up.
Basic: The Computer Swing
NOTE: If you're playing with a friend, one of you will pitch (by pushing the ENTER button twice on the Pitcher's Controls keypad). If you're playing alone, you'll pitch to yourself (by pressing the pitching ENTER button twice) and you'll operate the Batter's buttons as well.
This swing is determined solely by the hitter's stats; it is not influenced by your own sense of timing.
Sit with the red Batter's Controls facing you.
(The machine should already be ON in the PLAYER mode., Even if you're playing alone,you should already have pressed yes when asked if there will be two players. When he asks "Do you want to change the setup?", PRESS NO.)
After he says "He looks for the sign" but before the FIFTH blink of the lights at home plate, PRESS SWING.
To swing at additional pitches, repeat step 3.
Intermediate: The Player-Timed Swing
Have you been watching the blinking lights at home plate? They indicate the path of the ball between the pitcher and the catcher: On the first blink, the ball leaves the pitcher's hand; on the fifth, it's over the plate; by the end of the sixth blink, it's in the catcher's mitt. (There are at least two pulses for each light lit.)
1. After the announcer says something like "Here's the pitch," watch the lights to see if the pitch is going to end up in or out of the strike zone.
If the ball lands outside the zone, it's a "ball" and the lights will blink two or four times.
If they blink five or six times, the pitch is inside the strike zone.
2. If you decide you should swing at it because it's going to land inside the zone, try to press SWING during the fifth or sixth blink.
Pressing early pulls the ball left; pressing late hits it to the right.
Batter Instructions continued on page 9
( PICKOFF )
( RELIEF )
(INFIELD IN)
6
( SCORE )
@ME OUT )
If game does not When announcer says, "Put in
accept player number the player number of the man at
of Designated Hitter bat," put in the pitcher's number
when you're in (not the DH's). The computer
Challenge mode... will automatically put the DH
into the lineup in the pitcher's place.
If game does not accept
When announcer asks,"Do you
your choice of teams
want to change this setup?"
when using two
press YES even if the two teams
cartridges (one in
the computer randomly selects
each cartridge port)...
are the ones you want. Then, put in the two teams you want by inputting their numbers.
If game does not
Send in your relief pitcher by
accept your RELIEF
using the SUB (SUBstitution)
pitcher...
button. Press the SUB button; when announcer says, "Put in the number of the field position to change," put in 1 (for the pitcher), then put in the relief pitcher's player number.
If INSTANT REPLAY
The INSTANT REPLAY button
button does not work...
does not work with the cartridges. Gameplay itself is not affected.
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hi:
N)N1,414% , 4
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ttf-‘41Z4 o1. Player-Timed Contact Swingrk„,,._ •
,-1-j,....----. 1,-,.''ed performance, when • you've developed goad timing, use the
11 'h "--"es t i I: rooeled 1 thniugh 9. . •:,
4* ' announcer says something like 'Here's the pitch," watch the '
to, szzit.Ct.: ball along the Pitch Display lights at borne plate, and try to what type of pitch it is and where it will fall in the strike zone.
"•31, kricji ' ball. P'5 s one of the buttons numbered 1-9 corresponding to the t it ttl Jorth blinking light. Pressing early pulls the ball left; pressing late
4(atil the right.
Olt,
-Is of pitch paths and how to swing:
#9 during fifth or sixth blink if light in that position is lit.
4 #4 during fifth or sixth blink if lipt in thAt position is lit.
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0 0 0 CD (1
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4 0 0
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SWING
BATTER CONTROL BUTTONS
For the first 4 options below, the following applies: During pitch selection time (from the moment the announcer says something like "He looks for the sign" to the time he says "Here's the pitch"), you may select one of the four options below, then carry through by pressing either SWING or one of the numbers 1-9, as described earlier for a Computer Swing, Player-Timed swing. or Player-Timed Contact Swing.
or.2aill. Batter will attempt a bunt. Success will depend on the
location of the pitch, the speed of the batter, and the position (in or back) of the infield. Press BUNT, then press SWING or 1-9.
„TTEE23E Similar to a bunt, except that there must be a runner on
5424‘' third. If the batter misses the ball, the runner attempts to steal. Press SQUEEZE, then press SWING or 1-9.
POW1511 Batter swings hard, trying for a home run. Success depends on your timing and the batter's hitting stats. Increases chance for home run; decreases chance for safe hit. Press POWER, then press SWING, or 1-9.
Must be at least one runner on base. All runners will go with the pitch. If the ball is hit, runners will advance based on their running abilities. Even if the batter does not swing, or if the ball is not hit, the lead runner will try' for a steal, and the attempt will be charged to him. Success of the steal will depend on the lead runner's speed rating.
If you press this button, you may also press BUNT. SQUEEZE or POWER, then press SWING or 1-9.
As with any innovative electronic product, there are a few idiosyncrasies in the STARTING LINEUP nd Talking Baseball software. While we regret the inconvenience, we have worked out these solutions:
Problem I Solution
9
For the following two batter options, press the button you want after you hear the announcer say something like "He looks for the sign," and before he says "Here's the pitch."
Press between pitches (and hold if necessary) and the announcer will ask a series of questions which allow you to select a pinch hitter. (Their player numbers are on the roster cards and on their own player cards.) Remember, the pinch hitter will go to the field in the replaced hitter's fielding position — including to the pitcher's mound. You may need a replacement in the field, because good runners may not be good pitchers. Once a player is removed, he may not be put back in.
Press between pitches (and hold if necessary), and the announcer will ask you a series of questions which will allow you to select a pinch runner. (Their player numbers are on the roster cards and on their own cards.)
You also have these other options:
Press and hold, and the announcer will give you the score, who's at bat, balls and strikes, inning, the number of outs, and the lineup. Release button at any time to cancel. If necessary, press and hold CANCEL.
Press between pitches. Stops the game. The announcer will ask, "Do you want help?" If you do, press YES. Press ENTER to resume game.
As long as the action hasn't begun, press to cancel any decision.
EXTRA BASE: Press and hold after you make contact with the ball and before the end of the play. If the hit is a single, double, or triple, all runners (including the batter) will attempt to take an extra base. Beware of the increased risk of being tagged out!
(TIME OUT )
(CANCEL )
( X-BASE )
SETUP OPTIONS
Now that you've learned the basics of pitching and batting, it's time to really manage your teams! The following "setup options" let you 1) change teams; 2) set and change lineups based on your knowledge of player statistics from the reference cards; 3) replay a game, or part of a game that's already been played in a "challenge game"; and 4) play at an advanced "fast pitch" skill level.
For all the options, when the announcer says, "Do you want to change this setup?" press YES.
CHANGE A TEAM
When the announcer says, "Do you want to change the setup?" press YES.
When he says, "Do you want to change a team?" press YES, and he will ask for the numbers for the home team and visitors' team. Enter the numbers from the list below:
100 American (When this team is home, both teams may use DH's.)
500 National (When this team is home, there are NO DH's.)
501 Hall of Fame (When this team is home, there are NO DH's.)
Additional cartridges: If you have purchased a separate cartridge(s), enter the team number, then press ENTER.
(PINCH RUNNER)
X ,x )01i Al• 113;,
The announcer will ask, "Do you want to look at the lineup?" Press YES and he will ask, "Do you want to hear the starting lineup?" Press YES if you do.
The atmouncer will then ask, "Do you want to put in an all new lineup'?" If you do, press YES (see the CHANGE THE LINEUPS section below).
NOTE: When the American side is the Home team, the Designated Hitters will be announced in the lineup. When the National side is Home, the pitchers will bat.
RANGE THE LiNELft's.,
As you know, you're given an automatic lineup as you're setting up the game. There are, however, 10 other players on each team roster. Here's your chance to create your own starting lineup.
When the announcer asks, "Do you want to change this setup?" press YES.
"Do you want to change the team?" Press YES or NO.
"Do you want to look at the lineup for the National team?" Press YES. likewise for the American team.
"Do you want to hear the starting lineup?" PRESS YES or NO.
"Do you want to put in an all new lineup?" Press YES.
The announcer will then ask a series of questions that enable you to create the new lineup. You'll enter the players' numbers and position numbers according to the roster cards or the individual players' cards.
THE CHALLENGE GAME
One of the really interesting features of STARTING LINEUP.'" Talking Baseball is The Challenge Game. Here's your chance to play baseball's version of the "Monday morning quarterback." You can recreate a specific situation from a previous game and get a second chance at trying to improve the results. You can simulate your favorite baseball fantasy — Clemens on the mound at the top of the ninth, score tied. Strawberry at bat. Whatever intrigues you, The Challenge Game lets you see how it plays! Here's how you do it:
With the game in PLAYER mode, answer the announcer's question about the number of players. Then, when he asks, "Do you want to change this setup?" press YES. When asked, change the lineup if you want.
Whether or not you've changed the lineup, the computer will begin a series of questions with "Do you want to start in the first inning?" You may select the inning, the score for each team and who's at bat for each team.
ADVANCED SKILL LEVEL — THE FAST PITCH
When you become experienced, you'll want to try a fast pitch game. You'll need fast reflexes and quick decisions to make your plays as the lights along the pitch path blink faster than in the regular game, adding to the excitement.
After the regular questions about the number of players, changing the setup and lineups, the announcer will ask, "Do you want a fast pitch game?" Press YES.
If there are two players, the game will be ready to play.
If you are playing alone: When the announcer asks, "Do you want to play with one team the whole game?" press YES if you do. If you don't, press NO and you'll be asked, "Do you want to be the pitcher?" Press YES or NO. The announcer will then ask, "Do you want to play for the American/ National team?" Press YES or NO.
10
THE COACH MODE
Now that you know the basics of the game, you can play along with the computer, matching your managerial skills with its. In Coach Mode, let the computer make decisions up to the point where you want to jump in and change the play. Do you want to pull the pitcher off the mound and send in someone else? Do you want to make a runner try to steal a base to see if the outcome of the game would change? You can make these selective changes in the Coach Mode. To play:
Move the Power Switch to the COACH mode.
Listen, then jump into the game by pressing the appropriate button quickly at any decision point. As long as the Power Switch is set at COACH, you'll play as the manager.
If you do not interrupt the game by making your own choice, the computer will choose for you.
NOTE: In the Coach mode, you'll play with the automatic starting lineup; you cannot change them. You may, however, make SUBSTITUTIONS or send in a RELIEF pitcher after the game has begun.
TECHNICAL INFORMATION —
PLEASE READ THIS SECTION CAREFULLY
Batteries: To Install or Replace
The unit is powered by four C-Cell batteries. We recommend that you use the longer- lasting
alkaline batteries.
The battery compartment is on the bottom of the unit. To remove the cover, push it hard
in the direction of the arrow and lift. Install the batteries.
When installing the batteries, be sure the metal clips are touching the batteries; if they
are not, bend the clips out slightly so that contact will be made.
Batteries: Care and Removal
To avoid battery leakage and consequent damage to the game, always remove batteries from the unit if it is to be stored for long periods of time, and immediately remove any battery you think is defective.
All batteries must eventually be replaced. With a weak battery, for example, there may be no sound or light when the unit is turned on. Or as you're playing, a weak battery can cause a continuous buzzing sound. If any problems occur with new batteries, check to make sure that you've installed them correctly.
Proper Care
The STARTING LINEUP Tm Talking Baseball Electronic Game Unit contains many electronic
parts. Therefore:
*Never take the unit apart.
*Don't drop or jolt the unit.
'Take care not to get the unit wet.
Improper Function
If your game fails to function properly: 1) Check if the batteries are loose or the battery clips are not in contact with the batteries; if either condition exists, adjust the clips. 2) Replace the batteries with fresh ones. 3) If the game still does not function properly, call our Consumer Relations Department at 508-921-3500.
Compliance with FCC Regulations
This equipment generates and uses radio frequency energy and if not installed and used properly, that is, in strict accordance with the manufacturer's instructions, may cause interference to radio and television reception. It has been type-tested and found to comply with the limits for a Class B computing device in accordance with the specifications in Subpart J of Part 15 of FCC Rules, which are designed to provide reasonable protection against such interference in a residential installation. However, there is no guarantee that interference will not occur in a particular installation. If this equipment does cause interference to radio or television reception, which can be determined by turning the equipment off and on, the user is encouraged to try to correct the interference by one or both of the following measures: Reorient the receiving antenna, and/or relocate the game away from the receiver.
If necessary, the user should consult the dealer or an experienced radio/television technician for additional suggestions. The user may find the following booklet prepared by the Federal Communications Commission helpful: "How to Identify and Resolve Radio-TV Interference Problems." This booklet is available from the U. S. Government Printing Office. Washington, D.C., 20402, Stock No.004-000-00345-4.
90-Day Limited Warranty
PARKER BROTHERS warrants, subject to the conditions below, that if the components of this product prove defective because of improper workmanship or material during the period of 90 days from the date of original purchase, PARKER BROTHERS will repair the product or replace it with a new or repaired unit, without charge.
CONDITIONS:
PROOF OF PURCHASE: The retail sales receipt or other proof of purchase must be provided to Parker Brothers.
PROPER DELIVERY: The product must be shipped, prepaid, or delivered for servicing, either
in the original package or in a similar package providing an equal degree of protection, to:
Parker Brothers
190 Bridge Street
Salem, MA 01970
Attn: QUALITY CONTROL DEPT.
IMPORTANT NOTE: To insure proper delivery, please ship the product via United Parcel Service (UPS) or U.S. Postal Service, insured mail.
If your STARTING LINEUP.'" Talking Baseball game requires repairs after terminan of the 90-day warranty period, you may return the game to Parker Brothers' Quality Control Department and it will be repaired for a flat fee of $15.00. Return the defective
merchandise, freight prepaid, to Parker Brothers with an enclosed check or money order payable to Parker Brothers for the amount of $15.00. If, after inspection, it is determined that your merchandise cannot be repaired, it will be returned to you and your payment will be refurided.
UNAUTHORIZED REPAIR, ABUSE, The product must not have been previously repaired or serviced by anyone other than PARKER BROTHERS; the product must not have been subjected to an accident, misuse or abuse.
If you have any questions about the repair or return of the game, contact the Consumer Relations Department, P.O.Box 1012, Beverly, MA 01915.
EXCEPT TO THE EXTENT APPLICABLE BY LAW, ALL IMPLIED WARRANTIES MADE BY PARKER BROTHERS IN CONNECTION WITH THE PRODUCT, INCLUDING THE WARRANTY OF MERCHANTABILITY, ARE LIMITED IN DURATION TO A PERIOD OF 90 DAYS FROM THE DATE OF ORIGINAL PURCHASE; AND NO WARRANTIES, WHETHER EXPRESSED OR IMPLIED. INCLUDING THE WARRANTY OF MERCHANTABILITY, SHALL APPLY TO THIS PRODUCT AFTER SAID PERIOD. SHOULD THIS PRODUCT PROVE DEFECTIVE IN WORKMANSHIP AND MATERIAL, THE CONSUMER'S SOLE REMEDY SHALL BE SUCH REPAIR OR REPLACEMENT AS HEREIN EXPRESSLY PROVIDED; AND UNDER NO CIRCUMSTANCES SHALL PARKER BROTHERS BE LIABLE FOR ANY LOSS OR DAMAGE, DIRECT OR CONSEQUENTIAL. ARISING OUT OF THE USE OF, OR INABILITY TO USE, THIS PRODUCT.
SOME STATES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS, OR THE EXCLUSIONS OR LIMITATIONS OF INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATIONS OR EXCLUSIONS MAY NOT APPLY TO YOU. THIS WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS AND YOU MAY ALSO HAVE OTHER RIGHTS WHICH VARY FROM STATE TO STATE.
We would be happy to answer your questions or comments about the STARTING LINEUPTM Talking Baseball game. Write to the Consumer Relations Department, Parker Brothers, P.O.Box 1012, Beverly, MA 01915, or telephone 508-921-3500.
MPARKER
BROTHERS
13
12
GLOSSARY
0-9 buttons, 6
Advanced Skill Level—Fast Pitch, 11
Ball, 6
Ball Path Select, 6
Bat, How to, 2
Batteries, 12
Batter Control Buttons, 9
BUNT, 9
CANCEL, 7
Cartridges, 10
Challenge Game, 11
CHANGE, 5
Change lineups, 11
Change teams, 10
COACH Mode, 12
Computer pitch, 2, 5
Computer SWING, 2, 7
CURVE, 5
Defense SUBstitution, 6
Extra Base, 10
FAST, 5
Fast Pitch, 11
INFIELD IN, 6
INTWALK, 6
INSTANT REPLAY, 7
Lineups:
Look at, 11
Change, 11
NO/CANCEL, 4
One player, 4
Outfielder SUBstitution, 6
PICKOFF, 6
PINCH HITTER, 10
PINCH RUNNER, 10
Pitch, How to, 2
Pitch Display Lights, 3
Pitch Type Select, 5
Pitcher Control Buttons, 6
PTCHOUT, 6
Player-Timed Contact Swing, 9
Player-Timed Swing, 7
POWER, 9
RELIEF pitcher, 6 BALL A pitch outside the strike zone that the batter does not swing at
BUNT To bat a pitched ball with a half swing so the ball rolls slowly into the infield
CHANGE = Changeup Through deceptive moves, the pitcher gives the impression he'll throw a fast ball, but actually throws a slow pitch, thus putting the batter off balance
CURVE A pitch that veers from the normal straight path between pitcher and batter/catcher
Defense SUBstitution To replace a player in the field with another player
FAST = Fast Ball A pitch thrown at fast speed; the lights at home plate will blink faster
Fast Pitch A challenging option in the game, where all types of pitches are thrown at greater speed than normal
INFIELD IN To bring the infielders in closer to home plate in order to tic 'd a hit ball faster
INTV7ALK = Intentional Walk The pitcher throws four "balls" on purpose, to put a man on base
PICKOFF The pitcher attempts to catch a base runner off base with a quick throw
PINCH HITTER A batter put into the lineup to substitute for another batter
PINCH RUNNER A substitute runner put on base after the lineup batter bats and takes one (or more) bases
PTCHOUT = Pitchout The pitcher intentionally throws the ball too far outside the strike zone for the batter to hit, especially in anticipation of an attempted "steal by a base runner
POWER The batter swings hard, trying to hit a home run out of the park RELIEF Pitcher A pitcher sent in to substitute for another pitcher
SQUEEZE Play As soon as the pitcher makes a motion to pitch, the runner starts for home and the batter attempts a bunt
STEAL A base runner tries to advance a base while the pitcher is pitching to the batter
Strike The batter swings and misses the ball or (except on the third swing) hits a foul ball
X-BASE = Extra Base A runner tries to stretch a single into a double, a double into a triple, or a triple into an in-the-park home run
SCORE, 7
Setup options, 10
SQUEEZE, 9
STEAL, 9
Strike Zone Select, 6
SUBstitutions,6
Technical information, 12
TIME OUT, 7
Two players, 4
X-BASE, 10
Warranty, 13
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