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Читы для Triple Play 2001

Чит-файл для Triple Play 2001

Triple Play 2001

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Treyarch Invention
Издатель:Electronic Arts
Модель распространения:розничная продажа
ISO статус:релиз состоялся 25 марта 2000 года
Жанры:Sport (Baseball) / 3D
Похожие игры:Triple Play 2000
Multiplayer:(2) head-to-head, модем, LAN, Internet

Даты выхода игры

вышла в марте 2000 г.

FAQ [ENG]

Информация актуальна для
TRIPLE PLAY 2001
                                   "The No-Cheat FAQ"
                                      Version 1.01
                     By Dennis L. "Fox" Doucette(rocketshow@hotmail.com)
                                       May 2, 2000
|============================================================================|
|This FAQ is Copyright 2000 by Dennis L. "Fox" Doucette.
|Triple Play 2001 is Copyright 2000 by Electronic Arts.                      |
|----------------------------------------------------------------------------|
|
|============================================================================|
------------------------------------------------------------------------------
|=================|
|TABLE OF CONTENTS|
|=================|
1. Revision History
2. My Cheat Code Policy for Sports Games
3. Game Modes
  A. Single Game
  B. Season
  C. Playoffs
  D. Big League Challenge
  E. Legends HR Derby
4. Basic Strategy
  A. Batting
  B. Pitching
  C. Fielding
  D. Baserunning
5. Slightly More Advanced Strategy
  A. Situational Hitting
  B. Pitching to Get the Strikeout
  C. Fielder's Choice---Making the Right Throw
  D. Clever Baserunning
  E. Enhanced Batting, Pitching, and Running with the Season Store
6. Stupid Stat Tricks
  A. Getting Your Guys on the All-Star Team
  B. Milking Another K from a Pitcher
  C. How to Blow Saves in Three Easy Steps
7. How to Use The Team Guides
  A. List of Abbreviations
8. National League East Team Guides
  A. Atlanta Braves
  B. Florida Marlins
  C. Montrйal Expos
  D. New York Mets
  E. Philadelphia Phillies
9. Coming Soon
------------------------------------------------------------------------------
|===================|
|1. REVISION HISTORY|
|===================|

Version 0.5 (4/6/00)---The first edition of this FAQ.  This is a different
kind of sports game FAQ, one devoted much more to strategy than simply finding
as many cheat codes as possible and beating the machine into next week with
automatic strikeouts and home runs.

Version 0.75 (4/27/00)--Added the "Stupid Stat Tricks" section after learning
a few valuable lessons about what to do and more importantly, what NOT to do
with the stats compiler feature.

Version 1.0 (5/1/00)--Ladies and Gentlemen, the first of the Team Guides!  I'm
going to update them one step (that is, one division) at a time until they're
done, and note that some of these versions may be online for less than a week
before they're updated...depending on my posting schedule.  Version 1.01 will
fix my glaring omission of the Overall ratings from the Marlins' pitching
staff.

Version 1.01 (5/2/00)-Fixed the glaring omission of the Overall ratings from
the Marlins' pitching staff.  Added a tidbit about the Home Run Derby show,
which came in an email yesterday morning.

STILL TO DO: Five more divisions, plus a comprehensive Trades/Free Agents
section, a must for any good team manager.  At least I'm finally making some
positive headway here!
------------------------------------------------------------------------------
|========================================|
|2. MY CHEAT CODE POLICY FOR SPORTS GAMES|
|========================================|

Come on, people.  Does everyone who owns sports games try to unlock all the
secrets and then cheat like nobody's business in order to win by the largest
margin of victory possible?  Any idiot can unlock the "Fast Baserunning" or
"Super Powerup" cheats and win the games 300 to nothing simply by bunting for
a base hit until the bases are loaded and then unloading a grand slam home
run...and using powered-up pitching to blow 120-mph fastballs past the enemy
hitters for 27 K's a game.  That's not sports, though.  The whole idea of
these type of games is to use the one-player mode to perfect your fundamentals
then use those enhanced fundamentals to totally whip on your friends when they
come over to play.  Rather than have them show you up when you can't rely on
your pathetic techniques, you have to outthink and outsmart them with corner-
nibbling sliders and curveballs, plate-bouncing splitfinger pitches, and two-
strike changeups that cause your friends to yell "no fair!" because you made
them look silly.  This guide will help you to master the fundamentals and
nuances and be able to win fairly...which will make you unstoppable in two-
player mode.
------------------------------------------------------------------------------
|=============|
|3. GAME MODES|
|=============|

Triple Play 2001 offers several interesting game modes, each with their own
styles, advantages, and disadvantages.  Most notably, it gives you the chance
to put Mark McGwire up in a Home Run Derby against Babe Ruth, or something
similar...or just hunker down in the trenches for 162 games of grueling wars
of attrition known as "season mode".  The full MLB license (an absolute must
for any game) makes the whole thing authentic using stats from the 1999 season
as a guide to player ratings.

|===============|
|3A. SINGLE GAME|
|===============|

This does as its name implies.  Pick teams, pick a stadium, and play with the
rosters before the game (you can even hold a roto-style draft to get the best
players for your squad in a true All-Star format).  Then take the field and
go nine, may the best men win.

|===============|
|3B. SEASON MODE|
|===============|

Like Single Game, this allows you to mess with rosters and the like, with the
difference being that "points cap play" prevents you from making too many
unfair trades.  In addition, certain feats during gameplay (hitting home runs,
striking out enemy hitters, turning double plays, etc.) allow you to earn
points that can be used to upgrade your players or buy Legendary players, or
even buy new and interesting stadiums (ever wanted to play baseball on the
moon?)  The Points make this game similar in some regards to the NES classic
"Baseball Stars", when the player could earn money to use toward buying player
upgrades.  If you win the World Series in this mode, you go to the Triple Play
World Showdown to play against six dream-style teams.

|============|
|3C. PLAYOFFS|
|============|

Go directly to the madness of the Major League Baseball playoffs with this
mode.  You can set your playoffs up any way you wish, so if you want to create
a playoff tree in which your team need only go through the Padres, Marlins,
and Twins to get to the championship, then you have that right (although why
you'd want to beat up on crappy teams...haven't we been over this already?)
Choose a single-elimination format, a best-of-five series, or the standard
5-7-7 format in use in baseball today, and get off and running!

|========================|
|3D. BIG LEAGUE CHALLENGE|
|========================|

Back in the late 1950's and early 1960's, there was a television program known
as "Home Run Derby", which pitted the best sluggers of the day in a
mano-a-mano struggle to determine who was the best hitter of the time.  The
format had players playing nine innings in which a home run was worth a point
and any swing not resulting in a homer was an out.  Three outs an inning, nine
innings, and the best score at the end would be the champion.

Well, EA Sports has brought this time-honored contest back in the form of "Big
League Challenge".  The rules are exactly the same for the traditional
tournament format, in which you and an opponent (human or mechanical) go 1, 3,
5, 7, or 9 innings with 1, 2, or 3 outs per inning in a Home Run Derby.

There is also an extremely cool feature called "Extreme Big League Challenge",
which is better described as "Target Practice".  Contestants play in one of
four "extreme" stadiums (Cashman Field in Las Vegas, Construction Site,
Medieval Castle, or Living Room in Mission Viejo, CA), where the object is not
just to hit towering home runs, but also to demolish a series of targets (the
Living Room stadium provides high comedy in this regard).  The home runs are
worth one point for every two feet they travel (a 400-foot homer would thus be
worth 200 points), and the targets are worth anywhere from one hundred (for
easy targets just beyond the fence), to ten thousand (for small targets or
ones in foul ground).  Note that a foul ball that hits a target in foul ground
is counted as a home run, so don't write off that ball sprayed down the line
until it lands!  The innings and outs remain the same, and total point value
prevails.

Note that "Big League Challenge" makes an awesome place to "take BP", because
you can set up the Home Run Derby in your favorite team's home stadium and hit
long balls to your heart's content.  Also, you can set what kind of pitch is
coming, so you can learn how to hit fastballs, curve balls, sliders, changeups
and even the infamous knuckleball.

|==========================|
|3E. LEGENDS HOME RUN DERBY|
|==========================|

Not only can you do the 1950's style Home Run Derby with today's players, you
can even make believe it's 1959 all over again and pit the legendary players
against each other in a tournament.  If you're going to make the Home Run
Derby experience completely authentic, then let me point out that the old TV
show was filmed in Los Angeles, so if you pick Dodger Stadium, you'll be very
close to authenticating the whole thing, although you won't be exactly there
because the field used was in LA but wasn't Dodger Stadium exactly.  It was a
stadium nicknamed (by an odd coincidence) Wrigley Field. (Thanks to alert
reader David Shucosky (dmshucos@syr.edu) for the tidbit.)

Other than that, the game mode works exactly the same way, except the default
game is five innings for the prelims and seven innings for the final,
presumably to prevent the player from having to push the button over and over
and over again and develop carpal tunnel from a four-hundred homer opening
round.  This mode is surprisingly overrated for just that very reason.
------------------------------------------------------------------------------
|=================|
|4. BASIC STRATEGY|
|=================|

This is for those of you who have an understanding of the rudiments of the
sport of baseball (and if you don't know how to play baseball then why did you
buy a baseball game?) but don't really have a firm grasp on the strategy
element of it.  A lot of this stuff will look really obvious, some of the
other stuff is covered to some extent in the manual, but I'm going to go over
it just to make sure everyone's with me.

|===========|
|4A. BATTING|
|===========|

Batting is pretty simple.  It's just a matter of waiting for the right pitch,
timing your swing right (which you should have mastered in Big League
Challenge Mode before playing a game...I told you it's good batting practice!)
and having the D-pad pushed in the right direction for the type of hit you're
trying to achieve (it's awfully hard to hit home runs with the D-pad pointed
towards "ground ball swing"!)  Push X for a conservative swing, which will
make contact and is great for getting base hits in critical situations or for
getting some hits off a pitcher who seems to own your team.  Push the square
button for an aggressive swing, which is the button you should be using in
all situations EXCEPT for the ones I've just mentioned.  The square button
allows your player to really get a hold of the ball, and if you time it just
right, you can hit line drive home runs that travel as far as 450 feet without
ever rising more than about 10-12 feet off the ground.  Also, square button
hitting tends to create long line drives that go for doubles and triples into
the gap.  Use the circle button to bunt, good for when your pitcher comes up
and you want him to move a baserunner over without risking hitting into a
double play.

|============|
|4B. PITCHING|
|============|

Pitching is even simpler, yet if you make mistakes, your pitcher is going to
spend an awful lot of his time with his neck craned upward and his head facing
the outfield wall as he watches his offering get turned into a monster home
run by the enemy hitter.  The key is to KEEP THE BALL DOWN.  That's it.  There
really isn't any more to it.  KEEP THE BALL DOWN.  KEEP IT DOWN!

Sorry for the overload, but it's true.  Don't mess around with sliders and
curves unless your opponent is human.  The computer players hit the curveball
with frightening precision and power.  The computer player can only be beaten
by four pitches:  The Fastball, the Change-Up, the Sinker, and the Splitter.
Any other pitch will be jacked out of the yard with some regularity.

Use the X button for all of your pitches, because if you have "Aftertouch"
turned on it will eliminate the need for setting up outside of the strike zone
with the initial pitch setup.  Then hold down on the D-Pad while you deliver
the pitch, starting your "hold-down" at different times depending on your
pitcher's control, which seems to vary game to game and even inning to inning,
so there's no catch-all secret to doing this.  Learn through trial and error,
and don't cry over it if you give up a couple of gopher balls.  After all, you
know how to bat, right?  If the pitch goes for a ball or strike, repeat the
process...otherwise, resolve the issue in the field and get ready for the next
hitter.

|============|
|4C. FIELDING|
|============|

Fielding is easy enough.  Set it to Automatic.  I know that sounds like a
rather underhanded way to resolve the issue, but you don't need to be wasting
your time fighting the controls as you chase the ball all over the place.  You
want your guys to be in position to make the play and the throw, and this is
the best way to accomplish that.  So set Fielding to Automatic, but set the
Throwing to Manual so you can be absolutely sure what base you're throwing the
ball to.

After your fielder picks up the ball, choose a base to throw to (use the icon
of the diamond in the top right of the screen to determine where the runners
are), and press square for an aggressive power throw or X for a conservative
throw.  The difference lies in the likelihood of a throwing error, so use X
if you've got the baserunner beaten by a good distance, and use square for
close plays, double plays, and throws from the outfield.  If you have errors
turned off, then use square for all of your throws, as a throwing error is no
longer possible with this option set.

|===============|
|4D. BASERUNNING|
|===============|

EA Sports really improved the baserunning this year.  They made it possible
to override a lot of the stuff that Automatic baserunning tends to make your
player do, while keeping a level of AI in the runners of which you are not in
direct control.  Automatic baserunning is therefore a better option, though
certainly not foolproof.  This year, you can determine how much of a lead your
runners take, when they take off to steal, and the method by which they slide
(head- or feet-first).

It also behooves you to watch the pitcher, because if you're going to use this
method to steal bases, you're also going to have to beware because if you give
the order to take off too soon, you're going to be caught in a rundown by the
pickoff throw...and that just makes you look bad.  Be aggressive, but be
mindful of what's going on, and remember that all you've got to do is take
your finger off the D-pad and the runner will automatically retreat to the
base when the throw comes (useful for preventing accidentally sending a runner
from elsewhere on the diamond when there are multiple runners on base).
------------------------------------------------------------------------------
|==================================|
|5. SLIGHTLY MORE ADVANCED STRATEGY|
|==================================|

These strategies get into the meat of not just hitting and pitching, but doing
so with an eye towards saving a couple of runs and making the difference in a
close game.  Some of these strategies can mean a subtle difference between
losing 6-5 in nine or winning 7-6 in eleven.  The Basic strategy is great when
you're way ahead or behind, but you'll need more ammo for the close fights.

|=======================|
|5A. SITUATIONAL HITTING|
|=======================|

One of the most common mistakes people make when playing baseball games (real
or video) is the misconception that you should always be trying to hit the
ball as far as humanly possible, trying for a home run every time you're at
bat.  Lack of patience, however, can lead to nightmares when the wind is
blowing in from dead center and none of your hits are carrying beyond the
fence.  It's real frustrating to swing for the fences every time and lose 2-1
because you couldn't generate any offense with men on base.

The secret is to use what real-world baseball commentators call "situational
hitting".  This refers to the art of trying for the single down the line with
a guy on second, so the guy on second has the opportunity to make the turn at
third base and come charging toward home with enough head of steam to beat the
throw.  Also, it means you can bust out your home-run swing with a guy on
third base because even if you hit a fly to the track that gets caught just in
front of the wall, you've still got a sacrifice and an RBI.

Sometimes a well-placed bunt can create some great opportunities as well.  For
this example, I'm going to use the New York Mets, but you can use any team.
The situation is, it's the bottom of the 7th, game tied at 2, and a pitching
change will be made to start the 8th.  Darryl Hamilton leads off with a base
hit into left field, and Rey Ordonez is up with the pinch hitter on deck.

Now, you could try and get a hit with Ordonez, but you run the risk of hitting
into a double play.  The better thing to do would be to bunt Hamilton over to
2nd, and use the square button with no embellishment from the D-Pad to try and
get a line-drive single and an RBI for the pinch-hitter, since Hamilton runs
well and can score on a base hit.  If you get the hit, you're up 3-2 with the
Mets' great bullpen coming in to close out the game.  See how useful
"situational hitting" can be?

|=================================|
|5B. PITCHING TO GET THE STRIKEOUT|
|=================================|

Anyone can keep the ball down and make a feast out of all the grounders that
get hit to the infield.  But All-Stars are not made exclusively from "good
ground-ball pitchers".  You've got to show some flash, like Pedro Martinez or
Randy Johnson...and for that, you're going to need some secrets for getting
strikeouts.

There's not much that can be done to get to a two-strike count.  Low fastballs
and sharp sinkers tend to be fouled off, and that sets up your prime chance to
get yourself a K.  If there are less than two balls on the hitter (get your
mind out of the gutter), then "waste" a slider or curveball outside.  Then
come back with a change-up or (only if your pitcher doesn't throw a changeup)
a splitfinger pitch.  When you go to set the strength of the pitch, just give
the smallest little tap to the X button while holding down on the D-Pad like
you're trying to will the ball to go through the dirt.  The hitter's rhythm
will be thrown off, and he will swing right through the ball, looking pretty
foolish in the process.  If he does get a bat on the ball, it will be either
a slow roller or a foul ball, so this is NEARLY (though not totally, I'll
admit) risk-free.  I managed to get 12 K's in a game with Mike Hampton of the
Mets using this method and another I'll describe in "Enhanced Pitching"
(section 5E).

|=============================================|
|5C. FIELDER'S CHOICE---MAKING THE RIGHT THROW|
|=============================================|

Another mistake people often make playing baseball is not knowing where to
throw the ball after making a play in the field.  Sometimes you'll see a slow
roller to the left side which the third baseman tries to turn into a double-
play ball, except that the runner beats the throw to second and the shortstop
can't turn the throw fast enough to get it to first.  The third baseman could
have made his team's job a lot easier by getting the out at first and not
giving the enemy team an extra out to try and score runs with.  Remember, it's
always better to give up a run (unless the game is close in the late innings)
and get an extra out than to try to be a hero by making a stupid play.  Also
remember that when throwing a ball in from the outfield on a fly or a base hit
to hit the cutoff man unless you're trying to throw ahead of a lead runner
going to third or trying to make a play at the plate with an outfielder who
has a strong arm.  If you watch baseball regularly, this strategy comes pretty
naturally, and it is worth remembering that EA Sports' AI has advanced to the
point where if it works in real life, it'll probably work in the video game.

|======================|
|5D. CLEVER BASERUNNING|
|======================|

OK, maybe this isn't exactly "clever", but it's a rule of thumb that has
worked well for me as I've been playing this game:  If your runner has a speed
rating greater than 72, he can steal second.  If he has a speed rating greater
than 90, he can steal third.  Otherwise, keep him put.

If you "buy" enhancements for your runner, the rules change, and these numbers
do vary based on the "Arm" rating of the catcher.  A catcher with a strong arm
may throw out all potential second-base stealers with ratings lower than 76,
whereas a putty-armed catcher can be stolen on by guys with ratings all the
way down to 68.  A little trial and error can work wonders as you discover how
good your baserunning skills are, because pushing the X button while running
will give your guy a speed burst, so those of you who lord over the electic
torture scene in Metal Gear Solid or who can Boost your GF's to amazing levels
in Final Fantasy VIII may be able to apply those skills and be a baserunning
machine in Triple Play 2001.

Also remember that when the player's icon on the diamond turns yellow, pushing
the square button or circle button can make your player slide...and the head-
first slide is greatly encouraged by the game in the form of favorable calls
from the umpires.

|=================================================================|
|5E. ENHANCED BATTING, PITCHING, AND RUNNING WITH THE SEASON STORE|
|=================================================================|

The "Baseball Stars" analogy comes into play here.  When you play a game in
Season mode, you are awarded points based on feats achieved during the game.
The points are awarded on the following points scale:

|============================================================================|
|ACHIEVEMENT|POINTS|                        NOTES                            |
|===========|======|=========================================================|
|Grand Slam | 400  |Grand slams are unlimited.                               |
|Home Run   | 300  |*More than 4 home runs cap at 1000 points.               |
|Triple Play| 500  |                                                         |
|Double Play| 300  |                                                         |
|Triple     | 300  |                                                         |
|Double     | 200  |                                                         |
|Stolen Base| 200  |There is no penalty for being caught stealing.           |
|Strikeout  | 200  |Note that this is guys on the OTHER team who strike out! |
|RBI        | 100  |Scoring a run only gets 100 points if an RBI was credited|
|Win Game   | 100  |Shouldn't this be worth more?!                           |
|============================================================================|

By saving up these points, you can go into the "Season Store" and purchase
upgrades to your players' abilities, which allows you to simulate your players
getting better as the season goes on.  You can purchase Baserunning upgrades
for 5000 points, which allow almost anyone to steal third), Pitching upgrades
which put a new pitch called "Knuckleball" in which is actually a 110-mph
diving fastball, or allow your pitcher to have better control/endurance/etc.,
or Batting upgrades which increase your player's home run power (I bought one
for Mike Piazza and he now has 34 home runs through the 22nd of April and will
break Mark McGwire's single-season HR record by Memorial Day!)

You can use Enhanced Pitching for a special advantage.  Because your new pitch
gives you dominion over the hitter (because of its sheer speed), the hitter
will frequently foul this pitch off, creating more two-strike counts for you
to use your change-up.  Also, the change-up becomes a LOT more effective, as
the hitter becomes used to really fast pitches and gets thrown off by a 58-mph
golf ball.  The results are as you'd expect.
------------------------------------------------------------------------------
|=====================|
|6. STUPID STAT TRICKS|
|=====================|
The game's statistics compiler has a couple of glitches in it which can be
exploited to your advantage.  In particular, whenever you pinch-hit for your
pitcher while tied or behind and take the lead in the bottom half of the
inning, your #1 starter becomes the pitcher of record and can pick up a real
cheap win (on my Mets team Mike Hampton is 10-0 despite only having pitched in
nine ballgames, having won all nine of his starts plus a tenth game before I
learned a way around this problem).

As far as getting around this problem is concerned, simply substitute in the
new pitcher as soon as the pinch hitter either gets his hit or is out.
Alternately, you can wait until you're in a position to tie up the ballgame
and make the substitution then.

This has one other added advantage.  If you pinch-hit for a starter with a
lead of three runs or less, be sure to substitute in the reliever if you
intend to have him finish the game.  The game will treat the save situation as
being alive at the moment the reliever came into the game.  Also, you don't
have to warm the guy up because he will "warm up" while your team is at bat
and be good to go when he has to pitch.  This can be worth 10-20 cheap saves a
season if you do it right.  It also works in the American League, and has the
added advantage of not being reliant on the pitcher being up at bat.

Oh, and in National League play, don't "double-switch" (substitute a pitcher
and a position player to rig the batting order, a common strategy among NL
managers) because some reliever (and you can never quite tell which one) will
be inexplicably credited with a complete game (I got one for Billy Taylor, who
I happen to be using as my closer!)

|==========================================|
|6A. GETTING YOUR GUYS ON THE ALL-STAR TEAM|
|==========================================|

Want to get guys on the All-Star team?  If you've been following every one of
my strategies in this FAQ it should be no problem.  Pitchers get into the All-
Star Game more or less solely based on their strikeout totals with stuff like
ERA and opponents' batting average used as tiebreakers, and wins and innings
pitched playing a smaller role.

For position players, home runs and stolen bases are the Big Two, although you
can really submarine your player's chances if he's frequently caught stealing.
Other good ways to get a guy on the All-Star team include strong performances
with runners in scoring position, lots of putouts and assists for shortstops
and second basemen, not striking out, hitting lots of doubles and triples, and
(to a lesser extent) being a "popular player" (guys like Jeter and Nomar have
natural biases built in to their All-Star voting, at least from what I've seen
as I've played).  You should be able to get at least six players to start the
All-Star Game for your league.

|====================================|
|6B. MILKING ANOTHER K FROM A PITCHER|
|====================================|

This is going to seem really obvious.  If there's a one-strike count and the
opposing batter pops a foul ball down the line, your fielder will go after it
and try to make the catch for the out.  Unless you're in a situation where you
NEED a pop-fly out (there's a runner on third and less than two outs), then
push the D-pad in the direction opposite the one which leads to the ball.  The
ball will drop harmlessly for a foul ball, bringing up strike two, which you
can then convert into a strikeout opportunity with the dying changeup
technique.  A couple of extra K's go a long way toward deciding stuff like
All-Star balloting and the Cy Young award, so by all means milk this for all
it's worth.

|======================================|
|6C. BLOWING A SAVE IN THREE EASY STEPS|
|======================================|

I learned this one the hard way.  The computer has a certain degree of sense
as far as when you're "rigging the stats".  I'll take the (humiliating)
example I encountered and hold myself up as a model not to be followed.  On my
Mets squad, I signed Rocky Coppinger as a free agent largely because he bites
and can be used to spell my aces (Wendell, Benitez, and Taylor) giving them an
extra day of rest.

I took a 6-2 lead over Florida into the bottom of the 9th and brought Rocky in
to try and intentionally give up a run while Benitez warmed up in the bullpen
to come in and pick up the cheap save.  Well, while Benitez was warming up,
Coppinger pitched like stinking horse crap and let the Marlins back into the
game.  It was 6-4 with the bases loaded when Benitez was finally ready to come
in.  He gave up a sac fly to make it 6-5, and then the game's sacred tenet of
swinging for the fences with runners on base caused Preston Wilson to jump on
a splitter that didn't split, smacking it off the Jumbotron in left-center.
Eight-six, game over, and ample supplies of curse words spewing from my maw as
I learned the sacred truth about life: Hubris is always, ALWAYS punished no
matter how good you think you are.  Learn a lesson from this, friends.
------------------------------------------------------------------------------
|=============================|
|7. HOW TO USE THE TEAM GUIDES|
|=============================|

The upcoming section, "Team Guides", includes rosters and statistical info for
all teams included in the game.  The best way to use this is to take this FAQ,
load it into the word processor of your choice, insert a page break in between
the individual team sections, then print it out.  That way, each team will
have its own individual page, and by the use of a three-hole punch and a three
ring binder, you'll have a binder full of relevant team information.

To use this information, you'll need to "advance scout" much like actual
baseball managers do.  Find out who your next opponent is, then use the game's
"Pitching Rotation" (it's under Team Management on the Season screen) to find
out who's going to be pitching for your opponent.  Create a lineup that hits
well against the pitcher's hand (good lefthanded hitters versus a righty, good
righthanded hitters versus a lefty, you get the idea), and plow them into the
fray.  Also, you'll get an idea of who you can pitch cheap stuff to and who
you'll have to be a little bit more careful against, who might steal a base
(so your catcher will be ready to jump up and throw the guy out), and other
useful information.  It's probably a little bit deep for a video game, maybe a
little bit of overkill, but if it helps you to win a ballgame or two, or
decide for whom to trade or who to sign as a free agent, well, that's why I'm
here.

Pay attention to the player ratings on the opposing team.  Players with a good
"Eye" rating will be less likely to swing at your dying changeup, while
players with a good "Clutch" rating will be more likely to be swinging for the
fences with runners on late in the game.  Outfielders with good arms will be
tough to run on (obviously) while an outfield full of guys with crappy "Arm"
ratings will give up a lot of doubles and triples to aggressive baserunners
(that means you, Charlie Brown).

Guys with strong ratings in most categories but a disproportionately low
"Overall" rating can be the subject of bargain-basement trades if you trade
your overrated player for the other guy's underrated one.  However, overall
ratings do change as the season goes on based on the player's performance and
any upgrades purchased.
|=========================|
|7A. LIST OF ABBREVIATIONS|
|=========================|
POS: Player Position (S/R: Starter/Reliever/Closer)
T/B: Throws/Bats
AVG/HR/RBI/ERA/W-L/SV: 1999 Player Stats
CON: Contact, CTC: Clutch, RXN: Reaction, others self-explanatory
PITCHES: FS: Fastball, CH: Change, SL: Slider, CV: Curve, SK: Sinker,
         SP: Splitter, SC: Screwball, KN: Knuckleball
CT: Clutch (Pitchers), EN: Endurance
------------------------------------------------------------------------------
|===============================================|
|8. NATIONAL LEAGUE EASTERN DIVISION TEAM GUIDES|
|===============================================|

To win the NL East, you'll need to either play as the Braves, learn how to
beat the Braves, or play for the wild-card...but if you're using all the other
strategies laid out in this guide, you'll go 162-0 anyway.

|==================|
|8A. ATLANTA BRAVES|
|==================|

STRENGTHS: Starting Pitching, Hitting for Power, Bullpen
WEAKNESSES: Baserunning, the "Strikeout Technique" (two of their starters
            don't throw the changeup)
|============================================================================|
|STARTING LINEUP     |   |   |    |  |   |   |   |   |   |   |   |   |   |   |
|---|----------------|---|---|----|--|---|---|---|---|---|---|---|---|---|---|
|POS|PLAYER NAME     |T/B|OVR|AVG.|HR|RBI|CON|PWR|SPD|EYE|CTC|RXN|FLD|ARM|AGE|
|---|----------------|---|---|----|--|---|---|---|---|---|---|---|---|---|---|
| C |Javy Lopez      |R/R| 64|.317|11| 45| 86| 75| 48| 87| 83| 25| 71| 46| 29|
| 1B|Andres Galarraga|R/R| 81| N/A|NA|N/A| 81| 85| 65| 78| 79| 73| 64| 73| 38|
| 2B|Quilvio Veras   |R/S| 71|.280| 6| 41| 74| 64| 61| 87| 64| 68| 76| 42| 28|
| 3B|Chipper Jones   |R/S| 93|.319|45|110| 87| 80| 72| 95| 99| 85| 79| 73| 27|
| SS|Walt Weiss      |R/S| 61|.225| 2| 29| 59| 62| 60| 83| 67| 59| 71| 72| 36|
| LF|Reggie Sanders  |R/R| 79|.284|26| 72| 76| 73| 78| 84| 65| 59| 64| 59| 32|
| CF|Andruw Jones    |R/R| 79|.275|26| 84| 73| 74| 84| 87| 80| 71| 99| 99| 22|
| RF|Brian Jordan    |R/R| 85|.282|23|115| 84| 74| 66| 87| 77| 68| 79| 85| 32|
|---|----------------|---|---|----|--|---|---|---|---|---|---|---|---|---|---|
|BENCH:POSITION PLAYERS  |   |    |  |   |   |   |   |   |   |   |   |   |   |
|---|----------------|---|---|----|--|---|---|---|---|---|---|---|---|---|---|
| C |Eddie Perez     |R/R| 59|.249| 7| 30| 66| 65| 42| 84| 53| 25| 75| 55| 31|
| 1B|Wally Joyner    |L/L| 59|.247| 5| 43| 66| 72| 42| 87| 68| 71| 87| 48| 37|
| 1B|Randall Simon   |L/L| 59|.316| 5| 25| 86| 71| 48| 91| 56| 75| 83| 38| 24|
| 2B|Keith Lockhart  |R/L| 58|.260| 1| 21| 69| 64| 52| 87| 64| 79| 90| 71| 35|
| SS|Ozzie Guillen   |R/L| 60|.241| 1| 20| 64| 66| 62| 87| 60| 57| 72| 83| 36|
| CF|Otis Nixon      |R/S| 62|.205| 0|  8| 53| 47| 96| 87| 56| 83| 78| 50| 41|
|----------------------------------------------------------------------------|
|PITCHERS            |   |   |     |  |    |    |    |    |    |   |  |  |   |
|---|----------------|---|---|-----|--|----|----|----|----|----|---|--|--|---|
|S/R|PITCHER NAME    |T/B|OVR|W-L  |SV|ERA |BEST|2ND |3RD |4TH |ARM|CT|EN|AGE|
|---|----------------|---|---|-----|--|----|----|----|----|----|---|--|--|---|
|SP1|Greg Maddux     |R/R| 87|19- 9| 0|3.57|CV90|CH89|SL81|FS68| 78|90|85| 33|
|SP2|Kevin Millwood  |R/R| 98|18- 7| 0|2.68|FS72|SL68|CV63|CH50| 80|92|90| 25|
|SP3|John Smoltz     |R/R| 84|11- 8| 0|3.19|FS87|SP74|CV62|SL62| 91|74|86| 32|
|SP4|Tom Glavine     |L/L| 79|14-11| 0|4.12|CH85|CV68|FS65|SL64| 76|83|93| 33|
|SP5|Odalis Perez    |L/L| 76| 4- 6| 0|6.00|SL50|FS48|CH42|----| 64|42|86| 21|
|RP |Bruce Chen      |L/S| 66| 2- 2| 0|5.47|FS58|CV52|SL37|----| 71|41|66| 22|
|RP |Terry Mulholland|L/R| 78|10- 8| 1|4.39|FS72|SL63|CH51|SP32| 80|74|68| 36|
|RP |Kevin McGlinchy |R/R| 79| 7- 3| 0|2.82|FS68|SL60|CV50|----| 78|87|47| 22|
|RP |Mike Remlinger  |L/L| 83|10- 1| 1|2.37|FS69|SL66|CV62|CH36| 78|87|48| 33|
|RP |Rudy Seanez     |R/R| 75| 6- 1| 3|3.35|FS72|CV45|CH40|----| 80|81|45| 31|
|CP |John Rocker     |L/R| 90| 4- 5|38|2.49|FS96|SL66|CV41|----| 97|86|46| 25|
|============================================================================|

|===================|
|8B. FLORIDA MARLINS|
|===================|
STRENGTHS: Umm...this team just sucks.  Preston Wilson carries this team's
           offense practically by himself.
WEAKNESSES: Lousy power hitting, low contact ratings, almost no pitchers throw
            changeups, slow baserunners...like I said, this team just sucks.

|============================================================================|
|STARTING LINEUP     |   |   |    |  |   |   |   |   |   |   |   |   |   |   |
|---|----------------|---|---|----|--|---|---|---|---|---|---|---|---|---|---|
|POS|PLAYER NAME     |T/B|OVR|AVG.|HR|RBI|CON|PWR|SPD|EYE|CTC|RXN|FLD|ARM|AGE|
|---|----------------|---|---|----|--|---|---|---|---|---|---|---|---|---|---|
| C |Mike Redmond    |R/R| 58|.301| 1| 27| 81| 64| 34| 90| 64| 25| 80| 64| 28|
| 1B|Derek Lee       |R/R| 57|.206| 5| 20| 53| 72| 55| 67| 55| 66| 79| 64| 24|
| 2B|Luis Castillo   |R/S| 76|.301| 0| 28| 81| 66| 83| 88| 71| 70| 94| 97| 24|
| 3B|Mike Lowell     |R/R| 62|.253|12| 47| 68| 67| 33| 79| 80| 85| 98| 66| 26|
| SS|Alex Gonzalez   |R/R| 71|.276|14| 59| 73| 69| 51| 79| 76| 49| 83| 86| 23|
| LF|Cliff Floyd     |R/L| 65|.302|11| 49| 81| 70| 65| 87| 67| 51| 78| 52| 27|
| CF|Preston Wilson  |R/R| 77|.280|26| 71| 74| 72| 62| 75| 81| 48| 51| 44| 25|
| RF|Mark Kotsay     |L/L| 73|.270| 8| 50| 72| 66| 59| 87| 74| 65| 78| 99| 24|
|---|----------------|---|---|----|--|---|---|---|---|---|---|---|---|---|---|
|BENCH: POSITION PLAYERS |   |    |  |   |   |   |   |   |   |   |   |   |   |
|---|----------------|---|---|----|--|---|---|---|---|---|---|---|---|---|---|
| SS|Dave Berg       |R/R| 59|.286| 3| 25| 77| 66| 55| 84| 67| 59| 69| 48| 29|
| SS|Abraham Nuсez   |R/S| 59|.220| 0| 17| 57| 61| 64| 78| 50| 45| 78| 70| 23|
| LF|Danny Bautista  |R/R| 59|.287| 5| 24| 77| 66| 62| 83| 68| 70| 87| 45| 27|
| RF|Brant Brown     |L/L| 66|.231|16| 58| 60| 70| 55| 68| 52| 75| 81| 53| 28|
|---|----------------|---|---|----|--|---|---|---|---|---|---|---|---|---|---|
|PITCHERS            |   |   |     |  |    |    |    |    |    |   |  |  |   |
|---|----------------|---|---|-----|--|----|----|----|----|----|---|--|--|---|
|S/R|PITCHER NAME    |T/B|OVR|W-L  |SV|ERA |BEST|2ND |3RD |4TH |ARM|CT|EN|AGE|
|---|----------------|---|---|-----|--|----|----|----|----|----|---|--|--|---|
|SP1|Alex Fernandez  |R/R| 76| 7- 8| 0|3.38|FS81|CV72|CH63|SL63| 87|40|84| 30|
|SP2|Vladimir Nuсez  |R/R| 76| 7-10| 1|4.06|SL57|FS48|SP36|----| 64|66|58| 24|
|SP3|A.J. Burnett    |R/R| 67| 4- 2| 0|3.48|FS61|SL57|CV50|CH42| 73|41|90| 23|
|SP4|Ryan Dempster   |R/R| 74| 7- 8| 0|4.71|FS59|CV51|SL35|----| 71|83|89| 22|
|SP5|Dennis Springer |R/R| 75| 6-16| 1|4.86|KN67|CV47|FS44|CH37| 61|63|79| 35|
|RP |Ricky Bones     |R/R| 63| 0- 3| 0|5.98|SP66|CV64|FS62|CH54| 73|53|52| 30|
|RP |Kirt Ojala      |L/L| 62| 0- 1| 0|14.3|SL54|FS38|----|----| 57|42|51| 31|
|RP |Jesus Sanchez   |L/L| 69| 5- 7| 0|6.01|FS55|SL51|----|----| 69|61|50| 25|
|RP |Vic Darensbourg |L/L| 62| 0- 1| 0|8.83|FS50|SL38|SP30|----| 65|65|44| 29|
|RP |Brian Edmondson |R/R| 72| 5- 8| 1|5.84|FS61|CH37|----|----| 73|79|50| 27|
|RP |Braden Looper   |R/R| 70| 3- 3| 0|3.80|CV50|FS46|----|----| 62|66|47| 25|
|RP |Dan Miceli      |R/R| 77| 4- 5| 2|4.46|FS73|SL59|CH54|----| 81|71|47| 29|
|CP |A. Alfonseca    |R/R| 76| 4- 5|21|3.24|FS75|SL55|----|----| 83|80|45| 27|
|============================================================================|

|==================|
|8C. MONTRЙAL EXPOS|
|==================|

STRENGTHS: Good hitting in the middle of the lineup, starting pitchers who can
           strike people out, above average bench hitting, killer closer
WEAKNESSES: Slow baserunners, weak arms, weak setup men mean you'll have to
            leave starters in longer to get to Urbina
|============================================================================|
|STARTING LINEUP     |   |   |    |  |   |   |   |   |   |   |   |   |   |   |
|---|----------------|---|---|----|--|---|---|---|---|---|---|---|---|---|---|
|POS|PLAYER NAME     |T/B|OVR|AVG.|HR|RBI|CON|PWR|SPD|EYE|CTC|RXN|FLD|ARM|AGE|
|---|----------------|---|---|----|--|---|---|---|---|---|---|---|---|---|---|
| C |Chris Widger    |R/R| 64|.263|14| 56| 70| 72| 51| 79| 67| 25| 76| 39| 28|
| 1B|Brad Fullmer    |R/L| 65|.276| 9| 47| 73| 69| 50| 88| 72| 46| 55| 36| 25|
| 2B|Jose Vidro      |R/S| 72|.303|12| 59| 81| 70| 44| 89| 55| 58| 73| 52| 25|
| 3B|Michael Barrett |R/R| 70|.293| 8| 52| 78| 68| 40| 91| 86| 64| 68| 39| 23|
| SS|Orlando Cabrera |R/R| 65|.253| 8| 39| 68| 69| 60| 86| 83| 72| 88| 75| 25|
| LF|F. Seguignol    |R/S| 72|.257| 5| 10| 69| 63| 42| 74| 59| 54| 73| 50| 25|
| CF|Rondell White   |R/R| 79|.311|22| 64| 84| 74| 71| 87| 57| 49| 52| 58| 28|
| RF|V. Guerrero     |R/R| 94|.316|42|131| 86| 84| 77| 93| 80| 77| 74| 99| 24|
|---|----------------|---|---|----|--|---|---|---|---|---|---|---|---|---|---|
|BENCH: POSITION PLAYERS |   |    |  |   |   |   |   |   |   |   |   |   |   |
|---|----------------|---|---|----|--|---|---|---|---|---|---|---|---|---|---|
| C |Bob Henley      |R/R| 67| N/A|NA|N/A| 71| 55| 41| 48| 58| 30| 56| 52| 27|
| 2B|Wilton Guerrero |R/S| 64|.292| 2| 31| 78| 63| 68| 87| 77| 31| 81| 38| 25|
| SS|Mike Mordecai   |R/R| 59|.234| 5| 25| 61| 69| 48| 84| 67| 53| 72| 71| 32|
| CF|Manny Martinez  |R/R| 63|.244| 2| 26| 65| 67| 68| 80| 67| 40| 38| 65| 29|
|---|----------------|---|---|----|--|---|---|---|---|---|---|---|---|---|---|
|PITCHERS            |   |   |     |  |    |    |    |    |    |   |  |  |   |
|---|----------------|---|---|-----|--|----|----|----|----|----|---|--|--|---|
|S/R|PITCHER NAME    |T/B|OVR|W-L  |SV|ERA |BEST|2ND |3RD |4TH |ARM|CT|EN|AGE|
|---|----------------|---|---|-----|--|----|----|----|----|----|---|--|--|---|
|SP1|Dustin Hermanson|R/R| 79| 9-14| 0|4.20|SK73|SL62|FS50|CH44| 65|80|88| 27|
|SP2|Hideki Irabu    |R/R| 79|11- 7| 0|4.84|FS58|CV48|SP45|CH30| 71|41|81| 30|
|SP3|Javier Vazquez  |R/R| 77| 9- 8| 0|5.00|FS55|SL45|----|----| 69|96|87| 23|
|SP4|Carl Pavano     |R/R| 73| 6- 8| 0|5.63|FS60|SL60|CH49|----| 72|86|83| 24|
|SP5|Miguel Bautista |R/R| 75| 8- 7| 1|4.88|FS61|CH50|CV48|----| 73|85|68| 29|
|RP |Mike Johnson    |R/R| 62| 0- 0| 0|8.64|CV55|FS50|SL46|----| 65|44|64| 24|
|RP |Steve Kline     |L/S| 80| 7- 4| 0|3.75|FS63|SL50|CH43|----| 74|82|44| 27|
|RP |Ted Lilly       |L/L| 64| 0- 1| 0|7.61|FS61|CH25|----|----| 73|42|63| 24|
|RP |Mike Thurman    |R/R| 74| 7-11| 0|4.05|FS57|CV55|CH41|----| 70|62|80| 26|
|RP |Graeme Lloyd    |L/L| 75| 5- 3| 3|3.63|FS67|SP64|SL58|CV52| 77|76|45| 32|
|RP |Guillermo Mota  |R/R| 69| 2- 4| 0|2.93|CV68|FS55|SL52|----| 69|72|47| 26|
|RP |Anthony Telford |R/R| 73| 5- 4| 2|3.94|SK57|SL41|FS36|----| 55|75|48| 33|
|CP |Ugueth Urbina   |R/R| 90| 6- 6|41|3.69|FS89|SL82|CH55|----| 92|84|47| 26|
|============================================================================|

|=================|
|8D. NEW YORK METS|
|=================|

STRENGTHS:Hitters 2-6 can all go deep at any time, lethal starting pitching,
          solid bullpen, three guys who can steal bases at will, great infield
          defense, rock-solid pinch-hitting off bench
WEAKNESSES: Overrated closer (use Taylor over Benitez), no true fifth starter,
            low starters' endurance means lots of innings for pen, lousy
            clutch hitting, weak arms in outfield
|============================================================================|
|STARTING LINEUP     |   |   |    |  |   |   |   |   |   |   |   |   |   |   |
|---|----------------|---|---|----|--|---|---|---|---|---|---|---|---|---|---|
|POS|PLAYER NAME     |T/B|OVR|AVG.|HR|RBI|CON|PWR|SPD|EYE|CTC|RXN|FLD|ARM|AGE|
|---|----------------|---|---|----|--|---|---|---|---|---|---|---|---|---|---|
| C |Mike Piazza     |R/R| 88|.303|40|124| 81| 87| 50| 89| 74| 25| 65| 46| 31|
| 1B|Todd Zeile      |R/R| 75|.292|24| 98| 78| 74| 48| 87| 72| 65| 72| 48| 34|
| 2B|Edgardo Alfonzo |R/R| 86|.304|27|108| 90| 73| 60| 91| 76| 89| 96| 99| 26|
| 3B|Robin Ventura   |R/L| 84|.301|32|120| 80| 75| 42| 87| 69| 89| 99| 78| 32|
| SS|Rey Ordoсez     |R/R| 66|.257| 1| 60| 69| 59| 78| 87| 50| 75| 99| 85| 27|
| LF|Rickey Henderson|L/R| 76|.315|12| 42| 85| 67| 92| 91| 81| 90| 82| 58| 41|
| CF|Darryl Hamilton |R/L| 73|.314| 9| 45| 85| 63| 73| 95| 72| 84| 73| 36| 35|
| RF|Derek Bell      |R/R| 71|.235|12| 66| 62| 75| 71| 76| 73| 61| 73| 45| 31|
|---|----------------|---|---|----|--|---|---|---|---|---|---|---|---|---|---|
|BENCH: POSITION PLAYERS |   |    |  |   |   |   |   |   |   |   |   |   |   |
|---|----------------|---|---|----|--|---|---|---|---|---|---|---|---|---|---|
| C |Todd Pratt      |R/R| 55|.292| 3| 21| 78| 69| 55| 83| 67| 25| 70| 51| 33|
| 2B|Shawon Dunston  |R/R| 63|.320| 5| 41| 87| 67| 65| 85| 63| 75| 62| 48| 36|
| 2B|Luis Lopez      |R/S| 63|.211| 2| 13| 55| 64| 51| 72| 65| 50| 62| 55| 29|
| 3B|Matt Franco     |R/L| 55|.234| 4| 21| 61| 68| 40| 88| 70| 63| 81| 37| 30|
| LF|Jay Payton      |R/R| 61|.250| 0|  1| 56| 40| 52| 22| 41| 57| 76| 59| 27|
|---|----------------|---|---|----|--|---|---|---|---|---|---|---|---|---|---|
|PITCHERS            |   |   |     |  |    |    |    |    |    |   |  |  |   |
|---|----------------|---|---|-----|--|----|----|----|----|----|---|--|--|---|
|S/R|PITCHER NAME    |T/B|OVR|W-L  |SV|ERA |BEST|2ND |3RD |4TH |ARM|CT|EN|AGE|
|---|----------------|---|---|-----|--|----|----|----|----|----|---|--|--|---|
|SP1|Mike Hampton    |L/R| 90|22- 4| 0|2.90|FS72|CV72|CH63|----| 80|77|93| 27|
|SP2|Al Leiter       |L/L| 79|13-12| 0|4.23|SK81|FS74|SL71|CV58| 87|63|95| 34|
|SP3|Bobby M. Jones  |L/R| 69| 6-10| 0|6.33|FS44|CV42|CH32|----| 61|41|74| 27|
|SP4|Bobby Jones     |R/R| 72| 3- 3| 0|5.61|CH76|CV67|FS63|SK49| 74|44|78| 30|
|SP5|Pat Mahomes     |R/R| 75| 8- 0| 0|3.68|FS76|CH54|SL54|----| 83|75|52| 29|
|RP |Turk Wendell    |R/L| 82| 5- 4| 3|3.05|FS54|CV45|CH45|----| 68|83|47| 32|
|RP |Dennis Cook     |L/L| 83|10- 5| 3|3.86|FS45|SL45|SP45|----| 62|80|46| 37|
|RP |John Franco     |L/L| 69| 0- 2|19|2.88|CH71|SC63|FS60|SL50| 72|73|46| 39|
|RP |Greg McMichael  |R/R| 65| 1- 1| 0|5.08|CH63|FS54|SL54|----| 68|80|46| 33|
|RP |Jesse Orosco    |L/R| 66| 0- 2| 1|5.34|SL81|CV67|FS58|----| 71|66|42| 42|
|RP |Billy Taylor    |R/R| 80| 1- 6|26|4.95|FS63|SL54|CH49|----| 74|71|46| 38|
|CP |Armando Benitez |R/R| 89| 4- 3|22|1.85|FS97|SL85|SP74|----| 98|85|47| 27|
|============================================================================|

|=========================|
|8E. PHILADELPHIA PHILLIES|
|=========================|

STRENGTHS: Above-average power hitting, lots of change-up pitchers make for a
           LOT of strikeouts, (mostly) strong defense, good bench
WEAKNESSES: Awful clutch hitting, only one true base-stealer, crummy contact
            makes these guys easy to strike out, slow runners a liability on
            artificial turf home field
|============================================================================|
|STARTING LINEUP     |   |   |    |  |   |   |   |   |   |   |   |   |   |   |
|---|----------------|---|---|----|--|---|---|---|---|---|---|---|---|---|---|
|POS|PLAYER NAME     |T/B|OVR|AVG.|HR|RBI|CON|PWR|SPD|EYE|CTC|RXN|FLD|ARM|AGE|
|---|----------------|---|---|----|--|---|---|---|---|---|---|---|---|---|---|
| C |Mike Lieberthal |R/R| 78|.300|31| 96| 80| 77| 52| 87| 65| 25| 95| 52| 28|
| 1B|Rico Brogna     |L/L| 77|.277|24|102| 74| 72| 51| 81| 64| 80| 92| 87| 29|
| 2B|Marlon Anderson |R/L| 68|.252| 5| 54| 67| 59| 69| 83| 59| 54| 64| 58| 26|
| 3B|Scott Rolen     |R/R| 75|.268|26| 77| 75| 80| 62| 81| 78| 85| 90| 99| 24|
| SS|Desi Relaford   |R/S| 59|.241| 1| 26| 64| 69| 57| 84| 68| 47| 53| 73| 26|
| LF|Ron Gant        |R/R| 74|.259|17| 77| 69| 72| 60| 84| 78| 65| 79| 63| 34|
| CF|Doug Glanville  |R/R| 83|.324|11| 73| 87| 67| 80| 90| 71| 73| 78| 71| 29|
| RF|Bobby Abreu     |R/L| 85|.335|20| 93| 93| 72| 64| 92| 68| 71| 79| 79| 25|
|---|----------------|---|---|----|--|---|---|---|---|---|---|---|---|---|---|
|BENCH: POSITION PLAYERS |   |    |  |   |   |   |   |   |   |   |   |   |   |
|---|----------------|---|---|----|--|---|---|---|---|---|---|---|---|---|---|
| C |Tom Prince      |R/R| 56|.166| 0|  0| 46| 40| 41| 24| 41| 25| 76| 51| 35|
| SS|Alex Arias      |R/R| 62|.302| 4| 48| 81| 67| 51| 93| 82| 76| 92| 62| 32|
| 3B|Kevin Jordan    |R/R| 63|.285| 4| 51| 76| 66| 34| 90| 66| 62| 69| 60| 30|
| LF|Kevin Sefcik    |R/R| 60|.277| 1| 11| 74| 60| 62| 91| 75| 71| 83| 55| 29|
| RF|Rob Ducey       |R/L| 60|.260| 8| 33| 69| 64| 54| 80| 67| 66| 80| 57| 34|
|---|----------------|---|---|----|--|---|---|---|---|---|---|---|---|---|---|
|PITCHERS            |   |   |     |  |    |    |    |    |    |   |  |  |   |
|---|----------------|---|---|-----|--|----|----|----|----|----|---|--|--|---|
|S/R|PITCHER NAME    |T/B|OVR|W-L  |SV|ERA |BEST|2ND |3RD |4TH |ARM|CT|EN|AGE|
|---|----------------|---|---|-----|--|----|----|----|----|----|---|--|--|---|
|SP1|Curt Schilling  |R/R| 84|15- 6| 0|3.54|FS90|SK69|CH64|SL59| 93|77|98| 33|
|SP2|Andy Ashby      |R/R| 80|14-10| 0|3.80|FS69|SL59|CV54|CH49| 78|62|88| 32|
|SP3|Paul Byrd       |R/R| 79|15-11| 0|4.60|FS51|CV41|CH31|----| 66|73|88| 29|
|SP4|Robert Person   |R/R| 82|10- 7| 2|4.68|FS74|SL64|CV54|CH44| 82|72|71| 30|
|SP5|Randy Wolf      |L/L| 79| 6- 9| 0|5.55|FS72|SL56|CV50|----| 80|44|90| 23|
|RP |Chris Brock     |R/R| 73| 6- 8| 0|5.48|FS52|CV43|CH34|----| 66|43|88| 30|
|RP |Mike Grace      |R/R| 64| 1- 4| 0|7.69|FS52|CV42|CH32|----| 66|45|57| 29|
|RP |Jeff Brantley   |R/R| 65| 1- 2| 5|5.19|SP90|SL74|CH63|FS45| 62|44|47| 36|
|RP |Wayne Gomes     |R/R| 74| 5- 5|19|4.26|FS62|CV49|CH45|----| 73|75|47| 27|
|RP |Carlos Reyes    |R/S| 74| 2- 4| 1|3.72|CH59|SL58|FS57|CV54| 70|72|47| 30|
|RP |Amaury Telemaco |R/R| 72| 4- 0| 0|5.77|FS65|SL40|CH34|----| 76|75|47| 26|
|CP |Mike Jackson    |R/R| 84| 3- 4|39|4.06|FS76|SL76|SP58|CH54| 83|80|46| 35|
|============================================================================|
------------------------------------------------------------------------------
|==============|
|9. COMING SOON|
|==============|

The Team-by-Team analysis is underway, and will be updated one division at a
time on a schedule which owes itself entirely to whether I can sit in front of
a screen compiling data without getting bored and going on to actually play
the game for five hours solid, forgetting my original mission.  I'm aiming for
two updates a week, finishing the FAQ outright by Memorial Day.

The Railroad Tycoon II FAQ version 1.1 has been posted on GameFAQs.com, and
version 2.0 is in the works.  I'm also working on a FAQ for NCAA March Madness
2000 which will be very similar in style and content to this one.  FAQs for
most recent EA Sports games may be coming as well, since they practically
write themselves and I enjoy doing them.

As for those Aerobiz FAQs?  Well, I'm selling my Super NES, including all my
Super NES games.  Sorry to those of you who may have been waiting for them,
but I'm trying to wrangle some cash to put into my new computer, so something
had to give.

I'm on the GameFAQs message boards as "SimuLord", and my e-mail address is
rocketshow@hotmail.com.  Please do not email asking for this version of this
FAQ, because I'm letting GameFAQs have it exclusively.  When I get the team
guides done, then I'll talk about "public" release.
------------------------------------------------------------------------------

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