(5/31/2010) I am willing to answer whatever questions you may have about BB97
or the contents of this guide. You can reach me at the following email:
eszettg AT gmail DOT com
(C) Compiled entirely by Andrew Marchetta for use ONLY at GameFAQs and my
personal webspaces for PRIVATE, NON-PROFIT use. Any copies not from these
sources or any copies which have changed hands alongside money have been
fraudulently distributed from these official sources and should be reported to
me immediately. Please include any identifying information on the perpetrators
when possible.
0. Table of Contents
~~~~~~~~~~~~~~~~~~~~
!. Contact Information
0. Table of Contents
I. Introduction
II. The Tools You Need
III. Locating the Files
IV. The Coach File
- IVA. General
- IVB. Player
- IVC. Season
-- IVCi. Schedule
-- IVCii. Roster
--- IVCiia. Defensive Positions
--- IVCiib. Team Information
--- IVCiic. Batting Order
- IVD. Roster Quirks
-- IVDi. Clone Players and Eighteen-Player Teams
-- IVDii. The Generic Players
V. Team Info Appendix
- VA. Adjectives
- VB. Nouns
- VC. Colors
VI. Player Appendix
- VIA. Backyard Kids
- VIB. Generic Kids
- VIC. Special Cases
VII. Acknowledgements
VIII. Version Info
IX. Answers Guide
I. Introduction
~~~~~~~~~~~~~~~
I was delighted to discover that this game still existed thirteen years after I
played it as a kid. Now that I have become more knowledgeable about the way
computers work, this game was simply begging for my 21-year-old self to take it
to the next level of understanding. Aside from merely learning the specifics of
the game and the strengths of each players, I wanted to play God and crack the
code of the game. I decided this fine May evening would be the best time to
discover this art.
There is a bad part to this story, but the rest has been nothing but good. The
bad part is that apparently nobody has bothered to do this before me. Google
comes up completely empty-handed for any real resources on hacking this ancient
game. The good part is that the process has proven to be mind-bogglingly easy.
I'm surprised I didn't discover this as a kid. This repository will grow as I
learn more and more about the game, but no matter what I write here, it will be
novel information. You will not able to find this out anywhere else.
Before you begin reading this guide, it would be good to know the limitations
of what I am covering. This guide will not allow you to artificially inflate
the stats of your players, instantly strike out every player, or make every hit
a home run. If you're interested in these things, start purchasing some
literature on reverse engineering. These things are hard-coded into the game
and need to be changed on a software level.
This guide will allow you to manipulate the settings of the game and is focused
entirely on season play. You can have the same player come up to bat every time
(and yes, the game will duplicate the player as much as necessary). You can
also put the same nine players on the field when playing defense, though as you
will find out later this is not a good idea. You can also change who is on the
opposing teams, their mascots, who you will play next, and plenty of other
settings. Consider this scope before you consult this guide for advice. It is
not my fault if you set yourself up for disappointment because my guide won't
let you do so-and-so. If you're ready to have some fun, read on.
II. The Tools You Need
~~~~~~~~~~~~~~~~~~~~~~
Luckily, the process of hacking BB97 season play only requires a copy of the
game (very easily obtainable in this modern Internet age, I needn't explain how
you can get it) and a text editor. For this purpose, I naturally recommend the
no-frills, no-nonsense Notepad for the job. Since you'll be accessing your .BBL
file very often in the process of hacking, you might want to associate these
files with your program of choice so you have double-click access to editing
them from Windows Explorer.
III. Locating the Files
~~~~~~~~~~~~~~~~~~~~~~~
No matter what Windows system you play this game on, there should be a file in
your C:\Windows\ directory called hegames.ini which is automatically created
upon initializing the game. For our purposes, there is only one entry you need
from this, and it is called SaveGamePath. By default, this should be
C:\hegames\. You can change this if you want, but there's no need to unless
you're doing some heavy experimentation (keep in mind being a Windows 3.1
compatible game that 8.3 file naming conventions are in effect).
Go to Windows Explorer and point to the save game path. Depending on what you
have done in the game, there should be a variety of files here:
baseball.ini - associates BBL/BBT files with coach names
baseball.sg0 - indicates games saved via the Save Game feature from the dugout
screen
baseball.sg1 - contains the actual data represented by baseball.sg0, this file
is relatively speaking very large and completely pointless for humans to
manipulate and so will not be covered by this manual
coach#.bbl - contains all of the vitals about your team, changing this file is
the meat of this guide
coach#.bbt - stat data for the associated .BBL file, it is not necessary to
change this by hand
fame.bbl - hall of fame information, can be changed but is not an especially
important file, so this will be covered in a later version of the guide
records.bbl - records file, also can be changed but again this is a second
priority for me
Notice that there are multiple copies of coach files, a pair for each coach in
the game. You might be asking which one of thees files should I be changing?
Here, you need to use the baseball.ini file for its only purpose. Open up the
file. You should see two variables underneath a header called [Baseball], one
containing a list of numbers and the other a list of coach names. An example
from my own file will make this easy to understand:
_CoachFiles is simply a running list of the numbers used for coach files. The
game manages this internally and so there is no need to touch it. Obviously it
can be changed, but since the only useful effect is changing the order of the
coaches in the selection list, I will not cover it. It does have some use by
just observing it, though. Notice that numbers 1 and 4 are at the end of the
list. These were accounts which were previously created but were lated deleted.
_CoachNames associates these numbers with the name of the coaches on a one-to-
one basis. Just match the coach name with the number that's in the same
position. Since we have three coaches here, take the first three numbers and
pair them up. ANDREW's files are marked with 2, SANCHEZ with 3, and FUBARSTAN
with 5. It's that simple.
Later on, you can become more proficient and create coach files completely from
scratch. I won't be covering the details on that in this guide, but a read-
through should make this process intuitive to the skilled hacker. This is the
file that lets the game recognize those coaches. Just add a comma to the end of
the _CoachNames list and insert in the name of your new coach, using only
capital letters and non-leading spaces. You have a ten-character limit. Make
sure your files correspond to the next number in the _CoachFiles list.
Now let's move on to the coach files themselves. Here, I'll be working with
FUBARSTAN's account, so I want to open the file coach5.bbl.
IV. The Coach File
~~~~~~~~~~~~~~~~~~
This is the big kahuna. All of the important information about your season
comes from this file. I will break this down into sub-chapters based on the
sections of the coach file itself, which is structurally no different than an
INI file.
IVA. General
~~~~~~~~~~~~
The [General] Header contains several bits of information for all files. Many
of them seem to be just for show, but nevertheless I will cover them all.
complete, as far as I can tell, should always be some positive number. Any
other value generates an error message that instructs you to erase the file
because it is corrupted. Changing it back to 1 (or any other positive value)
removes this error message. I have yet to find out if this actually does
something. The game only seems to put a 1 for this value.
game simply says which game of the season you are currently on. This number can
range in value from 1 to 25. You will need to refer back to this value
frequently when manipulating the scheduling data, which will come in the next
section on rosters.
field should logically affect which field you play on, but it seems like a dead
variable to me. Perhaps it does something I'm not yet aware of. I have seen the
game save 5 and 8 into this value.
innings is either 12 or 18 and represents double the number of innings you have
selected in-game (6 or 9). Strangely, changing this seems to have no effect on
the gameplay.
ID seems to have something to do with when you created the team. It follows the
format:
MMDDYYHHNN
where MM is the month without leading zeros, DD is the day, YY is the last two
digits of the year, HH is the military-time hour and NN are the minutes. There
are some oddities in this system, though (right now I'm staring at an ID which
says it's the 32nd of May). It does not seem to have any effect on gameplay.
skill is 1, 2, or 3 which correspond to Easy, Medium, and Hard. Nothing
complicated here.
coach is the name of the coach. Yes, you can have a different coach name in
your dugout than the one on the sign-in sheet. This is rendered wherever your
coach name appears in the dugout or tournament schedule. It will only take the
first ten letters from this string and capitalize them all, so be warned. Aside
from A-Z, only hyphens, periods, and spaces will appear. Spaces sub out any
other characters.
pso seems to be the length of the current series for post-season games. This
would be 3 for the all star series and the super entire nation tournament, and
5 for the ultra grand championship. This value is 0 otherwise. Since all games
you will actually play are already saved into the schedule variables, I'm
pretty sure this is a dead variable. Nevertheless, the game saves it.
The following three data only show up on certain postseason triggers.
tot was 20 for my completed file. I suppose this might represents the total
number of wins, but I'll need to complete a season to be sure. This will come
out in the next edition of the guide, because right now I'm just trying to get
this science off the ground.
totcoach was 50 for my completed file. Again, no idea on this one until I
complete a season.
over is either absent (equals zero) or equals one. If it equals one, the season
is complete and the game will not allow you to play any more matches.
IVB. Player
~~~~~~~~~~~
The player header seems to affect some purely cosmetic attributes about the
game which are only visible on the sign-in list.
TEAM-NAME-1 changes value depending on the leading adjective you pick for your
team when you first create the file, but does not seem to affect anything else
within the game. As such, I will not bother making a list of corresponding
adjectives. I suspect they are arranged alphabetically, though.
TEAM-NAME-2 is the noun name of your team, which merely affects the display
icon in the coach list:
Any higher value seems to crash the game. Any lower value defaults to 1.
COLOR affects the color of the display icon:
1 Red
2 Blue
3 Yellow
4 Green
5 Purple
6 Orange
7 Pink
8 White
9 Black
10 and beyond yield some very strange color combinations. There seems to be no
limit to these, so knock yourself out and discover one that suits you. I
certainly won't list them since there are more important things to handle.
IVC. Season
~~~~~~~~~~~
The [Season] section is the meat of the file. This is where you can make the
most impressive and groundbreaking alterations to the game, all the way down to
the positions and batting orders of every team in the season and the ability to
use any character in the game (yes, even the generic-looking opponents).
When you first look at this file, you'll see a strange garble of letters.
Perhaps you might think there are a few patterns, but you can't quite put your
thumb on them. Rest assured that you're absolutely correct: these letters
determine practically everything about the specifics of your coaching
experience.
Before we can cover any ground, you need to start thinking like a computer
program yourself and realize that these letters are not letters at all. They
are numbers. Every important piece of information signified here is a pair of
two letters which represents some value. In fact, the letters are actually
digits just like 0-9. Except here, the digits are A-P, and we're not in base
10. The game makers decided for whatever reason that base 17 would be the most
logical solution to store the game's season data.
This may sound confusing, but it's really not that hard to get. Since we're
dealing with data in pairs of digits, the range of possible values stretches
from AA to PP. If we add one to AA, we end up with AB. Add one more and we get
AC. Eventually, we work our way up to AP, and adding one more gives us BA. We
can keep going and get BB, BC, BD, etc. If this doesn't make things crystal-
clear, I can't possibly explain this concept to you. Except for the player data
and possibly game scores, values in the file will rarely go much higher than
AM, so don't be scared.
IVCi. Schedule
~~~~~~~~~~~~~~
With this explained, I can begin with an exploration of the schedule variables.
These contain all of the data for particular match-ups. The game variable from
the [General] section tells the game which match-up it should be invoking and
filling in data for, and since this value is never 0 the first entry here is
merely a placeholder. It's a row of seven AAs; just leave them be.
The rest, however, are vital to the game. Let me take an entry from a game I
just recently completed next to the shorthand:
schedule1=AAAGABAMABAAAA
With the knowledge I have given you on base 17 numerical representation, we can
proceed to break this down into pairs and analyze it.
AA|AG|AB|AM|AB|AC|AA
ZZ|Ma|Cm|PR|CR|Ca|Ho
This is very simple to understand, there are only seven values here.
ZZ: The first pair (AA), as far as I can tell, doesn't serve any purpose. No
matter what it always seems to remain the same value too. We'll just ignore it
and move on.
Ma: The second pair (AG) indicates the [Ma]tch-up this particular schedule
string represents. As I'll explain to you later, each season file has ten teams
saved into it. One of these teams is yours, seven of these teams are your
league opponents, and the other two are rival championship teams. This variable
tells the game which roster to face off against you, and since AG in decimal is
6, this game will be against the sixth roster.
There are some special factors to consider here when interpreting this value.
AA is used for the all-city playoffs match and represents the highest-ranked
team in the league besides you at the end of the regular season. (Obviously if
you don't make 1st or 2nd, the game ends and the over variable will be set to
1). AB-AH are all regular league teams. AI is always your rival in the super
entire nation tournament, and AJ is always your rival in the ultra grand
championship. Yes, you will only ever face off against one of these teams. The
victor of the other match-up in that bracket is predetermined from the moment
you create your file.
Cm: This is a very simple flag. AA means the game hasn't been played yet, AB
means it has. Any other value is assumed by the game to be AA (and it will
never save another value into this spot). Since this is AB, I've already played
this game, and it will be grayed out in the calendar schedule.
PR and CR: This is the score of the game, represented in very-easy-to-
comprehend base 17 digits. If you're still having trouble getting them, feel
free to fiddle around with these values. PR is your score and CR is the
computer's. Don't hesitate to make the computer's higher than yours - the game
will make it seem like you lost, but that's purely cosmetic and has no bearing
on the actual standings. As you will see, those are saved in the rosters
section of the file.
Ca: This indicates where on the calendar the game will show up. AA is the first
day, AB is the second, AC the third, BA the seventeenth, etc. Of course, like
all logically designed systems, the location of the games has absolutely
nothing to do with the order you will play it in. That is dictated entirely by
the order of these values themselves, from schedule1 to schedule25.
A few more pointers: This is useless for the post-season games not represented
on the calendar, for which the game defaults AA in this position. Secondly,
nothing stops the game from displaying matches beyond the physical calendar
itself. Try putting CD in for this value and watch where the game ends up. The
fun never ends!
Ho: Another very simple flag. AA is a home game, AB is an away game. No reason
to put anything else here (but it won't hurt the game if you do, higher values
are simply assumed to be away games). Along with the match-up indicator, this
is the only value here that actually affects gameplay.
IVCii. Roster
~~~~~~~~~~~~~
This is the meat of the section. All of the teams, the positions, their batting
orders, and everything in between is represented in this section. Because this
section has by far the most expandability, I'll be putting the specific values
for the variables in the appendices to reduce clutter.
First of all, roster0 is your team. Everything that makes it what it is comes
from this crazy string of values. Here's the roster0 string from one of my
crash-test files:
AKBJAMBBBEBFAEANADAAAEAIACABACAMAEBJAKBEBFADANBB
Talk about a mouthful! We're not going anywhere without some organization to
this section, so I'm going to break it down into three convenient sections for
ease of human understanding. Remember that this all must return to this
original state before we put it back in the file.
Throughout this section, I'm going to quiz you to test your understanding of
the data contained in this string. Questions will be marked with the symbol
(Q#), where # is just a number. The answers are at the very end of this guide,
but don't check them until you're finished since they're all bundled together.
Grab a Notepad and start jotting.
At last, we can begin to talk substance. The first eighteen digits contain all
of the team's defensive information. Each pair of digits refers to a specific
player (there's a whole bunch of them you aren't using, so look at the
appendix). The position of the player data in the string tells the game which
position they will play on the field. With the exception of the last two very
obvious positions, I've used standard baseball abbreviations here to signify
the arrangement the game looks for when reading this file. The game uses them
too, so no excuses here for not knowing them.
Keep in mind the implications of maintaining this arrangement. Every time you
switch up the positions in the strategy there is a file I/O operation which
actively updates this orientation. Remember this when toying around with your
files. In fact, it is generally a good idea to always go back to the main menu
of the program before tampering with any of the data in this file. It won't be
disastrous if you don't since the file isn't constantly in access, but again
it's just good practice.
(Q1) Before moving on, see if you can use the player list appendix to determine
who's playing each position in this example.
IVCbii. Team Information
~~~~~~~~~~~~~~~~~~~~~~~~
AA|AE|AI|AC|AB|AC
ZZ|Ad|No|Co|Wi|Lo
The next twelve digits contain data about the team itself.
ZZ: Again, no idea what this does. It seems to vary wildly between teams. I've
seen values from AA to LI. Once I complete a season and save each file
variation, I will report back on this guy if I notice he's doing anything.
Ad: This describes the adjective used to describe the team. It's alphabetically
organized from the list of available adjectives, but for your convenience I've
included it in the appendix.
No: This contains the noun for the given team. This is also alphabetically
arranged, but this one is a bit more involved since there are some hidden
values this can possess which are only relevant to season play. Again, check
out the appendix for details.
Wi/Lo: Here's where the vaunted win/loss record is saved. These values are
simply pure numbers in base 17 format and affect the gameplay by determining
which teams make the playoffs. When created naturally by the game, they will
always total the number of games played for each team, but when altered by a
human they can both be anywhere from AA to PP. Knock your socks off with this
one.
(Q2) You know the drill. Tell me the name of the team, its color, and its
record.
The last eighteen digits are the most self-explanatory part of the string. It's
the batting order, from one to nine.
(Q3) Now tell me who the batters are. I made it easy for you since it's from
the same team. You can check your answers to all three questions now.
IVD. Roster Quirks
~~~~~~~~~~~~~~~~~~
Given the extreme amount of control this method possesses over the aspects of
the game, a few special cases emerge where the possibilities of file
manipulation lead you to do things which would otherwise be impossible. I'll
cover the two biggest ones my research has presented to me.
IVDi. Clone Players and Eighteen-Player Teams
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now you might be asking yourself that since the offensive and defensive
information are saved in different parts of the roster strings, there is
nothing stopping you from having different players on offense and defense. You
would be wise to ask this question since this is 100% the case.
The offense and defense of a given team are entirely independent from each
other. Even the players you select are completely divorced from each other and
so can (yes!) be repeated any number of times. This presents a whole bunch of
curious and interesting combinations that would probably make the bloods of the
game designers boil. Now I will delve a little bit into the strategy of the
game itself, but only because this very strange and unique situation is
generated only from the file manipulation I've described in this guide.
First of all, I highly recommend against putting the same player in more than
one position on defense. The reason I say this comes from experience, but also
realizing what putting the same player in several positions actually means to
the game. The game will multiply the player without a hitch, but it will not
duplicate them. This is to say that no matter how many copies of a single
player you put out there, he is still a single player who is governed by all
the rules of being one person.
Let's take Ernie Steele as an example. He's a great fielder who's really tall,
and so I really want nine copies of him. I've just completed my supposedly
killer defense, writing in my roster0 string to equal BNBNBNBNBN... I play a
home game, so I'm on the mound. Ernie pitches a slowball in the corner to
(let's say) Pete Wheeler, who manages to hit an annoying grounder which rolls
unstopped all the way to the back wall right between the fielders. Center Field
Ernie passes the ball to Short Stop Ernie who is playing cutoff, who then
passes it to Second Base Ernie to return it to the pitcher. Fast ol' Pete got a
double on the play.
I'm about to pitch to Achmed Khan, but I notice Ernie is absolutely pooped now!
His juice meter is completely depleted, and herein lies the problem of using
nine of the same defender. Let me repeat that again: the same defender. Since
the game doesn't consider the Ernie any different from each other, each one of
them helps to deplete Ernie's energy meter, allowing him to go from fully
charged to fully exhausted in a single play.
Having nine copies of the same defensive player in particular is a self-
destructive habit since this effectively shatters the concept of relief
pitching. It's a no-win situation for you (though if you want to have a
cakewalk through the game, it wouldn't hurt to make the other teams have nine
of the same defender). Because energy meters are shared among all copies of the
same player, I hesitate to even double the same defender since it will only
help perpetuate this tragedy of the commons.
There is, however, one exception to this rule, and just one: Mr. Clanky. He is
unique by virtue of never tiring, and makes an awesome pitcher to boot (all of
his standard pitches are as accurate as they can be). He is rather slow for an
outfielder, but if you're willing to put up with that he would make an
excellent defensive player for practically every position. His player code is
ID, which is the last one defined in the list. You know what to do now.
On the offensive end, however, I would absolutely recommend in favor of putting
anywhere from two to nine of the same batter on your roster, just so long as
you can ensure he will not get tired. Actually, I suspect this isn't hard at
all precisely because you're multiplying him. Let's take Pablo Sanchez as an
example. You've just stuffed your batting order with nine Pablo, and the first
one is up to bat. We'll even say the nine Pablo just played a hell of a
defensive game and have absolutely no juice left.
Here's the catch: as your bummed-out Pablo steps up to home plate, he has eight
copies of himself just chilling in the dugout. Eight Secret Weapons means eight
times the recovery! Offense is not very strenuous on the body, so he'll be
recovering energy faster than he can deplete it. Once his third or fourth
version readies his bat for the kill, he'll be fully rested and ready to hit
sluggers and clear around the bases in no time. Multiplying players on offense
actually helps them maintain their stamina. If BB ever had a multiplayer
version, this would be a very, very banned tactic. Since it never was, alas,
this remains an interesting curiosity to try out against unsuspecting
computers.
One last oddity about offensive player duplicates is that the way the game
handles these doppelgangers becomes clear with the summary of that player's
performance. The second at-bat will already have data about that player's first
at bat. The game sees them as one and the same. Expect some weird numbers for
your hits (and errors for defensive players if you have them on your team),
since they are also being multiplied by the number of copies you have of that
player.
Based on these observations, the best teams statistically would have nine
different fielders and the same extremely powerful, very fast offensive batter,
perhaps one lefty and one righty. This subject certainly deserves more
experimentation from intrepid season file manipulators.
Game mechanics aside, it is interesting to note where the game uses each order
in representing your team. The defensive lineup is also used to generate the
team photo in the dugout, which also happens to change in stride with your
defensive switches. The offensive lineup is used in the player statistics for
all teams and your Meet the Players subsection of the strategy dialog.
IVDii. The Generic Players
~~~~~~~~~~~~~~~~~~~~~~~~~~
Another interesting variable to consider is the massive number of “generic”
kids the computer uses to fill up the opponent's teams. There are in total one
-hundred of these strange players who were, until the Great BB97 Hack of May
2010, available only for the computer to use. That's over three times the
number of official Backyard kids available for use. And, despite looking so
similar to each other, they all serve very different functions based on their
stats.
Yes, they have different stats. That is about one of the only things that's
clear about them. Another thing that's clear is that the designers never
intended the user to have access to them. When they are placed on a defensive
lineup, Tony Delvecchio is used as a substitute for them in the team photo. The
Strategy menu goes bonkers when you invoke it with these generics in tow,
rendering up a confusing mix of background images and scrap sprites to
represent their heads on the field and in the batting order (but it shouldn't
crash the game).
Yet, like many other strange things in the game, this is purely cosmetic and
their positions can be shuffled around at will once you find the clickable part
of their unwieldy “icons”. They're in the same position you'd expect them to
be. Manipulating them on a file level might end up being the best solution,
which would only force you to use the Strategy menu to put in a relief pitcher
mid-game.
In addition, the generics also tend to make the Meet the Players section spaz
out, but it is possible to see the stats of a few of them when this section
acts at its tamest. Unfortunately, this only happens a few lucky times, and the
glitches they induce have the potential to even crash the game when this dialog
is pulled up.
Could these kids be even better than the Backyard kids themselves? Sometimes I
get that feeling myself. I see certain ones among them regularly belt my
pitches out of the park or scramble onto first base after a disorienting bunt.
Others among them never seem to be able to get a hit or serve up easy pitches
for me. Whatever can be said about them now, the future will surely hold more
answers with the assistance of more devoted testers. I will certainly keep this
section updated if I can manage to wade through the glitches that currently
block access to viewing their stats.
V. Team Info Appendix
~~~~~~~~~~~~~~~~~~~~~
This appendix contains all of the information you can change about the teams.
VA. Adjectives
~~~~~~~~~~~~~~
AB Blue
AC Crazy
AD Green
AE Humongous
AF Junior
AG Little
AH Mighty
AI Red
AJ Super-Duper
AK White
Other combinations will either crash the game or cause glitches, including
making Vinnie the Gooch announce teams in unpredictable manners and the typical
graphical ones you should be familiar with by now.
VB. Nouns
~~~~~~~~~
AB All-Stars
AC Bombers
AD Fishes
AE Giants
AF Hornets
AG Melonheads
AH Monsters
AI Rockets
AJ Socks
AK Wombats
AL Bananas*
AM Cheeses*
AN Cookies*
AO Duckies*
AP Gravies*
BA Mammoths*
BB Oysters*
BC Pansies*
BD Pickles*
BE Squids*
BF Turtles*
Everything else results in a crash when you try to play. Viewing stats will not
crash the game, but may be unpredictably glitchy. Entries marked with stars
will crash the program if you choose it as your team (crashes in dugout) or you
make it a non-playoff team during the regular season and try to view the
calendar. Starred teams also ignore the adjective in favor of their own built-
in ones and, when generated by the game, will reflect this by having AA as the
adjective. A true shame, since many of those mascots are really awesome.
VC. Colors
~~~~~~~~~~
AA Teal*
AB Red
AC Blue
AD Yellow
AE Green
AF Purple
AG Orange
AH Pink
AI White
AJ Black
AK Cyan*
AL Light Green*
AM Brown*
All other combinations produce AA teal. Combinations marked with an asterisk
are not normally accessible. No combinations seem to crash the game outright.
VI. Player Appendix
~~~~~~~~~~~~~~~~~~~
Here are all of the players you can use in the game.
VIA. Backyard Kids
~~~~~~~~~~~~~~~~~~
AB Kimmy Eckman
AC Maria Luna
AD Angela Delvecchio
AE Vicki Kawaguchi
AF Gretchen Hasselhoff
AG Sally Dobbs
AH Billy Jean Blackwood
AI Ashley Webber
AJ Sidney Webber
AK Kiesha Phillips
AL Stephanie Morgan
AM Luanne Lui
AN Annie Frazier
AO Jocinda Smith
AP Lisa Crockett
BA Ronny Dobbs
BB Achmed Khan
BC Amir Khan
BD Kenny Kawaguchi
BE Pete Wheeler
BF Dmitri Petrovich
BG Ricky Johnson
BH Marky Dubois
BI Reese Worthington
BJ Pablo Sanchez
BK Tony Delvecchio
BL Jorge Garcia
BM Dante Robinson
BN Ernie Steele
BO Mikey Thomas
VIB. Generic Kids
~~~~~~~~~~~~~~~~~
BP Amy Bostwick
CA Arlene Perez
CB Betty Houstan
CC Cindy Chang
CD Clarice Reid
CE Colleen Klinker
CF Debby Nagasawa
CG Diana Hayes
CH Esther French
CI Francis Blewer
CJ Gail Weinman
CK Grace Tipton
CL Hannah Peavy
CM Heather Quinn
CN Holly Franklin
CO Isabelle Marelli
CP Jane Davis
DA Joella Minotti
DB Judy Abwunza
DC Julie Dunkel
DD Karen Donato
DE Katie Shankar
DF Krissy Mulligan
DG Lara Nunez
DH Leah Wayne
DI Lena Ng
DJ Linda Potter
DK Liz Kinghorn
DL Marianna Rauf
DM Mary Reilly
DN Michiko Adachi
DO Molly May
DP Nancy Chin
EA Olga Tollefson
EB Olive Hussein
EC Petra Chekov
ED Ramona Bennett
EE Randi Uno
EF Serena Damonte
EG Sheila Basanti
EH Sonja Hagen
EI Stacy Gordon
EJ Star Moonbeam
EK Tanya Uchida
EL Tiffany Bosworth
EM Tina Herrara
EN Vanna Steinman
EO Veronica Lee
EP Whitney Singh
FA Zena Fromm
FB Andres Ibsen
FC Artie Pimbleton
FD Bobby Bulgrien
FE Bret Olson
FF Carlos Ocampo
FG Chad Koppel
FH Chico Papas
FI Chris Milton
FJ Chucky Flinder
FK Davy Marian
FL Dominique Lowell
FM Earl Abbot
FN Eric Lebeaux
FO Felix Grant
FP Fernando Diaz
GA Franky Holly
GB Fred Benson
GC Gary Allen
GD George Coleman
GE Henri Deschenes
GF Horace Young
GG Ibrahim Mohamed
GH Isaac Drummond
GI Jack Joseph
GJ Jay Green
GK Jim Kylie
GL Johnny Omar
GM Jordan Thorner
GN Mickey O'Connor
GO Murray Goldman
GP Nate Powalski
HA Nicky Winston
HB Omar Stephano
HC Paco Kaufman
HD PJ Shareef
HE Rafael Hendrix
HF Ray Tran
HG Robby Bocko
HH Ryan Vanderhoek
HI Shane Smith
HJ Stan Olafson
HK Stevie Lynch
HL Stuart Sullivan
HM Timmy Unger
HN Todd Xavier
HO Vic Soufle
HP Vladimir Womak
IA Wally Evans
IB Wing Kwan
IC Zenon Estrada
VIC. Special Cases
~~~~~~~~~~~~~~~~~~
AA “Worker Drone”
* makes strange honking noises when in the field in the place of hey batter
sneers
* represented on the field as an off-center mugshot of a random generic player
* cannot catch balls at all, if he is targeted they will just fly straight
through him
* crashes the game in several positions, including as pitcher and at-bats
* probably not too important to investigate, but I'll include it for the hell
of it
ID Mr. Clanky
VII. Acknowledgements
~~~~~~~~~~~~~~~~~~~~~
Humongous Entertainment c. 1997 - for making such an incredible game that held
amazing secrets (and still continues to hold them)
Atari - I'll throw them in since they now own Humongous. Props to them for
keeping the Backyard line alive. I won't comment on their performance, though,
since I have barely played any of the new games.
Microsoft - for Notepad. No, seriously. I love the program to death.
GlassGiant.com - for the sweet ASCII art image I generated from the intro
screen.
me - for cracking the code of the coach files
VIII. Version Info
~~~~~~~~~~~~~~~~~~
1.00 (5/31/10) - First edition of the guide.
IX. Answers Guide
~~~~~~~~~~~~~~~~~
Q1:
LF Kiesha Phillips
CF Pablo Sanchez
RF Luanne Lui
3B Achmed Khan
2B Pete Wheeler
1B Dmitri Petrovich
SS Vicki Kawaguchi
C Annie Frazier
P Angela Delvecchio
Q2:
Humongous Rockets, color Blue, 1W-2L
Q3:
Luanne Lui
Vicki Kawaguchi
Pablo Sanchez
Kiesha Phillips
Pete Wheeler
Dmitri Petrovich
Angela Delvecchio
Annie Frazier
Achmed Khan