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Retro Game Walkthroughs For
"Hardball 6"
(PC Games)

Retro Game Walkthroughs for Hardball 6 (PC Games)
Submitted By: Dharav
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Notice
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This walkthrough of Hardball 6 (Accolade - 1998) was made by Dharav Solanki.
Email [email protected] for complaints/compliments etc.
Some sections like statistics etc. have been dropped to keep the size of the walkthrough low.

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The Walkthrough
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To Set Custom Fielder Positions (for more information on Custom Fielder Positions, see Edit Lineups)
• Keyboard: Tap cursor keys to cycle through the fielders. Press to select. Tap arrow keys to move the fielder to a new location. Press to set the fielder.
• Mouse: Click on a fielder, hold and drag to a new location. Release the mouse button to set the fielder.
• Joystick: To cycle through the fielders, move the joystick left/right or up/down (Gamepad: Tap D-pad in the appropriate direction). Press Button 1 to select a fielder. Move the joystick, or tap the D-pad on a gamepad, to move the fielder to a new location. Tap Button 1 to set the fielder.

Special Gamepad Controls
In addition to the controls for pitching, hitting, running and fielding, some gamepads include special action buttons.

All Gamepads:
Press the Button #10 to call a timeout at any point that would perform the same function. Press Button #9 to cycle through the five Fielding Camera modes.

Keyboard Shortcuts
Although you can access most menus and features with a few simple mouse clicks, there are times when a keyboard shortcut is the quickest way to issue a command.

• Close HardBall 6
• Toggle between full screen and window display

Note: Your video display must be set to 16-bit color for the window display setting.

Camera Hot Keys
• <1> Normal view
• <2> Press box view
• <3> Ground level view
• <4> Crane shot view
• <5> Random camera


Defensive Positioning
• <6> Tap repeatedly to cycle through outfield alignments
• <7> Tap repeatedly to cycle through infield alignments

Graphics Hot Keys
• Perspective Correct Rendering: Toggle ON/OFF
• Pan and Zoom Mode: Toggle ON/OFF

See Graphics for a complete description of camera angles.

Controlling Players On The Field

Pitching
If you use every available option, throwing a pitch consists of three steps: Strategy, Pitch Selection and Release/Aim. With runners on base, you can also attempt a pick-off, instead of releasing the ball to the batter.
Strategy and Aim are optional, so if you are the type who likes to work quickly, simply select a pitch and throw the ball. The following instructions assume that you are using a gamepad or joystick. Note: Moving the D-pad on a gamepad is the same as moving the joystick handle. Keyboard controls follow each description.

To Complete a Pitch:
1. Choose a Strategy: Use the D-pad to highlight Strategy, and then tap button #1. While holding down the D-pad in the appropriate direction, tap button #1 to choose one of the following options: Walk Batter to issue an immediate intentional walk; IF:Normal to cycle through infield alignments; or OF:Normal to cycle through outfield alignments. After changing IF or OF alignments, Select Pitch is highlighted. Tap button #1 to return to the Pitching Box.

Keyboard: To open the Strategy menu, tap the arrow Press the appropriate key to select a strategy; or, simply tap to return to the Pitching Box. To select infield and outfeld alignments, press and hold key and tap to cycle through the choices.

2. Select a Pitch: The Pitching Box displays up to four pitches. The selection varies according to the pitcher's repertoire. Hold down the D-pad to highlight a pitch, and tap button #1 to close the Pitching Box and wait for the hitter to step into the box.

Keyboard: To select a pitch, tap the appropriate arrow key, or press to choose the middle pitch.

3. Release/Aim The Ball: Once the batter is set, tap button #1 to release the pitch. During the windup and before the release, use the D-pad to aim the ball. It will take practice to learn how to alter your pitch with the D-pad. The longer you hold down the D- pad, the more severe the directional change will be. If the Pitching Crosshair is active, you have the added benefit of aiming a crosshair within the yellow strike zone box. Once the pitch is on its way, get ready to control your fielders.

The crosshair disappears sooner in a two-player game. This keeps your opponent from seeing where you are aiming the pitch.

Keyboard: Tap to begin the windup. Use the arrow keys to aim the pitch.

4. Pickoff Attempt: After selecting a pitch type, press and hold the D-pad in the direction of the desired base (see the following note), and then tap button #2 to attempt a pick-off. It is possible to make an errant pick-off throw, allowing the runner(s) to move up.
Keyboard: After selecting a pitch type, hold down the arrow key for the desired base, and tap to complete the pick-off attempt.

When attempting a pick-off, the directional arrows are based on your current view, as listed below:

From Behind The Mound From Behind Home Plate
First Base Left Arrow Right Arrow
Second Base Down Arrow Up Arrow
Third Base Right Arrow Left Arrow


Pitcher's Status Bar: When a pitcher first enters the game, either as a starter or reliever, a yellow status bar appears under his name in the Pitching Options Box. As the game goes on, the yellow bar gradually decreases, as the pitcher tires. For more detailed information, tap the key and click on your team logo to open the Bullpen screen, where you can check your pitcher's Status, Pitch Summary and Last 10 pitches.

Hitting
If you use every available option, swinging the bat consists of three steps: Strategy, Swing Selection and Swing Location. Strategy and Swing Location are optional, so if you would rather just grab a bat and take your hacks, simply pick a swing and let 'er rip. The following instructions assume that you are using a gamepad or joystick.

Moving the D-pad on a gamepad is the same as moving the joystick handle. Keyboard controls follow each description.

To Complete a Swing:
1. Choose a Strategy (only with runners on base): Use the D- pad to highlight Strategy, and then press button #1. The strategy selection is depends on the number of base runners. While holding down the D-pad, press button #1 to choose one of the following: Hit & Run, to send the runner as the pitch is thrown (at least one base runner); Steal, to attempt a stolen base (at least one base runner); Squeeze, to direct a runner on third to break for the plate while the batter attempts a bunt (runner on third); and Double Steal, to direct two runners to steal bases (runners on first/second or second/third). The Swing Selection box re-appears automatically after making a strategy selection.

Keyboard: Tap the arrow to open the Strategy menu. Tap the appropriate arrow key to select a strategy, or press to select a swing.

2. Swing Selection: Hold down the D-pad to highlight one of the following swing types and press button #1 to make the selection: Opposite: Swing to hit the ball to the opposite field (right- handed hitters go to right field; left-handed hitters go to left); Power: You have a better chance of hitting the long ball, but an increased chance of making an out; Contact: A normal swing; or Bunt: Lay one down to advance a base runner, or leg out an infield hit.

Keyboard: Tap the appropriate arrow key to select a swing (press to choose Contact).

3. Swing Location: After choosing a swing, the pitcher will throw the ball. As the ball is released, use the D-pad to pick a swing location, and press button #1 to swing the bat. It will take practice to learn how to time your swing, and without the aid of the pitching crosshair, you'll have to guess at the pitch location. If the Pitching Crosshair is active, you have the added benefit of seeing where the pitcher is aiming the ball, and whether it is likely to be in the strike zone.

Keyboard: Use the arrow keys to select a swing location, and tap to swing the bat.

4. Optional Swing Types (Gamepad): After the pitcher releases the ball, tap button #1 for a normal swing, button #2 for a swing more likely to produce a ground ball, or button #3 to increase your chances of hitting a fly ball.

The likelihood of a player hitting a ground ball or fly ball is also influenced by his ground ball/fly ball rating.

Fielding
If Fielding and Throwing are enabled under Manager Options, you control every aspect of defense on the field, including catching fly balls, fielding grounders and throwing the ball to the proper base or cut-off man. The following instructions assume that you are using a gamepad or joystick. Moving the D-pad on a gamepad is the same as moving the joystick handle. Keyboard controls follow each description.

To Catch The Ball:
Point the joystick handle, or D-pad on your gamepad, to move the fielder in the direction of the ball. If Fielding Marker is enabled under Level of Play, a blue circle will mark the landing point of the ball. Position the fielder on the marker, or under the ball (if the marker is disabled) to make the catch. To jump or dive for the ball, tap button #2. If the ball goes past the fielder under your control, tap button #1 to immediately select the fielder closest to the ball.

Note: When the selected fielder is off the screen, a yellow circle appears at the edge of the field. Move the circle toward the ball to bring the fielder back into view. Tap button #3 to give your fielder a speed burst in the direction that he is moving.

Keyboard: Press and hold the appropriate arrow key to move the fielder toward the ball. Tap to jump or dive for the ball. Tap to select the fielder closest to the ball.

To Throw The Ball:
Point the D-pad on your gamepad, or joystick handle, in the direction of the base to which you are throwing. The bases are configured in a diamond shape on your controller. First base is to the right, second base is up, third base is to the left, and home plate is down. While pointing to a base, tap button #1 to release a normal throw.

From the outfield, tap button #2 to make an aggressive throw to the selected base, bypassing the cut-off man. Press and hold button #3 to hold the ball and run to the selected base.

Keyboard: Press and hold the appropriate arrow key in the direction of the base to which you are throwing (First Base: ; Second Base: ; Third Base: ; Home Plate: . While holding down the arrow key, tap to release a normal throw. Tap to bypass the cutoff man on a throw from the outfield.

Base Running
When you activate Base Running under Manager Options in the Controls section, you assume complete control over base running and stealing (if Base Stealing is selected under Level of Play). The runner goes immediately to first base on a batted ball, however you must direct him to continue, by pointing at the next base with your controller.

The bases are in a diamond configuration on your controller; First Base - Right, Second Base - Up, Third Base - Left, Home Plate - Down.

If more than one runner is on base, point to each base that you are trying to reach; or tap button #4 to advance all runners one base. The following base running options are available for joystick/gamepad users (your options may vary, depending on the number of buttons on your controller):

BEFORE THE PITCH IS RELEASED
ACTION DESCRIPTION
Retreat to base Press the D-pad in the direction of the base as you tap the #1 button
Increase lead-off Tap the D-pad in the direction of the base. Steal Press the D-pad in the direction of the base as you tap the #2 button
Steal All Tap the #3 button
Lead-off all runners Tap the #4 button
Retreat all runners Tap the #5 button


AFTER THE PITCH
ACTION DESCRIPTION
Retreat to base Press the D-pad in the direction of the base as you tap the #1 button
Advance all runners Press the #4 button
1 base
Retreat all runners Press the #5 button
Advance a runner Press the D-pad in the direction of a base to advance the runner

KEYBOARD CONTROLS
ACTION DESCRIPTION
Retreat to base Hold down the arrow key in the direction of the previous base and press
Increase Lead-off Tap the arrow key in the direction of the next base
Steal Hold down the arrow key in the direction of the base when the pitcher starts his windup
Advance Press the arrow key in the direction of the base after the pitch is released

Playing An Exhibition Game
New Game
You can play an exhibition game between any two teams by clicking Exhibition Game on the Main Menu. Click New Game to start fresh, or click Resume Game to pick up where you left off. Or, if you'd rather bask in the glow of a great play one more time, click Highlights to view a saved play.

Resume Game
You can resume a saved Exhibition game.

To Resume an Exhibition Game:
1. From the Main Menu, click Exhibition Game.
2. Click Resume Game.
3. Highlight the game file (*.SAV), and then click Open; or simply click on the game file.
4. Click Play Ball! to resume the game.

Select Teams
After clicking Exhibition Game/New Game, or Training Camp/Fielding Practice (for more information, see Training Camp), you will go straight to the team selection screen. Home team selection is always first, and the flashing red bar indicates that your next mouse click or tap of the key will select the highlighted team. Move the mouse pointer over the desired team, or use the keyboard arrows to move the highlight bar. Click or Tap to select a team. Repeat the process for the visiting team.

All-Time Team_
In addition to teams based on the pre-season 1998 rosters, HardBall 6 includes an All-Time Team of baseball's greatest stars. An outstanding season in each player's career is represented, such as Babe Ruth's 60-home run performance in 1927, or Tris Speaker's league leading .386 average in 1916.

To Play An Exhibition Game With The All-Time Team:
1. From the Main Menu, click All-Time Team to open the roster screen.
2. Click Exhibition Game and select your teams as you would in a normal game.

Note: You can also use the All-Time Team in a league. Simply, click on Edit League and import the All-Time Team (alltime.hb6) from the HB6 directory on your hard drive.

Select Stadium
After selecting teams for Training Camp, or to play an Exhibition Game, your next stop is the Select Stadium screen. Click, hold and drag the slider bar up or down to view the stadium names, and click on a name to load the related graphic and description. If desired, adjust the Weather Conditions. You can set the wind, playing surface, humidity and temperature for an Exhibition Game or Training Camp session (Batting Practice, Fielding Practice & Home Run Derby(tm)). Click OK to accept the stadium and proceed to the Lineups screen.

Note: When you open Select Stadium from the Team Summary screen, any changes in the Weather Conditions will be stored with the stadium for future league and exhibition games.

Play Ball!
After setting Lineups (see Edit Lineups), and pre-game Options (see Options), click Play Ball! to take the field. After the players take their positions, the batter approaches the plate and two baseball cards appear (pitcher and hitter). After a brief display, batting and pitching panels replace the cards. To make the cards reappear, press and hold button #2 (keyboard: ), to display the player photo. Release the button briefly, then press and hold the button down again (while the photo is still visible) to display the stat card.

During a game, you can call a timeout at any time by tapping . From the ensuing screen you have the following options:
• Play Ball!: Return to the field.
• Instant RP: View the last play.
• Visiting Team Logo: Return to the roster screen.
• Home Team Logo: Return to the roster screen
• Options: Adjust Controls, Level of Play, Graphics and Sound; Save Game or Return to the previous menu.
• Lineups: Open the Lineups screen for easy access to rosters, game options, box scores and highlights.

Lineups Screen
Player Statistics
After selecting two teams and a home stadium, you arrive in the Pre-Game Lineups screen, where you can view or edit player statistics and ratings for both starting lineups. To view or edit players who are not in the starting lineups, or to print a roster to a file or hard copy, click on one of the team logos at the bottom of the screen.

To View Player Statistics And Ratings
Right-click on a player to view a pop-up baseball card. Left-click on a player's name to open the Player Editor.

Click on a team logo to view additional players on the bench or in the bullpen. Drag the silver slider bar up or down to display more players.

To view the current status of pitchers, click Bullpen. To change the starting pitcher, click Substitute, and then click on a new pitcher. During a game, additional information appears under Pitch Summary and Last 10 (pitches).

To change the displayed statistics on a Bullpen or Lineups screen, right-click on the numbered tab to the right of the team name to open the Stat Selection screen (see Stat Selection).

To Edit Statistics And Ratings For All Players
• Click on any player to open the Player Editor.
• Click to the right of a Ratings category to input a new value or description (changes are not saved to disk in an exhibition game).
• To change the displayed statistics, right-click on one of the numbered tabs (1-4) located to the right of a statistical title bar, to open the Stat Selection screen.
• To print a roster, click a team logo to open the roster screen. Click Print/Export, and then choose Print or Export To File. Selecting Print opens the Windows 95 Print screen. To save the roster to a file, change the storage drive and/or directory (if necessary), type in a file name, and click Save.

Note: You cannot view exported files from within the game.

Edit Lineups
From the Lineups screen, you can edit the starting lineup for either team by clicking on the team logo buttons to display the Roster screen. The following lineup options are available:
• Sub Players: To make a player substitution, click Sub Plrs. A flashing, red bar appears over a player in the lineup. Click on any player in the lineup to designate him for removal. After selecting the first player, click on a bench player to make a straight substitution; or click on another player in the lineup to swap fielding positions.
• Batting Order (Pre-game only): To swap two players in the lineup, click Bat Order. A red bar appears over a player in the lineup. Click on the first player to swap, and then click on another player to make the exchange.
• VS. LHP/RHP (Pre-game only): From the Lineups screen, click on a team logo to open the team roster screen. Click LHP to load a default optimum lineup against a left-handed pitcher. Click VS. RHP to load a lineup against a right-handed pitcher.
• Fielder Positions: To change the position of the starting defensive players, click Fielder Positions. A screen appears with each player displayed in his normal position. To change the Outfield or Infield alignments, click on the corresponding item to the left of the field display (you can also select these items during a game by clicking Strategy in the Pitching Options box). To move each fielder individually, click Custom (under Infield or Outfield), and then click, hold and drag the selected player to a new position on the field.

Note: To change your Custom fielder alignment during a game, you must return to the Team Roster screen and click Fielder Positions. Otherwise, your pre-game Custom settings will remain in effect when you select Custom Infield of Outfield from the Pitching Options box.

Fielder Positions
Normal Outfield
This is the default outfield positioning, with each fielder at medium depth and playing straightaway to the hitter

Outfield In
This is a normal outfield alignment, with the outfielders positioned a few steps closer to the infield. This is a good choice against a spray hitter who rarely hits for power. However, the outfielders are still too deep to catch very short fly balls, especially when the winning run is at third base with less than two outs. Use the Custom option to bring the outfielders closer to the infield.

Outfield Right
This is a normal outfield alignment, with the outfielders shifted moderately toward the right field line. This is a good defense against a left-handed pull-hitter, especially when your pitcher does not have an overpowering fastball. Use the Custom option to intensify the shift.

Outfield Left
This is a normal outfield alignment, with the outfielders shifted moderately toward the left field line. This is a good defense against a right-handed pull-hitter, especially when your pitcher does not have an overpowering fastball. Use the Custom option to intensify the shift.

Custom Outfield
This option provides maximum flexibility. Each outfielder can move independently to almost any point up to the edge of the infield, or back toward the warning track. The left and right fielders can play directly on the foul line, but only at medium depth. As they move in closer, they level off in a straight line, behind the infield and parallel to the batter.

Note: If you click Strategy and select Custom Outfield during a game, it will load the last alignment that you designed. To change your Custom Outfield, you must first go to the team roster screen, click Fielder Positions, click Custom Outfield and design a new alignment.

Normal Infield
This is a normal infield alignment with each fielder in his default position. The first baseman plays off the bag, even with a runner on first. If you want to keep the base runner honest, you must manually select Hold Runner by clicking Strategy in the Pitching Options box.

Infield In
All four infielders move up. The third baseman and second baseman play on the infield grass, while the shortstop and second baseman move slightly closer together and up on the infield dirt. This is a good all-purpose strategy when you want to keep a runner on third from scoring. However, your infielders will be less likely to snag line drives or short fly balls to the outfield. When you expect a bunt, use the Custom Infield option to bring only the third baseman and first baseman in toward the plate. Also, the Custom option lets you bring individual fielders closer to the batter.

Double Play Depth
Double Play Depth positions the second baseman and shortstop closer to second base, giving either fielder a jump on getting the force play at second, and hopefully turning the double play. Also, the third baseman cheats slightly toward the hole, and the first baseman edges closer to first base. Unfortunately, this position leaves a gaping hole between first and second, and a slightly smaller opening between the third baseman and shortstop. It's worth the risk with a speedy runner at the plate, but if the hitter is a lumbering catcher, don't bother.

Guard Lines
Guarding the lines should be used sparingly, and only when you cannot afford to give up an extra base hit. The first baseman and third baseman play right on the lines, so it is almost impossible to pull a shot into either corner. However, like Double Play Depth, the alignment leaves holes on either side of the infield.

Hold Runner
With less than two outs and a fast base runner on first, you should hold the runner in most situations. By playing normal defense, the runner can get a bigger lead and is more likely to steal second base.

Custom Infield
The Custom Infield allows you to position each infielder independently. The third baseman and second baseman can be placed on either side of the infield, allowing you to double up on one side against a notorious pull hitter. The shortstop can be placed anywhere on the left side of the infield, while the first baseman can roam between first and second. Note: If you click Strategy and select Custom Infield during a game, it will load the last alignment that you designed. To change your Custom Infield, you must first go to team roster screen, click Fielder Positions, click Custom Infield and design a new alignment.

• Bullpen: You can check the status of your pitchers, warm-up a reliever, make a pitching substitution (during a game), and review your pitcher's performance. Up-to-the-pitch totals track the Last 10 pitches, and Pitch Summary tracks FR (Fair plays), FL (Foul balls), CS (Called strikes), SS (Swinging strikes), BL (Balls) and Total pitches. Under Next Batters, you can review the next four hitters on the opposing team. Click on the numbered tab to change the statistical set (1 - 4), and right-click on the tab to change the displayed statistics.

Calling The Bullpen
To Warm-up a Pitcher:
1. During a game, tap the key and click on the team logo button. If you are batting, click on Bullpen. If you are pitching, you will go directly to the Bullpen.
2. Once in the Bullpen, click Warmup to highlight the relievers. Use the keyboard , or drag the slider bar to view more pitchers. Click on a pitcher to send him to the bullpen. A W will appear to the left of his name, and Status will show Warming Up. It takes approximately one inning to properly warm-up a pitcher, at which time his status will change to Warmed Up.

Note: You can also warm-up a starter.

3. When the pitcher is ready, click Substitute and click on a pitcher to bring him into the game. His name will appear under Pitching.

Note: If you bring a pitcher into the game before he is fully warmed-up, he may have trouble finding the strike zone.

To Stop a Pitcher From Warming-up:
1. During a game, tap the key and click on the team logo button. Follow step #1 above to get to the Bullpen.
2. Once in the Bullpen, click Warmup. Click on a pitcher with a W to the left of his name to sit him down.

Print/ Export
While viewing standings, league leaders, roster and team calendar screens, HardBall 6 provides the option to print a hard copy or output to a file.

Note: You cannot view exported files from within the game.

To Print Or Export a Report:
1. Click Print/Export to open the Windows 95 print or file windows. Select Print to send output to your printer. Make sure that your printer is properly configured in Windows 95 prior to using this command.
2. Select Export to File to store a document on your hard drive. Type in a filename and choose a destination drive and directory.

Highlights
Viewing Exhibition Game Highlights
You can view up to 32 stored Highlights (reels) before starting an Exhibition Game. You can also view plays during a game, however these highlights are limited to the plays saved during the current game (see Store Auto-Save Reel for instructions on saving Auto- Save reels for viewing later).
To View Stored Highlight Reels Before An Exhibition Game:
1. From the Main Menu, select Exhibition Game, and then select Highlights.
2. From the Load Highlight File box, click on the desired highlight film (*.HLR), and then click Open; or simply double-click on the file. To load a different reel, click Load Reels and select another *.HLR file.
3. The file box disappears and the stored reel(s) and descriptions are listed in the Highlights screen. Click on a reel to load the film.
4. The following keyboard controls let you view the reel at one of three speeds:
• Single Frame: Tap the key to move forward one frame at a time; tap the key to move backwards.
• Normal Speed: Press and hold the key to view the film at normal speed; press and hold the key to rewind the film.
• Fast Speed: Press and hold the keys while holding down the key to fast forward or fast rewind the film.

To View Highlights Of The Current Exhibition Game:
1. During the game, press , followed by Lineups. Click the Highlights button.
2. Click on a highlight reel to load the film. See step 4 above for a description of the VCR-style film controls. 3. To view all reels for the current game (without film controls), click View All.


Store Auto Save Reel
During an Exhibition Game or League Game, scoring plays, home runs and great fielding plays are automatically saved as they occur. Each temporary film is noted on the Highlights screen by a small computer icon. These plays are available for viewing during the game. However, to view them after exiting the current game, they must be saved to a permanent reel during the game.

To Store An Auto-Save Reel:
1. Tap the key to pause the game. Click Lineups, and then click Highlights.
2. Click Store Reel to open the Create Highlight File box.
3. If desired, change the destination drive or directory, and type in a filename (up to eight characters). Click Save to permanently store the reel.

Saving a Highlight Play
To Store Any Play As a Highlight Reel:
1. After a play, press . Click Lineups, and then Highlights.
2. Click Store Reel. If this is the first highlight you are saving, or if all highlights up to this point have been auto-saved, the Create Highlight File box appears. Enter a filename (up to eight characters) and click Save.

Note: If you have already saved a reel for this game, the Create Highlight File box will not appear; move to Step 3.

3. Type in a short description and click OK to save the highlight to a reel.

To Save a Highlight To a Different Drive:
1. When the Create Highlight File box appears, highlight a different drive and press , or simply click the drive letter.
2. Select Filename, type in a new name (up to eight characters) and click SAVE to save the file to a different drive.

To Save a Highlight To a Different Directory:
1. When the Create Highlight File box appears, click on ..\ to view directories in the path.
2. Select the desireddirectory to place the new directory in the path box.
3. Select Filename, type in a new name (up to eight characters) and click SAVE to save the file to a different directory.

Edit Highlight Reel
To Edit a Reel:
1. From the Highlights screen, click Edit Reel to change the description of a play on the current reel.
2. Click on the desired play to open a description box. Type in a new description and click OK to save it.


Remove a Saved Highlight Reel
To Remove a Saved Reel:
1. From the Highlights screen, click Remove Reel.
2. When the Remove which reel? Box appears, click on the reel to delete Note: This action is immediate and irreversible. Do not click on a reel until you are sure that you want to delete it.
3. If you decide not to delete any reels, press to return to the Highlights screen.

Options
While in the Lineups screen of an Exhibition or League game, click Options to access the following game functions:

Controls
Select or calibrate your controller, or change Manager Options. Note: During a Training Camp session, you are limited to adjusting your controller.

Click to the right of the team logo to cycle through available controllers. This selection will vary depending on the type and number of controllers attached to your computer. Choices may include joystick (1 or 2), keyboard (1 or 2) and computer.

If you are using a joystick, click Adjust and follow the on screen instructions to calibrate the controller. Note: This is not necessary for a gamepad, and it may not be necessary for any

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