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ZOOM Baseball Mogul 2003
$4.95 (Win95/98/Me/NT/2000/XP) (Mini Retail) (BBMOGUL3PR)

Publisher: Monkeystone

Game

Taking Fantasy Baseball to the Next Level.

Take control of your favorite team - with the real roster of big league players - and show the world that you've got what it takes to be a Baseball Mogul!

The pennant race is heating up! Your team is four games behind the division leaders, with most of the season behind you. The trading deadline is almost past, and now you have to decide - what is the best way to get to the playoffs? Should you pay top dollar to acquire another starting pitcher? Would a new slugger do the trick? Or can your current players handle the sprint to the finish on their own?

Welcome to the high-pressure world of baseball management! In the back room, your decisions mean the difference between going to the post-season and going home for the winter. Can you build a championship-winning team while you manage the finances, too? It's up to you to find the best players, keep your fans happy, and build your baseball empire.

Baseball Mogul Basics

Baseball Mogul 2003 is the fifth installment in the award-winning Baseball Mogul series, in which you assume the role of the General Manager for your favorite professional baseball team. Unlike action game simulations, Baseball Mogul is a game of strategy that requires sharp wits rather than an itchy trigger finger. It is a game that is easy to learn, but hard to master. Baseball Mogul 2003 takes fantasy baseball to the next level!

The Object of the Game

Baseball Mogul begins in the spring of 2002 with a 25 player roster, featuring the real names, statistics, and photos of the major league baseball players. You also start with a minor league system with extra players you can call up to your ballclub should the need arise. As General Manager (GM), your job is to build the best lineup of players to take your team to the Championship Series. You can make complex player trades and sign players to multi-year contracts as you build your team, but you'll have to compete with the other team GMs, and negotiate with the player's agents. If your new players are good enough, have them join your team right away, otherwise send them to your minor league franchise for training and improvement. Then, as the season progresses you choose which players stay in the big leagues, which ones get sent down to the minors, and which ones get released or traded.

As GM you also have to manage all the finances for your ballclub, making sure that the team doesn't go bankrupt. Raise revenue for your team by setting the price of tickets and concessions, and selling the TV broadcast rights, while you manage your team's expenses by setting the budget for your farm system, player scouts, medical staff, and player payroll. But be careful, because fans can be fickle if your team doesn't win or if your tickets become too expensive!

Your involvement as GM does not stop in the team's front office -- you also help to manage your team on the field. You set the starting defense, batting order and pitching rotation for your team. Of course, once a ballgame starts, you retire to the luxury box and its up to your team's coaches and players to get the win! A powerful game engine simulates each at-bat of the game based on historical stats and real player performance, assuring you the maximum realism possible!

Game Features:

Make trades, or accept trades proposed by other managers.

Call up minor leaguers and send major leaguers down for more training.

Sign free agents and release low-performing players.

Read scouting reports to get detailed information on each player in the leagues.

Choose starting lineups and pitching rotations.

Set batting order and defensive positioning.

Set the budget for scouting, farms, and medical staff.

Determine ticket prices, concession prices, and TV broadcast contracts.

Study financial information to compare your revenue and expenses with those of other teams.

Read news stories that highlight interesting games and special league events, such as player trades and end-of-season awards.

Analyze play-by-play and box scores that recap the action of previous games.

Complete HTML Help system.

Requirements:

Windows 95/98/Me/NT/2000/XP:IBM PC Pentium 100 or better CD-ROM drive Mouse 16 MB RAM 160 MB free hard disk space SVGA monitor w/ 256 colors Minimum screen size of 800x600 pixels Optional: Internet Connection Sound card and speakers Printer



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