Hockey League Simulator
Brought to you by Belgarath

Introduction
Bethesda Softworks� Hockey League Simulator (HLS)
allows you to design and manage your own customized
league or create current or classic leagues from the past. Its
extensive features allow you to:

- Create leagues and teams based on your criteria.
- Develop league game schedules.
- Track extensive statistical data.
- Instantly compute the results of a scheduled game.
- Play scheduled games in Wayne Gretzky Hockey*.
- Make trades.
- Manage money.
- Draft players and put them on waivers.

Hockey League Simulator comes pre-loaded with players
and teams from the 1987-1988 NHL hockey season and an
80 game schedule. Additional hockey season team disks are
available from Bethesda Softworks. Any of the yearly data
can b-e loaded directly into the Hockey League Simulator to
provide up-to-date team and player data. (See �Loading
Teams from DataDisks�, page 12.)

If you prefer, you can create you own teams and schedule.
HLS allows you to include as many as 48 teams in a league,
any number of which may be computer-controlled.

The Hockey League Simulator generates a league schedule
and provides the necessary player and team data for playing
each game in Wayne Gretzky Hockey (WGH), allowing you
to simulate an entire season of hockey. If you don�t have
time to manually play all the games in a schedule, you can
compute the results of each game using HLS. It only takes a
few seconds for each game and in that time, all game sta-
tistics are generated by the computer.

Because the purpose of HLS is to keep track of all the games
and statistics for a league over a season based on a specific
schedule, it is not designed for randomly playing one team
against another. Keep in mind that the statistics for any game
played outside the league schedule should not be saved to
the HLS, since these statistics have no real meaning in rela-
tion to league play.

* The award-winning hockey simulation from Bethesda Softworks.

Mouse, Keyboard, Joystick:
Depressing the keyboard return
key, clicking the left mouse button and depressing the joy-
stick fire button have the same effect. Throughout this
manual, the words �depress the return key� will be used. If
you have a mouse, you should press the left mouse button,
instead. If you have a joystick, press the fire button.

Selecting/Highlighting: Selecting and highlighting is done
with either the keyboard, a mouse, or a joystick. Selecting
an item causes it to �reverse out,� that is, the type will
reverse to light against a dark background. When an item is
highlighted, it will change colors or will be boxed in by
lines. In addition to simply highlighting the selection, selecting
and highlighting certain menu options result in a specific
action taking place. For example, selecting and highlighting
'Exit' at the bottom of a menu box will take you out of that
menu and return you to the previous menu.

Selecting and highlighting sequences for a keyboard, mouse,
and joystick are described below:

. Keyboard--use the arrow keys to move the cursor to
the item to be selected. Then hit the return or enter key
to highlight the selection.

. Mouse-the cursor follows the mouse movement.
Move the cursor over the item to be selected and hit the
left mouse button; the selection will then be
highlighted.

. Joystick-the cursor follows the joystick controller.
When the cursor is over the item and it is selected,
depress the joystick fire button to highlight the
selection.

In this manual, the word �select� is used to describe the process
of selecting and highlighting-that is, moving the
cursor over the menu option and depressing return (or
depressing the left mouse button, or depressing the fire
button.) For example: select �Save Roster� means that you
should both select and highlight this menu option.

Menu Operation: In general, there are three types of menu
operations-operations which:

. Move you to new menus (e.g., Head Coach, Load/Save
League)

. Set options which then require selection of another
option (e.g., selecting a game or a team).

In the case of setting options, simply selecting that option
causes it to be active. For example, selecting �Manual� sets
up Auto-Play for manual operation.

For the second menu type, selecting an option causes
another screen to appear. For example, selecting �Head
Coach� in the Main Menu brings up the Head Coach Menu.

In the last menu type, a first menu option must be selected
before choosing a second (and sometimes a third) menu
option. For example, in the Head Coach Menu, in order to
display the Canadians game roster, you must first select
�Display.� Then select �Canadians� (in the conference
window).
An example of a third menu option is the Trade Players
option in the General Manager Menu. This requires 3 selections:
first �Trade Players,� and then each of the two teams
(in any order).

Important: In any situation where you are selecting
more than one menu option, depressing the escape key
(�Esc�) will abort the operation.


Menu Flow Chart

As you use Hockey League Simulator, you will be moving in
and out of numerous menus.

In some cases, you will be unable to exit directly back to the
menu you came from. If you have trouble exiting a menu, it
is usually caused by an illegal configuration. In this situation,
a dialogue box appears with a description of the problem
The problem will have to be corrected before you can
proceed to the next menu. The Menu Flow Chart can also be
depicted on your screen by depressing the F1 key.

Note: For additional information be sure to read the most
commonly asked questions listed at the back of this manual.

Installing and Using the HLS

1. READ the Installation Instructions for your computer
(Included in the HLS package).
2. After HLS has been started, a disclaimer screen appears;
follow the instructions on the screen to continue. If appli-
cable to your particular computer, refer to the Installation
Instructions for information on the pass code screen(s).

3. The Main Menu appears. The title of the Main Menu is
the name of the League that is presently active. If this is
the first time HLS is used, the default is the National
Hockey League.

You are now ready to begin using your Hockey League
Simulator.


Important: Before you use team data to play a game in
Wayne Gretzky Hockey, you must first save the team ros-
ters (see page 7).

Playing a Game in HLS
As previously mentioned, HLS comes pre-loaded with the
player ratings and team data for the 1987-1988 National
Hockey League. If you wish, you can immediately begin
playing a game from the NHL schedule. In order to create
realistic statistical data, league games mast be played in
sequence. A game scheduled in the middle of a season
cannot be played before a game scheduled at the beginning
of a season.

You have three choices for playing a game: you can let the
HLS compute the results (Auto-Play), you can import the
data into WGH and play the game yourself, or you can
enter the STATS manually.

Note: If you let HLS compute the results (Auto-Play),
game statistics are generated at the same time. Since the
game statistics then become a part of the league record,
replaying the game no longer makes sense. If you decide
you do want to replay the game in WGH. you will not be
able to enter the new statistics from the replayed game into
the Hockey League Simulator.

Auto-Play

Make sore the Main Menu is displayed. If your league is
properly set up, a complement of games will be listed in
the right-hand box of the Main Menu (the Game Window).
If this is the first time you are using HLS, the games listed
in the first complement are the first games to be played in
the 1987-1988 NHL 80 game schedule.

Warning: Do not Auto-Play a game you want to play
in WGH. Once the game is Auto-Played, the statistics
are automatically updated in HLS. If you replay the
game in WGH, you will not be able to load the new
game statistics back into HLS - the statistics for that
game will already be recorded.

To Auto-Play a scheduled game, select one of the Auto-
Play modes under Auto-Play Options (Main Menu). The
two modes are Manual and Automatic. Manual allows
selection of a single game to be computer generated, while
Automatic begins playing all games between computer-
controlled teams, starting with the first one on the
schedule.

Manual Auto-Play

Note: In Manual Auto-Play, both computer-controlled and
human-controlled games can be played.

First select �Manual� from the Auto-Play options in the
Main Menu. Then select �Auto-Play� from the Game
Options column in the Main Menu. Finally, select the
game you want HLS to compute from the Game Window
of the Main Menu. Almost instantly, the results of the
game appear on the screen. At the same time-all the sta-
tistics, including placing players injured on the injury
list-are generated and recorded.

Note: The game window displays a full complement of
games scheduled to take place at a given time-such as all
the games that are scheduled for January 23rd. You can
play the games in the game window in any order (in the
same way that you could play all the games on one day in
any order); however, you will not be allowed to move to
games in the next complement (i.e., next day�s schedule)
until you have played the previously scheduled games. If
this sounds confusing, simply try playing the games and
see what happens.

You can then repeat these steps for each game you want to
Auto-Play. As you exhaust the complement of games in
the Game Window, HLS will automatically bring up the
games which are scheduled next.

Automatic Auto-Play

Note: Automatic Auto-Play only works with teams that
have been assigned computer-control; these teams have an
asterisk after their name.

First select �Automatic� from the Auto-Play options in the
Main Menu. Then select �Auto-Play� from the Game
Options column in the Main Menu. HIS will go through
each game, computing the results, recording the statistics,
and displaying the results. If a game that is not computer-
controlled is encountered, Automatic Auto-Play stops. If
you want to Auto-Play the entire schedule, you must make
sure every team is assigned computer-control.

Hint: If you are in Automatic Auto-Play and want to stop
the play, depress the escape �Esc� key.

Hint: If nothing happens when you start Automatic Auto-
Play, check that both teams in the first game are computer-
controlled. Remember, computer control is necessary for
Automatic Auto-Play.

Playing a Game in WGH

Saving Team Rosters

Eject the HLS disk and insert a blank disk (or one you
want to reuse) into the floppy disk drive.

1. (Amiga Only) Under Game Options in the Main Menu,
select �Format Data Disk.� This creates a properly for-
matted disk for saving information and data created in
HLS.

Note: If you own on IBM or compatible, you will have to
format the disk before running HLS.

2. Under Game Options in the Main Menu, select �Save
Rosters.

3. From the Game Window, select the game you want to
play.

4. IBM Only: A DOS Menu is displayed; select �Save
File� and exit to the Main Menu.

The rosters for the game you want to play are now saved to
disk. If you think you may want to play additional games,
save the rosters for those games also by repeating steps 2
through 4 for each game.

Once you have saved rosters, you must exit HLS by select-
ing �Quit� at the bottom of the Main Menu. If necessary,
save the league (see �Loading and Saving a League,� page
16). Load WGH into your computer. Once you have loaded
WGH, you will need to import the player ratings and team
data for the two teams you want to play. One team is the
home team and one is the visiting team.

Importing the Home Team into WGH

Load the Home team into WGH by going to the Home
Team Editor and selecting �Team DOS.� The teams whose
rosters you saved will appear in the window. Each team�s
name will be followed by an extension, (either .home or
.vis ). to indicate whether the team is the Home Team or
the Visiting Team. Select the Home Team. Then, select
�Load Team.� The information is imported into WGH.

Importing the Visiting Team into WGH

To import the Visiting Team data, go into the Visiting
Team Editor and select �Team DOS.� Select the Visiting
Team, (the one with the .vis extension) and select 'Load
Team.� The information is imported into WGH.

Once the Home and Visiting Team data is loaded, you can
play the game.

Important: The designation of Home or Visitor is impor-
tant in tracking statistics. Make sure that when you are in
the Home Team Editor that you select the Home Team and
when you are in the Visiting Team Editor, you select the
team with the .vis extension.

Saving the Stats in WGH

Once the game is over, you must save the stats. To do this,
select �Save Game Results' in the End of Game Menu (this
option is found under �For League Simulator Use�). You
will be placed into a DOS Menu. Select �Save File� to
save the stats; WGH will automatically give the file a
name.

Loading the Stats in HLS

Loading in the stats is very similar to the process used to
Save Rosters, only select the �Load Game Stats� option
from the Main Menu rather than the �Save Rosters� option.

Manually Entering Game Stats

First select �Edit Game� from the Main Menu. Then select
the game whose stats you want to enter from the Game
Window of the Main Menu. The Edit Stats window
appears. The Edit Stats window shows only one team at a
time, beginning with the home team. The home team
players are listed in a column in the left side of the
window and the statistical categories are listed along the
top. The categories displayed will change according to the
player�s position. For example, save percentage would be
listed for a goalie, but not for a forward or defenseman.
Some categories are a calculation of previous categories.
Points are the sum of goals and assists, for example.
Categories based on calculation update automatically when
the categories on which they are based are updated.
To change a stat, move the cursor over the stat to select it.
Then, press the return key and hold it down while pressing
the up and down arrow keys to increase or decrease the
stat�s value. When you have finished editing the stats,
select �Exit.� The Edit Stats window reappears; this time
the visiting team is shown. Repeat the editing procedure
discussed above. Then select 'Exit' again. A prompt will
appear asking if you want to keep the stats. Hit �y� for yes;
this will save the changes you have just made.

You can create you own league based on your own criteria.
However, there are certain rules governing a league�s
structure.

Creating Your Own League

League Structure

The following rules apply to the structure of a league:

. All leagues must have two conferences
. Each conference must have between 1 and 4 divisions
. Each division must have between 2 and 6 teams
. The largest and smallest division must not differ by
more than one team

Steps in Creating a League

There are three steps in creating a league. These are:

. Setup and name league
. Make a Schedule
. Draft Players (optional)

Setting-up and Naming a League

In setting-up and naming a new league, you alter the
league that is presently active. That is, you never start from
scratch.

The menu choice for creating a new league is found in the
Main Menu. To setup and name the new league, select
�Create League� under Things to Do. This will bring up the
League Setup Menu.

Note: If the current league has not been saved, you may
be asked to save it. If you want to reuse this league, you
should save it.

Note: Whenever the League Setup Menu is brought up, all
statistics and schedules are cleared: however player rat-
ings and team data are not altered. This means that any
rime you go into the League Setup Menu. you must create
a new schedule before you can exit.

Once you are in the League Setup Menu, select �Rename
League.� A dialogue box appears; type in the new name.

The next step is to rename the conferences. Conferences
are displayed, one at a time, in the right half of the League
Setup Menu in the conference window. Both conference
names appear as menu choices under Select Conference,
and the presently displayed conference name is high-
lighted. You must select and display a conference before
you can rename it.

When the conference you want to rename is displayed,
select �Rename Conference.� A dialogue box appears; type
in the new name. Repeat this procedure for the other
conference.

In setting up divisions, you must decide how many divi-
sions you want and what their names will be. In the
League Setup Menu under No. of Divisions, select 1.2, 3,
or 4 Divisions. Keep in mind that the division changes you
are making are for the currently displayed conference and
must be repeated for the other conference.

Note: Conferences can have an unequal number of
Divisions.

Division names are displayed in the right half of the
screen. The number of divisions that appear corresponds to
the number of divisions you chose for the active confer-
ence. To rename a division, first select �Rename Division.�
Then select the division name you want to change. A dia-
logue box appears; type in the new name. Repeat this for
each division in the conference.

This completes the naming of the divisions in the active
conference. You must now select the other conference and
repeat the steps for renaming the divisions.


Note: Divisions can have an unequal number of teams with
two requirements-the total number of teams in each divi-
sion must not differ by more than one from any of the other
divisions in the league. The minimum number of teams in a
division is two.

Now that the league, conferences, and divisions have been
setup, it is necessary to setup the teams. Remember, you
are altering the active conference and not working from
scratch. This means you must add or delete teams from a
division to obtain the correct number of teams. This is
done by selecting �Add Team� or �Delete Team� from the
League Setup Menu and then selecting the blank space or
team name in the division where you want to add or delete.
Generally, you want to get each division to the point where
it has the number of teams you want. The?, you will
rename the teams. However, if you are adding a team
where there is a blank space., a dialogue box will appear
asking you to type in the name of the new team.

Once you have all the divisions setup with the correct
number of teams, you can then rename them. For each
team you are renaming, select �Rename Team,� and then
select the team. A dialogue box appears; type in the new
name.

When all the teams in the active conference have been
renamed, select the other conference and repeat the pro-
cedure for renaming the teams.

Note: When a league is created, all the teams will auto-
matically become computer-controlled. You may warn to
change some of the teams to human control. However, if
you want to (automatically) Auto-Play the games. you
should leave all the teams in computer-control.

Changing Between Computer Control and Human
Control

To change a team from computer-control to human control,
select �Human Control� from the League Setup Menu. All
the teams listed in the conference window that are pres-
ently human controlled will be highlighted. Select the corn-
puter-controlled team you want to change. Repeat this pro-
cedure for each team you are changing.

To change a team from human control to computer control,
select �Computer Control' from the League Setup Menu.
All the teams listed in the conference window that are pres-
ently computer-controlled will be highlighted. Select the
human-controlled team you want to change. Repeat this
procedure for each team you are changing.

Reset League

If at any time you are creating a league and you want to
discard the changes you have made, select �Reset League�
from the League Setup Menu. This will restore the
National Hockey League configuration of the 1987-1988
teams.

Exiting the League Setup Menu

Select �Continue at the bottom of the League Setup Menu
and you will move into the Team Setup Menu.

Setting Up Teams

Loading Teams from DataDisks

First, select �Load/Save Team� from the Team Setup Menu
and then select a team from the conference window-the
data will be placed into this team. The Load/Save Team
window appears. Insert the DataDisk into a disk drive.
From the Load/Save Team window, select the proper
drive; the team names appear in the window. Reselect a
team and select �Load File'-the data will be taken from
this team and loaded into the team you selected in a pre-
vious step. Finally, select �Exit� to return to the Team
Setup Menu. This procedure can be repeated as many
times as there is team data to load.

Loading Teams Created in Wayne Gretzky
Hockey

Select �Load WGH Team� from the Team Setup Menu.
Select a team and the Load WGH Team window will
appear. Follow the same procedure outlined above for
loading from DataDisks.

Making a Schedule

Scheduling of games is done from the Team Setup Menu.
Select �Make a Schedule� and the Schedule Menu comes
up. There are two parts to the Schedule Menu: Divisional
Games and Other games. Other games represent games
between teams in different divisions.


Setting the Number of Games

Move the cursor over Divisional Games. Then, hold the
return key down and use the arrow keys to change the
value of Divisional Games. Next, move the cursor over
Other Games. Hold the return key down and use the arrow
keys to change the value of Other Games. The display
showing the total number of games will be updated
automatically.

Playoff Requirements

Under Playoffs, select the number of teams per division
that make the playoffs at the end of the season. You have
the choice of the top 2 teams, top 3 teams or the top 4
teams. Under Series Length, you must select the number of
playoff games in each playoff series. You have a choice of
best of 3, best of 5, and best of 7. The playoff requirements
become highlighted when they have been chosen.

Automatically Generating a Schedule

To automatically generate a schedule, select �Automatic�
under the Make Schedule Heading. A schedule will auto-
matically be created and a dialogue box will be displayed
during the process. The total number of games in the
schedule is based on the size of the league and the selec-
tions you have made in the Schedule Menu. The maximum
number of games is 100. If your league size and selections
require a schedule of more than 100 games, a dialogue box
will warn you that you have exceeded this amount and you
will have to make appropriate changes in either the league
size or the Schedule Menu selections.

Manually Generating Schedule

To manually generate a schedule, select �Manual� under
the Generate Schedule Heading. The Schedule Maker
window appears. The schedule is in the left half of the
window (schedule window) and the teams are listed in the
right half (conference window). The general procedure is
to first select the team name in the conference window and
then select the location in the schedule window. This
places that team in the schedule. To accomplish this, first
highlight and select a team in the conference window.
Then, immediately place the cursor at the location in the
schedule window where you want to place the team. This
will highlight the location. Then hit the return key to select
the location and place the team name. If you make a mis-
take while placing the team, you can click on the schedule
location you want to change and the team name will dis-
appear, or you can simply replace one team with another.

For example, suppose you scheduled game 6 as Canadians
at Capitals, but then decided you wanted Canadians at
Bruins instead. To replace the Capitals with the Brains,
select �Bruins' from the conference window, move the
cursor over Game 6 in the schedule window until Capitals
is highlighted. Now press Enter. Game 6 should now read
�Canadians at Bruins.�

The schedule window only allows 10 games to be sched-
uled at one time. An option at the bottom of the schedule
window, Next Games, allows you to schedule the next 10
games. When generating a schedule manually, dates may
be assigned to games. The date should be selected just
prior to assigning the teams to the schedule. For example,
if you want to specify the date for game three, assign
games one and two and then select the date. This date will
automatically be selected for game three.

To set the date, move the cursor over �Set Date� in the
upper left hand comer of the schedule window and hold
down the return key. While continuing to hold down the
return key, use the arrow keys to change the day. Next,
release the return key and depress it again. Use the arrow
keys to change the month. Finally, release the return key
and depress it for a third time. Depressing the arrow keys
will change the year.

Select �Exit� to exit the Schedule Maker.

Printing a Schedule

To print one team�s schedule, select �Team� under the
Print Schedule Heading in the Schedule Menu and then
select the team whose schedule you want to print. If your
printer is properly connected to your computer and tuned
on, the team�s schedule will be printed. If there are prob-
lems in printing, an error message will appear.

To print out all the games for all the teams (approximately
8 pages for a standard NHL schedule), select �League�
under the Print Schedule Heading in the Schedule Menu.

Exiting the Schedule Menu

Select �Exit� at the bottom of the Schedule Menu and you
will return to the Team Setup Menu.

Exiting the Team Setup Menu

Select �Continue� at the bottom of the Team Setup Menu
and you will return to the Main Menu, where you can exit
the program or start playing your league.

Hints for Managing a League

Rosters

Rosters are divided into two categories: Team and Game.
The Team Roster consists of all the players on the team (
20 to 25 players). The Game Roster consists of the 20
players on the team who will actually play a game. It is up
to you as the coach to decide if a player should be benched,
sent down to the minors or even traded.

Money

If you wish, you can make money management a part of
your league play. To do this, select �Set Options� from
either the Main Menu or the Team Setup Menu. Now make
sure �Money� is highlighted. The money management
works as follows: Each team starts out with an initial
budget (enough to pay each player�s salary, plus an extra
$200,000 to $300,000). This money is used in the course of
a season to pay the players� salaries. It can also be used to
pick up players off waivers, or in trades. It is important to
keep track of your financial state-if you run out of money
(resulting in the players not getting paid) the players will
go into a nasty slump, making it difficult to win games.

Waiver Draft

The waiver draft is a one-time draft which takes place after
the initial (�Entry�) draft, but before the regular-season
begins. The waiver draft is made up of all minor league
players, and all unprotected pro players. If more than one
team wants a player in the waiver draft, he goes to the team
with higher priority. (Priority is determined by the teams�
drafting order: team 1 has higher priority than team 2
which has higher priority than team 3, and so on.) If a team
drafts a player, the player�s original learn receives $40,000
from the new team, and the player is transferred to his new
team. He will remain with this team only as long as a team
with higher priority doesn�t draft him. If he IS drafted by
another team, his current team receives S40,000 from the
new team. The players displayed can vary from team to
team. The players displayed for a given team are all
undrafted players, and all unprotected players which have
been drafted by teams with a lower priority. This means
that team 1 will always be able to see every player (except
its own) in the waiver draft.

Note: Once you exit the waivers display, you will have
�cleared your options� on all the players, and will be
unable to draft any more players. Once you exit the
Waiver Draft Menu, all undrafted players remain with
their original teams. The menu operation is identical to
the General Manager Menu.

Loading and Saving Leagues

Saving a League

When using the Hockey League Simulator, all information
that is generated (statistics, game results, and team infor-
mation) is temporarily stored In the computer memory. If
you turn the computer off without saving the new informa
tion to disk, it will be lost. The Main Menu has a �Load/
Save League� option. Always select this option before
quitting HLS, if you wish to save the information you have
generated. If information has been generated and you
forget to select the �Loud/Save League� option, a dialogue
box will prompt you with the message asking you if you
want to save your league. Type �y� to save the changes.

Note: Never save to the HLS disk, always save
to a separate disk.

To load or save a league, first, select �Load/Save League.�
This puts you into the Load/Save League Menu. Insert a
disk into a disk drive and select that drive from the Load/
Save League Menu.

First time saving a league:

If this is the first time you are saving the league, then
select �Save File.� A dialogue box will appear, asking for
the tile name. Type in the name and hit return. The league
will be saved to disk with the file name you have given it.

Updating a file already on disk:

If you have loaded a league file from a disk for play, and
are now saving the new data, first select the file name that
appears in the Load/Save League Menu. Then, select �Save
File.� A dialogue box appears telling you that the file
already exists and asks you if you want to overwrite the
file. Select yes by typing �y�. if you want the old data in the
league tile to be replaced by the new data you have gener-
ated. If you want to save the old data, type �n�, for no, and
then choose �Save File� from the Load/Save League Menu
without selecting a league name. You will be asked to
name the file. Be sure to give it a name that is different
than the name already listed in the Load/Save League
Menu. If the disk is full, a message will warn you that of
this condition and inform you that the file was not saved.
Simply put in a new disk, and repeat the steps for saving
the league.

Note: If you are saving leagues during the playoffs, HLS
will automatically append a .plf extension to the league file
name. This allows you to save the playoff stats separately
from the regular season stats.

Loading a League

When starting up HLS, the NHL league that comes on the
HLS disk will load automatically. To resume play with a
previously saved league, it is necessary to load that league
into HLS. To do this, enter the Load/Save League Menu by
selecting �Load/Save League� from the Main Menu. Insert
a disk into a disk drive and select that drive from the Load/
Save League Menu. Then, choose a league file from list of
available files in the Load/Save League Menu and select
�Load File�-the data from this league will be loaded into
HLS. Select �Exit� to return to the Main Menu.

Hints for Hard Disk Users (IBM Only): When loading
or saving files, it is important to know which directory you
are in. If you lose track of this information, you will have
trouble finding the file. The directory is listed in the path
information at the top of the menus. Remember, you will
have to reenter this directory to have access to the file. To
change directories, simply select the desired directory
name from the window. If you have problems finding files
on your hard disk, you can solve this problem by saving to
floppy disks.

Menu Listings

Head Coach Menu

The Head Coach Menu is used to set up a roster for a
game. The League Simulator uses two different types of
rosters-the Team Roster and the Game Roster. The Team
Roster consists of up to 2.5 pro players. The Game Roster
consists of 20 players (18 skaters and 2 goalies). The
Game roster is used to play a game using Wayne Gretzky
Hockey or to play a computer-simulated game. Every
Game Roster must have at least 3 centers, 3 left-wings, 3
right-wings, 6 defensemen, and exactly 2 goalies. When-
ever a new Game Roster is selected, new lines mast be set
up, and the starting goalie must be chosen.

Note: A new Game Roster must be set up whenever a
player in the current Game Roster is injured or traded.

Game Roster

Computer Picks - have the computer set up a Game
Roster.

Pick New Roster - pick your own Game Roster. Players
currently in the Game Roster will have an asterisk dis-
played instead of their jersey numbers. The number of
players at each position will be displayed at the top of the
screen. If you wish, you may change players� positions
(the new position will only affect the Game Roster-the
original position will still be displayed in the Team
Roster). Changing positions between forwards and
defensemen is allowed, but the players� ratings will suffer.
Goalies may not have their positions changed.

Display - display a team�s current Game Roster. If a player
is injured, the letter �I� will be displayed instead of his
number, and his ratings will all be 0 except for his �Injury�
rating, which will indicate the number of games he will
miss.

Print - print a team�s current Game Roster.

Team Roster

Display - display a Team (25-man) roster. (Players cur-
rently in the Game Roster will have an ('*') next to their
name.

Print - print a Team (25-man) roster.

Sort by Name - sort the players on a Team Roster
alphabetically.

Sort by Position - sort the players in a Team Roster by
their positions.

Sort by Number - sort the players on a Team Roster by
their jersey numbers.

Pick New Lines - select new lines for a Game Roster.

Computer�s Lines - have the computer select new lines for
a Game Roster.

Print Lines - print a Game Rosters current lines.

Starting Goalie - choose the starting goalie for a Game
Roster.

Note: Computer-controlled teams will always pick their
own goalies.

General Manager Menu

The General Manager Menu is used to fire coaches, trade
players, move players between the pro and farm teams,
pick up players on waivers, and check finances.

A player is put on waivers whenever he is sent down from
a franchise�s pro team to its farm club. A player remains
on waivers until all teams have �cleared their options� on
that player. A team can explicitly clear its options by
checking waivers and not picking up any players. Its
options will automatically be cleared as soon as it plays a
game. If a team picks up a player on waivers, the player�s
old team is paid $40,000. The player is still eligible to be
picked up by any other team with higher priority (team pri-
ority is determined by draft order). This means that the
same player could go from team to team, and would end up
on the team with the highest priority.

Fire Head Coach - get rid of your current coach. If you
have set the League Options so that coaches can affect
players, then you will be presented with a list of coaches
you may �hire.� Otherwise, you will merely be prompted
for a new name.

Check Waivers - view all players currently on waivers.
Beware! Once you exit from the waivers display, you are
�clearing your options� on all the players listed.

Trade Players - select the two teams involved in the trade.
A new menu will be displayed, allowing you to either
trade players or money. A traded player is sent to his new
team�s FARM CLUB. (He may either stay there, or be
brought up to the pro team.)

Note: Trades with computer-controlled teams are
allowed; see Trade Players Menu below.

Send To Farm - choose a team. Its pro roster will be dis-
played. Click on the players you wish to send to the farm
club. You might want to do this if a player is in a slump,
or if you are running out of money. However, any player
sent down to a farm team is automatically put on waivers,
and may be picked up by another team.

Note: Injured players may be sent down

Send To Pro - bring up a player from a farm club to a pro
team. This works the same way as sending a player down
to a farm club, except that the player is NOT put on waiv-
ers. Also, you must have an empty spot on your pro roster.
This is one way to replace an injured player.

Check Finances - display a financial report for a team.
You are responsible for paying the salaries of the players
on your pm team. Players are paid on a per-game basis, so
it is possible to run out of money in the middle of the
season. The report shows a team�s total income (from its
original budget and money received from trades or waiv-
ers), and its expenses to date. It also shows the team�s
�projected expenses.� Beware! If you go �in the red� (run
out of money) your players will not play at their fullest
abilities. If you are running out of money, you could send
a player with a high salary down to your farm club, which
would remove him from the payroll. If you have already
run out of money, the only alternative is to try and trade a
player to another team for cash.

Note: This menu selection is only displayed if you have
selected �Money� in the Set Options Menu.

Display Salaries - display annual salaries for a team.

Change Control - change control of a team (manual control
/ computer control).

If �Edit Players� option is set, screen will show:

Edit Pro Roster - edit player names, positions, numbers,
and ratings.

Edit Farm Roster - edit player names, positions, num-
bers and ratings.

If �Edit Players� option is not set, screen will show:

View Pro Roster _ display all players on a pro team

View Farm Roster - display all players on a farm team.

Stats Menu

Display Stats - stats will be displayed on screen.

Print Stats - stats will be sent to a printer.

League Standings - over-all team won/lost records.

Divisional Records - won-lost records against divisional
and non-divisional teams.

Home-Away Records - won-lost records at home and on
the road.

Power Play - team power-play scoring percentages.

Penalty Killing - team penalty-killing percentages.

Penalty Minutes - team penalty minutes (total, and per-
game average).

Scoring - total number of points (goals and assists).

Goaltending - top goaltenders: average, wins, save per-
centage, shut-outs.

Defensemen - top scoring defensemen.

Goals leaders in goals, assists, power-play goals, short-
handed goals, game-winning goals, game-tying goals,
shots, and first-goals.

Team Listings - display the stats for a single team. Select
either �Scoring� or �Goaltending�, and then select a team.

Note: Players who have not played in at least one game
will not be listed.

Team Setup Menu

Here is where you finish setting up the league. From this
menu you can customize teams, load or save teams, draft
players, and make a schedule.

Load/Save Team - click on a team to be loaded or saved.
You will then enter a DOS Menu very similar to the
�TeamDOS� Menu in Gretzky Hockey. If you load a team,
it will replace the team you selected. If you save a team,
the league will be unaffected, and you will have a dupli-
cate team for future use.

Load WGH Team - load a team created in Gretzky Hockey
into HLS.

Set Budget - set one team�s annual budget. The amount
you set here is used throughout the season to pay your
players� salaries.

Note: Set Budget will only be displayed if �Money� option
is selected.

Fire Head Coach - get rid of your current coach. If you
have set the League Options so that coaches can affect
players, then you will be presented with a list of coaches
you may �hire.� Otherwise, you will merely be prompted
for a new name.

Edit Pro Team - this is identical to the roster editor in
Gretzky Hockey, except that now you have as many as 25
players to deal with. The number of players on the NHL
teams will vary, so you may find empty spots on some
teams.

Edit Farm Team - add, change, or delete players on a farm
team.

Print Pro Team - print one team�s 25-man roster.

Set Options - pick the way you want your league run (see
the Set Options Menu for more information).


Protect Players - this option will only be displayed if you
have drafted players. In this case, you may protect 20
players from the Waiver Draft (all unprotected players will
be included in the Waiver Draft, which takes place before
the start of the regular season). After you select the team
whose players you wish to protect, you will be in a roster
display similar to �Edit Roster.� The number of players
protected will be listed at the top of the screen. To protect a
player, move the cursor bar over the player, and click the
left mouse button. An asterisk (*) will be displayed next to
his name. If you decide you don�t want to protect him after
all, click on him again. The asterisk will disappear.
Remember: there is no guarantee that unprotected players
will still be on your team after the Waiver Draft.

Continue - Return to the league Main Menu (or go to the
waiver draft if you�ve drafted players). When this option is
selected, you will be asked if you�re sure you want to con-
tinue. If a schedule hasn�t been created or a new schedule
needs to be made (if you changed the league), you will not
be able to leave the menu. In addition, each team is
checked for unique jersey numbers. If two players on the
same team have the same number, you�ll have to fix them
before continuing. Computer-controlled teams will auto-
matically be fixed. Remember, if you have drafted players,
you may protect up to 20 players from the Waiver Draft.

Draft Menu

The draft allows each team to start from scratch, and pick
the players they want on their team. Each team may draft
up to 35 players (25 for the major league team and 10 for
the minor league team). Teams pick in the order listed on
the screen. If the �Reverse Order� option is selected, then
the order will be reversed after each round (for example:
round 1: 1,2,3 ,... 21; round 2: 21, 20, 19 ,..., 1; round 3:
1,2,3,...21). Enough players are included in the draft so
that there are at least 35 players available for each team.
All players from every NHL team are always included in
the draft, no matter how many teams are actually in the
league (so even if the league only has 4 teams in it, you�ll
still have players from all 21 teams to choose from). Other
players in the draft come from non-NHL teams and the
farm teams. The farm teams consist of fictitious players
with below-average ratings (although there may be a few
�sleepers� in there).

Set Draft Order - choose the order in which teams will
draft. Click on one team, and then click on another. The
two teams will swap positions. When you�re done, click
on �Save Order� at the bottom of column 3.


Print Draft Order - print out a listing of the drafting order.

Normal Order - teams will always pick in the same order
each round.

Reverse Order - the order will be reversed each round.

Sort By Name, Position, Or Salary - sort all players in the
draft by the indicated value. Since there may be over 1600
players in the draft pool, the sort may take as long as a
minute and a half. Sorting the players by salary is a good
way of listing the players by ability, since each player�s
salary is based on his ratings (although different ratings
are weighted more heavily for different positions).

Display Players - display all players in the draft pool on
the screen. At this point, players have merely been copied
from all the teams; if you look at them and then exit with-
out drafting, the teams will be unaffected.

Prim Players - print out a list of all players in the draft.
Again, since there may be over 1600 players in the list
(depending on the league size), be prepared to have a lot
of paper on hand. If you are in the middle of printing and
decide you want to quit, hit the escape key �Esc.� The
players currently in the printer�s memory will be printed,
and then the printout will stop.

Draft Players - perform the draft. Once you select this
option, all teams will be cleared. The computer will auto-
matically pick players for computer-controlled teams.

Since there are so many players in the draft, the up and
down arrows have been replaced by �Page Up� and �Page
Down� options. These will move through the list 15
players at a time. The name of the team which is currently
picking is displayed at the top, along with its remaining
money. The salary of the player currently under the cursor
bar is displayed in the upper-right of the screen. To draft a
player, move the cursor bar over him and click the left
mouse button. You may draft him to your pro team, farm
team, or you may choose not to draft him. Enter the cor-
rect response (�p� = draft to pro team, �f ' = draft to farm
team, 'c' = cancel). If you draft him to your pro team but
your pro team is already full, he will automatically be
placed on your farm team. You may choose to pick no
more players at all. If you choose the �Exit� option before
the draft is completed, the computer will finish the draft for
all teams. In general, the computer decides what position to
draft for, and then looks for the best player left at that posi-
tion (best player = highest salary).

Note: Players on the farm teams will NOT be protected
from the waiver draft. Also, a team may go over budget
during the draft, but this could have dire consequences
during the regular-season.

Set Options Menu

League Options allow you to select the way you want the
league to run. This menu can be entered from either the
Main Menu or the Team Setup Menu, and the options may
be changed as many times as you wish.

Coach Affects Play - if this option is highlighted, then dif-
ferent coaches can affect player performance (i.e. ratings)
differently. Thus, in the course of a season, some players�
ratings may increase or decrease one or two points.

Note: In order for a coach to affect players, you must first
fire your coach. The new coach will now affect the
players positively, negatively, or not at all. It is up to you
to decide if the coach is any good.

Money - No Money - selecting the �Money� option adds
another dimension to managing a team. Each team will
start out with a budget. From this amount player salaries
must be paid. If the team runs out of money, its players
will �go on strike� (their ratings will all drop drastically).
If the �No Money� option is selected, then money will have
no bearing on the league.

You Manage - you will be in charge of selecting rosters for
all teams-even those controlled by the computer. This
gives you the final say in who will play each game. This
will probably be of most use to people who are interested
in exactly reproducing games played in real life.

Computer Manages - the computer will pick its Own ros-
ters, manage its own teams, and decide whether or not to
accept trades proposed by human-controlled teams.

Streaks/Slumps - If this option is selected, players will go
through �hot� and �cold� streaks. That is, for a certain
number of games, a player�s ratings may go up or down by
as much as two points. These changes are only temporary,
and may change on a game-to-game basis. The adjusted
ratings are displayed in the Head Coach Menu. To see
original player ratings, use the General Manager Menu.

Trade Players Menu

This menu is entered via the General Manager Menu. If
the Money option is activated (see Set Options Menu )
both players and money may be involved in a trade. Oth-
erwise only players may be moved. Players may be
selected by choosing the appropriate team under �Select
Players.� After you have selected players and/or money,
they will appear in the Trade Window beneath their car-
rent teams. After all of the selections have been made,
each team must accept the trade in order for it to go
through. To do this, select �Accept� on the proper side of
the menu beneath the team name. If you don�t like the
trade, select �Cancel.�

Note: If one of the teams is computer-controlled and the
�Computer Manages� option is activated (see Set Options
Menu ), then the computer will decide whether or not to
accept the trade after you select �Accept� for the other
team. If the computer turns you down, you can try �sweet-
ening the pot� by adding additional money and/or players.

For example, suppose the Capitals wanted to trade Mike
Gartner and Larry Murphy to the NorthStrs for Dino Cic-
carelli and Bob Rouse. To do this, you would first select
�From Capitals� from the menu. This would put you into
the roster display. Find Mike Gartner in the player listing
and move the cursor bar over him so that he is highlighted.
Now press return. An asterisk (*) will appear next to his
name. Do the same thing for Larry Murphy. Now select
�Exit.� Select �From NorthStrs,� and select Dino Ciccarelli
and Bob Rouse in a similar way. After you select �Exit,�
you will be back in the Trade Menu, and you will see the
players displayed under their current teams (Gartner and
Murphy under the Capitals; Ciccarelli and Rouse under the
NorthStrs). To finish the trade both the Capitals and the
NorthStrs most select �Accept.�

Note: After a trade, players are sent t o their new ream�s
farm club.

Select �Exit� to return to the General Manager Menu.


Schedule Review Menu

This menu allows you to display or print the schedule
during the course of a season. Games which have already
been played will have their scores displayed.

Print Schedule

All Games - print all games in the schedule, starting at the
beginning of the season.

Remaining Games - print only games which have not yet
been played.

League - selecting this option causes every game to be
printed.

Team - this option causes only a single team�s games to be
printed.

Review Scores

Display - display scores on the screen.

Print - send scores to printer.

One Team - display scores and upcoming games for a
single team.

Two Teams - display scores and upcoming games between
two teams. This is useful if you�re interested in seeing how
your team has fared against a particular team during a
season.

Exit- return to Main Menu.

Commonly Asked Questions

General Information

1. �Can I use teams that I made in Wayne Gretzky Hockey
with the Hockey League Simulator?�

Yes, with certain qualifications. Refer to �Loading
Teams Created in Gretzky Hockey� on page 12. Since
WGH teams have only 20 players and HLS teams have
25, the extra 5 spots will be cleared.

2. �What about Bethesda Softworks� NHL DataDisk.?�

DataDisks that Bethesda produces have both types of
teams on them, so that they may be used with both the
Hockey League Simulator and Wayne Gretzky Hockey.

3. �Sometimes I change league data and the next rime I
run the Hockey League Simulator. all my changes have
disappeared. Why ?�

You probably did not save your changes when you quit
HLS. Any time you make changes to the HLS, a dia-
logue box will appear when you quit, asking if you wish
to save the changes. Be sure to depress �y� for yes.

4. �What is Auto-Play?�

Auto-Play means that the computer will �play� a game
between two teams. Auto-Play provides a quick way to
play a lot of games, and is usually used to play a game
between two computer-controlled teams, (although any
game may be played this way). There are two ways to
�Auto-Play� a game. In Manual mode, you pick one
game for the computer to generate. In Automatic mode,
the computer will continue to generate games as long as
both teams are computer controlled.

5. �How do I use the League Simulator with Wayne
Gretzky Hockey?"

To play a league game using Wayne Gretzky Hockey,
you must save the rosters for the game you wish to play.
Then, when you play Gretzky Hockey, load in the teams
(in the �TeamDOS� Menus). Play the game, and when
you are finished, save the stats. You will then be able to
load the stats back into the League Simulator.

6. "How does the money work?�

Each team starts out with a budget. After each game,
players are paid their salaries from this budget. If a team
runs out of money, the players won�t get paid, and there-
fore will not play as well as they are able.

7. �Does every team have to start out with the same amount
of money?�

No. In fact, in the pre-made league, each team has a dif-
ferent budget (generally enough to pay salaries plus an
additional $100,000 - $200,000). However, if you draft
players, each team�s budget will be reset to $5,000,000.
You can always change the budgets after the draft,
though.

8. "Can I run a league without worrying about money?�

Yes. If you�re not interested in the financial aspects of
the League Simulator, then select �No Money� in the Set
Options Menu.

9. �Why do player ratings sometimes change between the
Head Coach Menu and the General Manager Menu?"

The Head Coach Menu displays players� ratings after
they have been adjusted for their streaks and slumps,
while the General Manager Menu always displays the
actual ratings, without adjustments.

Amiga
COMMODORE AMIGA (All models)

1. �Can I use regular Amiga-DOS disks with the League
Simulator?�

No. Because we use a proprietary (i.e. non-standard)
DOS, you must use specially formatted disks. You may
format a disk in the League Simulator Main Menu by
selecting the �Format Data Disk� option. After the disk
has been properly formatted, it can then be used with the
Hockey League Simulator and Wayne Gretzky Hockey.

2. �Can I run the League Simulator from a hard disk?�

No. Because WGH uses a special operating system that is
not compatible with standard AmigaDOS, a hard disk
cannot be used. This is the one unfortunate side effect of
using our more efficient, but different, DOS.

IBM

IBM and Compatibles

1. �Can I format a disk within the League Simulator?�

No. Although the League Simulator runs in MS-DOS,
you must format disks separately before you use the
League Simulator.

2. �Can I run the League Simulator from a hard disk?�
Yes. In fact, we recommend using a hard disk if you
have one.

3. �Sometimes when I try to load stats from Wayne
Gretzky Hockey into the Hockey League Simulator, the file
name doesn't appear. What should I do?�

If you stats file does not appear automatically in the
Load Game Stats Menu, select �Force Load.� This will
force the display of all existing stat files. Once they
appear, select the one you want.

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