         Diamond Mind Baseball Version 7 Release Notes
         ---------------------------------------------

This file contains important information that was not available at the 
time the Version 7 User Guide was sent to the printer.  You may want to 
consider printing this file and keeping it with your User Guide.


Manager Profiles
----------------

In prior versions, you selected Organize/MgrProf to edit the manager
profile for a team.  In version 7, we moved the manager profile editing
command to the team roster menu because many people make roster moves
and manager profile changes at the same time.  To view or edit a manager
profile in version, choose Organize/Roster/MgrProfile.


League Injury Rules
-------------------

Version 7 includes a new feature that automatically makes real-life
transactions (trades, signings/releases, promotions/demotions, etc.) on
the dates they occurred in real life.  When you are using this feature
for a league (by setting the league Play mode to "Use Transactions" or
"Use Trans&Lineups"), we automatically set the injury mode to None, since
the transaction feature is responsible for disabling and activating players
instead.  If you want to use the game's injury system, first set Play mode
to "No transactions" and then choose the injury rule you prefer.


Error ratings on game screen
----------------------------

The version 7 game screen now shows the error rate for each fielder using
a notation like e19, where 19 represents the number of errors this player
is expected to make in 100 full games at this position.  


Starting the runner on a 3-2 count
----------------------------------

You don't need to choose the hit and run to start the runner with a 3-2
count and two out.  The game does that automatically.  If you want to
start the runner(s) with a 3-2 count and less than two out, choose the
hit and run.  The batter's behavior will then depend on where the runners
are located.

If you have a runner on second with first base open, the batter must swing
at the next pitch to protect the runner who's heading for third.  Taking
the pitch for a ball isn't good enough, because the runner on second might
be thrown out stealing third.  If, however, all of the runners would be
safe if the batter took ball four, the batter won't necessarily swing at
the next pitch.


Speed in Autoplay Mode
----------------------

Those of you who have used a previous version of Diamond Mind Baseball
might notice that version 7 is quite a bit slower in autoplay mode.  There
are three reasons for the difference.  First, and most important, the new
new features finally pushed us over the 640KB memory limit and forced us
to use virtual memory, and that makes everything run more slowly.  Second,
the game now simulates every pitch, so the simulation and the computer
manager are doing a lot more work than ever before.  Finally, the updated
1996 season disk is shipped with a complete set of real-life transactions
and game-by-game starting lineups.  If you autoplay the season using the
real-life transactions, the game must do a lot of new work to keep the
rosters up to date.

We hope you'll agree that the game is still very fast.  On a 200MHz Pentium
computer running Windows95, we are able to play an entire season in less
than 15 minutes.  That's a rate of a little better than one game per second,
or over 400 simulated pitches per second.  We'd be happy with this if it
weren't for the fact that previous versions were even faster, and we regret
that we were unable to find a way to maintain the blistering pace of earlier
versions while adding of the important new features in version 7.

