About The Game
Boxscore_20030930
9/30/2003, NYN62-Det03, Comerica Park 1 2 3 4 5 6 7 8 9 R H E LOB DP 1962 New York 0 0 2 1 0 0 0 2 0 5 9 5 10 0 2003 Detroit 1 0 0 2 2 2 0 0 x 7 8 3 5 0 New York AB R H BI AVG Detroit AB R H BI AVG Ashburn cf 4 1 1 2 .250 Sanchez cf 4 1 0 0 .000 Chacon ss 4 1 1 1 .250 Morris 2b 3 1 0 0 .000 Hodges 1b 2 0 0 0 .000 Higginson rf 4 1 2 1 .500 Throneberry ph 2 0 0 0 .000 Young lf 4 0 0 0 .000 Thomas dh 5 0 0 1 .000 Witt dh 4 0 3 2 .750 Hickman rf 5 0 2 1 .400 Pena 1b 4 1 0 0 .000 Mantilla 3b 5 0 1 0 .200 Munson 3b 3 2 1 0 .333 Neal 2b 4 0 0 0 .000 Inge c 4 1 2 3 .500 Cannizzaro c 2 1 0 0 .000 Santiago ss 4 0 0 0 .000 Coleman ph 1 1 1 0 1.000 34 7 8 6 Christopher lf 3 0 2 0 .667 Woodling ph 1 1 1 0 1.000 38 5 9 5 New York INN H R ER BB K PCH STR ERA Hook L 0-1 5.0 7 7 3 2 3 105 65 5.40 MacKenzie 3.0 1 0 0 0 3 30 22 0.00 8.0 8 7 3 2 6 135 87 Detroit INN H R ER BB K PCH STR ERA Maroth W 1-0 5.2 7 3 3 2 1 119 76 4.76 Spurling H 1 1.1 0 0 0 0 0 19 11 0.00 Mears 0.2 2 2 0 0 1 22 15 0.00 Walker H 1 0.1 0 0 0 0 1 3 3 0.00 Patterson S 1 1.0 0 0 0 0 0 13 9 0.00 9.0 9 5 3 2 3 176 114 NYN: Throneberry batted for Hodges in the 7th Throneberry moved to 1b in the 7th Coleman batted for Cannizzaro in the 8th Woodling batted for Christopher in the 8th Coleman moved to c in the 8th Woodling moved to lf in the 8th E-Chacon, Mantilla 2, Neal, Christopher, Munson 3. 2B-Munson, Inge 2. SB-Sanchez(1). K-Hickman, Neal, Throneberry, Higginson, Young, Witt, Munson, Inge, Santiago. BB-Hodges, Cannizzaro, Morris, Munson. SF-Chacon. HBP-Ashburn. PB-Inge. HB-Maroth. GWRBI: Higginson Temperature: 66, Sky: clear, Wind: out to center at 6 MPH. 9/30/2003, NYN62-Det03, Comerica Park 1 2 3 4 5 6 7 8 9 R H E LOB DP 1962 New York 0 0 2 1 0 0 0 2 0 5 9 5 10 0 2003 Detroit 1 0 0 2 2 2 0 0 x 7 8 3 5 0 Score O Rnr BS Event ----- - --- -- ----- ************** Top of the 1st inning, New York batting 0-0 0 --- 21 Ashburn popped out to third (BBFX) 0-0 1 --- 22 Chacon lined out to third (BSSFBFX) 0-0 2 --- 11 Hodges grounded out to second (BCX) ************** Bottom of the 1st inning, Detroit batting 0-0 0 --- 00 Sanchez grounded out to second (X) 0-0 1 --- 30 Morris walked (BBBB) 0-0 1 1-- 12 Morris to second, Higginson to first on an error by the third baseman Mantilla (CBFX) 0-0 1 12- 12 Young struck out (BCFC) 0-0 2 12- 11 Witt lined a single to shallow left, Morris scored, Higginson to third on an error by the left fielder Christopher, Witt to second (FBX) 0-1 2 -23 11 Pena grounded out to first (BCX) ************** Top of the 2nd inning, New York batting 0-1 0 --- 12 Thomas grounded out to second (CBCX) 0-1 1 --- 00 Hickman lined a single to center (X) 0-1 1 1-- 11 Mantilla lined a single to right, Hickman to second (CBX) 0-1 1 12- 22 Neal grounded to second, forcing Mantilla at second, Hickman to third, Neal to first (CFBBFX) 0-1 2 1-3 01 Cannizzaro grounded to short, forcing Neal at second (CX) ************** Bottom of the 2nd inning, Detroit batting 0-1 0 --- 00 Munson flied out to center (X) 0-1 1 --- 02 Inge struck out (CCC) 0-1 2 --- 12 Santiago flied out to center (BCFX) ************** Top of the 3rd inning, New York batting 0-1 0 --- 00 Christopher grounded out to second (X) 0-1 1 --- 11 Ashburn was hit by a pitch (BCH) 0-1 1 1-- 31 Chacon grounded a single up the middle, Ashburn to third (CBBBX) 0-1 1 1-3 32 Hodges walked, Chacon to second (BBFFFFBB) 0-1 1 123 00 Thomas grounded to short, forcing Hodges at second, Ashburn scored, Chacon to third, Thomas to first (X) 1-1 2 1-3 22 Hickman reached on an infield single to first, Chacon scored, Thomas to second (CBBSX) 2-1 2 12- 11 Mantilla grounded out to second (BCX) ************** Bottom of the 3rd inning, Detroit batting 2-1 0 --- 22 Sanchez lined out to right (BFBFX) 2-1 1 --- 21 Morris grounded out to short (BBFX) 2-1 2 --- 22 Higginson struck out (BFBFS) ************** Top of the 4th inning, New York batting 2-1 0 --- 22 Neal flied out to left (BBFFX) 2-1 1 --- 32 Cannizzaro walked (BBCBCB) 2-1 1 1-- 12 Christopher lined a single to right center, Cannizzaro to third (SFFBFX) 2-1 1 1-3 12 Ashburn lined a single to shallow center, Cannizzaro scored, Christopher to second (BCCX) 3-1 1 12- 10 Chacon grounded out to first, Christopher to third, Ashburn to second (BX) 3-1 2 -23 32 Hodges flied out to right (FFFFBFBBX) ************** Bottom of the 4th inning, Detroit batting 3-1 0 --- 22 Young grounded out to second (BCBFFFX) 3-1 1 --- 22 Witt lined a single to shallow left (CBFBFX) 3-1 1 1-- 12 Pena grounded to third, forcing Witt at second, Pena to first (BCCX) 3-1 2 1-- 32 Munson walked, Pena to second (BBCFFB>B) 3-1 2 12- 21 Inge lined a double to left center, Pena scored, Munson scored, Inge to third on an error by the shortstop Chacon (BBFX) 3-3 2 --3 32 Santiago grounded out to the mound (BFBFFFBX) ************** Top of the 5th inning, New York batting 3-3 0 --- 00 Thomas grounded out to second (X) 3-3 1 --- 22 Hickman struck out (BBCFFS) 3-3 2 --- 22 Mantilla popped out to the catcher (CBFBFFX) ************** Bottom of the 5th inning, Detroit batting 3-3 0 --- 00 Sanchez to first on an error by the second baseman Neal (X) 3-3 0 1-- 00 Sanchez stole second (>C) 3-3 0 -2- 32 Morris grounded out to short (>C.BBCBFX) 3-3 1 -2- 31 Higginson lined a single to shallow center, Sanchez scored, Higginson to second (BBCBX) 3-4 1 -2- 01 Young popped out to third (CX) 3-4 2 -2- 22 Witt grounded a single up the middle, Higginson scored (BFBFX) 3-5 2 1-- 00 Pena flied out to center (X) ************** Top of the 6th inning, New York batting 3-5 0 --- 22 Neal to second on an error by the third baseman Munson (CCFFBBX) 3-5 0 -2- 11 Cannizzaro flied out to right (FBX) 3-5 1 -2- 21 Christopher reached on an infield single to second, Neal to third (BCBX) 3-5 1 1-3 11 Ashburn popped out to second (BFX) Spurling now pitching 3-5 2 1-3 22 Chacon grounded to short, forcing Christopher at second (CCBBX) ************** Bottom of the 6th inning, Detroit batting 3-5 0 --- 10 Munson doubled deep to right center (BX) 3-5 0 -2- 22 Inge lined a double to right center, Munson scored (FbFbBBX) MacKenzie now pitching 3-6 0 -2- 12 Santiago struck out (CBSC) 3-6 1 -2- 00 Inge scored, Sanchez to second on an error by the third baseman Mantilla (X) 3-7 1 -2- 00 Morris grounded out to short (X) 3-7 2 -2- 12 Higginson lined a single to shallow left, Sanchez out at home (BSSX) ************** Top of the 7th inning, New York batting Throneberry pinch hitting for Hodges 3-7 0 --- 11 Throneberry grounded out to the mound (CBX) 3-7 1 --- 31 Thomas to first on an error by the third baseman Munson (BBSBX) 3-7 1 1-- 22 Hickman flied out to right (BBFFX) 3-7 2 1-- 00 Mantilla flied out to center (X) ************** Bottom of the 7th inning, Detroit batting Throneberry moved to first base 3-7 0 --- 12 Young flied out to left (CFBX) 3-7 1 --- 12 Witt struck out (BCCS) 3-7 2 --- 11 Pena grounded out to short (BCX) ************** Top of the 8th inning, New York batting Mears now pitching 3-7 0 --- 32 Neal struck out (BFBSBFFS) Coleman pinch hitting for Cannizzaro 3-7 1 --- 01 Coleman grounded a single up the middle (FX) Woodling pinch hitting for Christopher 3-7 1 1-- 12 Woodling grounded a single between first and second, Coleman to second (CFBX) 3-7 1 12- 11 Inge allowed a passed ball, Coleman to third, Woodling to second (BFB) 3-7 1 -23 32 Coleman scored, Woodling to third, Ashburn to first on an error by the third baseman Munson (BFB.BFFX) 4-7 1 1-3 00 Chacon lined out to center, Woodling scored (X) Walker now pitching 5-7 2 1-- 02 Throneberry struck out (FSS) ************** Bottom of the 8th inning, Detroit batting Coleman moved to catcher Woodling moved to left field 5-7 0 --- 22 Munson struck out (BCFFBS) 5-7 1 --- 10 Inge grounded out to the mound (BX) 5-7 2 --- 00 Santiago popped out to second (X) ************** Top of the 9th inning, New York batting Patterson now pitching 5-7 0 --- 22 Thomas grounded out to short (CCBBX) 5-7 1 --- 22 Hickman grounded out to second (BCBSFFX) 5-7 2 --- 00 Mantilla grounded out to short (X)
- Tags: About The Game
Net Play
Direct support for internet play
When designing our new NetPlay capability, we wanted to achieve high levels of speed and flexibility, and we have succeeded on both counts.
The first step in using NetPlay is to establish a connection between two computers running DMB version 11. One owner (the "host") chooses a menu command to put his copy of the game in host mode, meaning that he is ready to accept a connection from the other owner. The other owner (the "remote" participant) chooses a menu command to initiate the connection, entering the hosts IP address to indicate which computer to contact. When the connection has been established, the participants can chat and/or start a game.
The host can (a) start an exhibition game, (b) start a league game, or (c) resume any game that was previously saved while in progress.
NOTE: The ability to restart a previously saved game is is an important safety net. Whenever you are using the internet for any purpose, you run the risk of losing a connection, and it would be very frustrating to have that happen in the middle of your game. Because DMB automatically saves the state of the game after each play and can resume a saved game from that point, you won't have to start over if your connection is dropped for any reason.
After the game has been started by the host, all of the necessary information about the teams, players, ballpark and other game elements is sent to the remote participant. This transfer is instantaneous on a local area network, very fast on a DSL line, and may take 20-30 seconds on a slower dial-up line.
This is the only time a large amount of information is transferred between the participants, so it's the only time you might need to wait a little while before proceeding.
During the remainder of the game, it's almost as if the other person is sitting right next to you, the response is so quick. (It's actually better than having the other person next to you, for reasons we'll get to in a moment.) That's because DMB is not sending large chunks of information, such as screen images, back and forth. Instead, it transmits only what it needs to keep the two copies in synch.
After the initial transfer of information, each participant is presented with the starting pitcher selection window. Both can interact with this window at the same time and in any way they like -- scrolling lists of pitchers, looking at player profiles, checking out the opposing team's roster of hitters, asking the computer manager to nominate a starter, and so on -- before choosing a starting pitcher and pressing OK.
That's because they aren't looking at the same screen image. They are working independently. When a pitcher is selected, the ID of that pitcher is sent to the other manager. It doesn't matter who finishes that process first; DMB knows when both pitchers have been selected and it's time to move on to the starting lineups.
After the starting lineups have been selected by both managers, the game window is displayed on both computers. This is another way in which the independent operation of the two copies of DMB is a big plus. It doesn't matter whether the two monitors are using the same resolution, the same color scheme, or the same play-by-play font. The two managers can even have different settings for the speed of the play-by-play messages.
During a game, the managers take turns making their decisions, just as they do when playing someone who is sitting right next to them. On each play, the offensive manager cannot choose tactics until after the pitching and defensive tactics have been received from the other manager. When baserunning and throwing decisions are needed during a play, each manager must wait until the other has made a decision.
But DMB doesn't impose any unnecessary limitations here, either. While trying to decide what to do, or while waiting for the other manager to make a decision, each manager can be sending a chat message, looking at the boxscore, flipping to the replay of the last event, or calling up a player profile. In other words, DMB won't let you get ahead of the other manager in the flow of the game, but it won't stop you from thinking and browsing independently, either.
After both managers have entered their tactics, the host's computer executes the play and sends the play-by-play commentary and a coded description of the event to the remote machine. The remote machine uses that information to update the state of the game and all relevant statistics. The result is that both managers have independent access to the stats and everything else about the game.
If time is short, the participants have the option to quick play a portion of the game. If one manager chooses a quick play command, the other is asked if he agrees, and if so, the game is autoplayed to that point. (NetPlay is fast, though, so you'll be able to use quick play when you want to, not because you have to.)
A few paragraphs ago, we said it was just like playing someone who is sitting next to you, only better. It's better because:
- both managers can interact with the game at the same time instead of sharing one mouse and one keyboard.
- in NetPlay mode, the other manager never sees your mouse cursor or your hands moving over the keyboard, so there's no way to know what tactics you chose for a play. (Other than the obvious ones such as making a substitution or bringing the infield in.)
- each participant can choose the fonts, colors and speed settings they prefer
After the game is over, the database is updated on the host's computer, and the participants have the option of playing another game during the same session.
Firewalls
One potential complication is the presence of a firewall. A firewall is a piece of software that runs on your computer or on the router that connects your internal network to the internet. The job of a firewall is to protect your computer and/or your internal network from intruders.
If you have a firewall installed, you may have trouble receiving connections from remote managers. In some cases, it may be necessary to adjust your firewall settings to allow NetPlay connections.
So far, we have had success connecting over our office LAN when both computers were behind the firewall, over a dial-up connection where no firewall was installed, over a DSL line with the firewall disabled before the session and then restored after the session, and over a DSL line where the firewall was left up but a specific port was opened to allow DMB traffic to get through.
It's quite possible that you won't be able to use NetPlay from your office if your company's network is protected by a firewall and your network staff won't permit a port to be opened for this purpose. In other situations, such as those where firewalls are not present or where you control the firewall settings, we expect you will have no trouble using our new NetPlay feature.
- Tags: NetPlay
Game Window
DMB Game Window Layout
The game window brings together all of the tools you need to play games and all of the information you
need to make good tactical decisions during the game.
At the top is the main menu for game play. We don't expect you'll use this menu very much, since just
about everything you'll need to do can be more easily accessed with the mouse and the keyboard. But it's
handy to have the menu there for commands you won't use all that often, such as printing (for boxscores
and scoresheets) and generating reports.
Directly beneath the menu bar is a series of four tabs. You can use these tabs to quickly move back
and forth between playing the game and viewing the boxscore, the scoresheet and the game log.
The boxscore can be displayed in one of two formats. This example shows the traditional newspaper-style
format:
The scoresheet is a compact play-by-play account of a game that often fits on a single page. Each plate appearance has a unique code. The first time through the order is A, the second time is B, and so on. Together with the batting order position, you can identify any plate appearance quite easily.
For example, C4 represents the fourth hitter on the third trip through the lineup.
At the bottom of the scoresheet (not shown), the pitcher summary uses this notation to indicate
when a pitcher entered and left the game. For example, if you see that a relief pitcher entered at
D7 and left after E4, you know that he faced the last three hitters in the lineup and then the first
four.
The game log contains the information that appears in the scoresheet (plus the sequence of pitches
for each plate appearance) but in a much more descriptive (though less compact) fashion:
Now let's go through the elements of the main game view. In the upper-left corner, a tabbed window
shows the current lineups for both teams. As you move through the game, the batting team is
automatically displayed, but you can click on the other tab to view the defensive team's lineup at
any time. The lineup window also provides you with a mini-boxscore that shows the performance of
each player in this game.
Anyone who's watched a lot of baseball on television has probably seen the camera zoom in on
the lineup card that each manager keeps taped to the dugout wall. Managers use this card to keep
track of which players on the opposing team are still available to enter the game as pinch hitters,
pinch runners or defensive replacements. In the lower left corner of the game screen, we provide
you with a similar tool, one that shows all of the bench players for each team, with the left-handed
hitters in column one, the right-handed hitters in column two, and the switch hitters at the bottom.
Before we settled on a design for the game window, we looked at a number of other computer
baseball games to see how tactics are entered. Almost all of them display a series of icons and ask
you to click on one or more of them to make your choices. We weren't crazy about that approach,
mostly because it's not easy to come up with icons that are easy to understand, easy to remember,
and make sense in a baseball context. (One game, for instance, used a police car to depict a steal
attempt.)
We chose to use words for three reasons. First, it makes it easier for first-time users to
understand the choices. Second, we plan to add more tactical options in future releases, and it's
easier to distinguish similar tactics (run and hit versus hit and run) with words than with pictures.
And it gives us a natural way to let you know which keys are used to enter the various commands from
the keyboard.
We've made sure that you can enter all commands from the keyboard. This is essential to maintaining
secrecy if you're playing head-to-head with someone who's sitting next to you.
After you have selected the tactics for a play, the game automatically brings the play-by-play tab
to the top so you can read the play result. You can control the speed with which these messages display
and the length of the pause at the completion of each play. If any baserunning or throwing decisions
are needed, colored buttons pop up in the play-by-play window, and you can click on those buttons
(or use the keyboard) to enter your decisions.
After the commentary has been displayed and a few moments pass (to give you time to read it), the
tactics tab automatically brings itself to the top so you can enter your decisions for the next play.
At any time until the next play begins, you can click on the Replay tab to read the commentary for
the last play, then click on the Tactics tab again when you are ready to initiate the next play.
(If you prefer, you can press the 'R' key for a replay and 'T' to get back to the tactics window.)
In the lower middle portion of the screen is a ballpark diagram that shows the current state of
the game. We have created scale drawings that show the size and shape of each of the parks in use
today and many historical parks, and we also provide a pair of generic diagrams (one for natural grass
and one for artificial turf) that you can use with old-time parks and any parks you create yourself.
Over time, we will continued to add diagrams for older stadiums and make them available for free
download from our web site.
NOTE: We experimented with displaying
ballpark photos, either in a portion of the game window (as shown above) or as a backdrop that
filled the entire game window. We decided that both of those approaches would reduce the usefulness
of this game screen. In a lot of ballpark photos, much of the space is taken up with seats and sky.
In many cases, the playing field fills only about a third of the image, and the infield is smaller
still. Many, if not most, photos don't provide enough territory in the infield upon which to display
the names and ratings of the fielders and the baserunners.Our goal has always been to provide you with as much information as we can to
help you make your tactical decisions during the game. We concluded that ballpark drawings, done
to scale and with a consistent viewpoint (directly overhead), provided the best combination of
giving you a feel for the size and shape of the park and providing enough room (in the right
places) to display the information you need.Nevertheless, if you have access to ballpark photos and wish to use them in
place of our scale diagrams, you can do so. If those photos are in JPEG format, or if you can
use a paint or photo editing program to convert them into JPEG format, you can copy them into
DMB's parks folder and use them for your games.
Overlaying the ballpark diagram are several windows that provide important information. In
the upper-left corner is the ball-strike count and the number of outs. The wall distances and
heights are shown in the upper middle. The number of pitches and strikes thrown by the current
pitcher is in the upper right corner. The box in the upper right below the pitch count shows the
tactics chosen for this play (making sure not to give away anything that should remain secret).
The lower left picture shows the current pitcher, while the lower right picture shows the current
hitter (if you have picture files properly loaded). And, of course, the fielders, baserunners
and hitter are also shown in the appropriate places, along with their most relevant ratings.
In the upper-right corner of the main game view is a tabbed window that displays important
information about the current hitter -- his performance in this game, in the Diamond Mind season
to date, and in real life. You can click on the #2 and #3 tabs to see the same information for
the next two hitters as well. As a defensive manager, this gives you an easy way to evaluate the upcoming hitters as you think about changing pitchers.
Finally, the box in the lower-right corner shows you some important information about the
current pitcher, including his performance in the current game, season to date, and real life.
Even with all of this information on the game window, sometimes you want to know even more
about a certain player or players. You're never more than a couple of mouse clicks away from
a full-screen stats and ratings display for any player. Double-clicking on any player -- in
the lineup window, the bench window, the park diagram, or the batter/pitcher boxes -- displays
the Player Profile window for the selected player.
The title bar of the player profile shows the full name of the player with his age, primary
position, and batting and throwing hands.
Just below that is a toolbar that allows you to cycle through a list of players, choose
whether show the player's stats for this team or his combined stats for all teams he has
played for, and choose whether to display statistics from the regular season, the divisional
series, or some other category.
The profile is divided into four sections -- batting, pitching, fielding and status -- that
can be chosen by clicking on the tabs across the top. Within the batting and pitching sections
are a tabbed window with several pages of overall stats, two grids showing the player's performance
versus left- and right-handed opponents, and a box with the player's ratings.
Summing up
When we were designing the game window, we wanted to make it easy for you to see what you need
to see without moving your eyes all over the place. So the tactics selection buttons are near
the center of the display, and the play-by-play commentary appears in the same location. As a
result, you don't need to move your eyes to see the outcome of the play after selecting your tactics.
A glance to the left lets you size up the current batting order, and a quick look to the right
provides more information on the current hitter. And the scoreboard, ball-strike count, pitch counts,
and baserunners are also a short distance from where your eyes are focused most of the time.
We believe this is the best way to give you the information you need to make good decisions as
the game progresses.
Scheduled Game Control Panel
Playing a Scheduled Game
When you choose to play one or more scheduled games, the control panel (shown below) gives you quick
access to the schedule and current standings (including the wildcard standings), plus the details of
completed games (scores, starting pitchers, winning and losing pitchers, and so on) and any boxscores
and scoresheets that you have saved.
From this control panel, you can choose a single game to be played interactively, with you handling the
decisions for one or both teams. And you can choose to autoplay all or part of the schedule, with the
computer manager handling the decisions for both teams. As each of those autoplayed games is completed,
the standings are immediately updated.
The post-season tab shows the current status of the post season:
When your regular season has ended, you can use DMB's Organizer to select the teams that qualify for
post-season play and match those teams up in the first round series.
You don't need to have eight teams making the post season. If you have two divisions and no wildcard
teams, just leave the first-round slots empty and enter the division winners into the championship series.
If you have one division and no wildcards, go straight to the organization and enter the league champions
there.
The image above shows how you set up the teams for post-season play. The various controls on this
form are greyed out because you cannot make changes to the setup for a post-season round once the
games for that round has started. Before the series starts, however, you can choose the teams and
how they match up, including which team gets the home field advantage in each round.
You can also specify the format for the series using a series of zeroes, ones and twos, where a
zero represents a travel day, a one indicates that the team with the home-field advantage is at home,
and a two indicates that the other team is at home. This tells the new post-season schedule generator
how many games to generate for each series and what pattern of home and road games is to be used.
If, for example, you have four first-round series to schedule, choose the command once and all of the
games for all four series are added to the schedule.
As each game is played or auto-played, DMB updates the display, saves the stats to the database,
and checks to see if the series has been clinched. If it has, any remaining series games are cancelled
and the winning team is automatically advanced to the next round.
Team and player stats are compiled separately for each round, so you can generate reports (team
stats, team totals, leader boards, game results and so on) for any round of the post-season.
- Tags: About The Game
Guided Tour
Diamond Mind Baseball Guided TourWelcome to the Guided Tour of Diamond Mind Baseball. The links on this page take you through the major features of the game and give you a good look at the user interface. Although this Guided Tour describes the most important features of Diamond Mind Baseball, there's still more to the story. If you want to learn about the top-rated game engine that's under the covers, check out our Inside Diamond Mind Baseball page. Let's begin... When you choose to play one or more scheduled games, the control panel gives you quick access to the schedule and current standings (including the new wildcard standings), plus the details of completed games (scores, starting pitchers, winning and losing pitchers, and so on) and any boxscores and scoresheets that you have saved. We have also added several useful new tools for playing the post-season. The game window brings together all of the tools you need to play games and all of the information you need to make good tactical decisions during the game. With our NetPlay feature, two owners with the same game version and internet access can play games head-to-head over the internet. It's fast, smooth, and lots of fun. Using the flexible and customizable report generator, you can choose from a wide variety of standard reports; interact with them on the screen or send them to a printer, text file or HTML file; customize them by adding/moving/deleting sections and columns using hundreds of statistics from real-life and your DMB games; and memorize report options for future use. If you have a collection of standard and/or customized reports that you like to generate on a regular basis, either for your own use or for the members of a league that you run, DMB allows you to organize these reports using report groups. Create a set of memorized reports with the structure and settings you want, add them to a group, and generate the entire group with a single command. And if that's not enough, you can generate an entire league web site consisting of a family of linked reports in HTML format. Because the web site generator is based on report groups, which are in turn based on customizable reports, you control the web pages that are produced and the contents of each page. Before your season starts, you can use the advanced drafting system to sift through the available free agents and build your roster. The customizable lists of free agent batters and pitchers are packed with vital stats and ratings to help you make your choices. And the computer manager can help draft your team or draft for all of the other teams while you hand-pick your own players. As you move through your season, you can use the roster management to send players to the farm and call them up, move them on and off the disabled list, release players, sign free agents, and make other moves. This is also the place where you can set up a manager profile with your starting rotation, bullpen assignments, starting lineups against left- and right-handed pitchers, and depth charts. The organizer window enables you to quickly find and work with any item in your active database. This provides all of the tools you need to create new leagues using teams, players, parks, and eras from one or more DMB season databases. You can even create, modify or delete any of the items in your database, including players, giving you almost unlimited flexibility to create any type of league. Whether you're choosing lineups, playing a game, drafting free agents, or working with your roster or manager profile, you can get detailed information on any player simply by double-clicking on his name and viewing the player profile window. And if you run a Diamond Mind league or play in one, the stats transfer tools will make your life a whole lot easier. Simple menu commands enable the commissioner to distribute league databases and for league managers to install those databases, play games, and export the resulting game accounts and transactions back to the commissioner. Many Diamond Mind customers like to play a series of big-league seasons. They may be part of a league that carries rosters forward from year to year, or perhaps they enjoy recreating a period of baseball history using our Classic and Deluxe Past Seasons. You can import completed DMB seasons into an encyclopedia. When those seasons have been loaded, you can generate a wide variety of reports, include a full set of DMB single-season reports and several new multi-season options such as career batting and pitching registers and career leaderboards. With Diamond Mind Baseball, you get all of these features plus tools to install new season database, player photos, migrate leagues from one season to the next, convert season databases from earlier versions of the game, and a game engine that has been hailed by reviewers and customers as the leader in realism and statistical accuracy. |
- Tags: About The Game