═══ 1. Shareware Help ═══ You are using a SHAREWARE copy of PIKIT. Please ensure that you have read and accepted the shareware concept before trying this program. Use the registration text file, REGISTER.DOC, received with this package, to order personal, registered copies of PIKIT: Included in REGISTER.DOC is a form for reporting problems, and adding suggestions to improve and enhance the program. Registration is not required for your comments. Micro■GDK Products encourages your input and is interested in your satisfaction with the program and comments, especially those that you feel would improve your chances of winning. To fill out the form: 1. Open the PIKIT folder if not already opened. 2. Double click on the REGISTER.DOC icon to load the file into your editor. 3. Fill out the appropriate information. 4. Save the completed form. 5. Drag the text file with the name REGISTER.DOC to the printer . 6. Send to the address shown on the form. 7. If you are registering, be sure to include all of the appropriate items as indicated. Registered users will receive the latest PIKIT version which includes the latest updates. Registered users will be notified of the availability of upgrades to PIKIT as improvements become available. Most importantly, registration ensures that PIKIT will continue to be improved for greater enjoyment, useability and the prospect of winning. ═══ 1.1. Shareware Information Panel ═══ Select Shareware, then Information, to display the opening shareware information. ═══ 2. About PIKIT ═══ PIKIT(C) is a Presentation Manager application for OS/2 2.x(C). PIKIT is distributed by Micro■GDK Products and George David Kovach. Micro■GDK is a trademark of Micro■GDK Products. Copyright PIKIT 1994 George David Kovach, Micro■GDK Products. All Rights Reserved. PIKIT is provided as is, with the permission of Micro■GDK Products. There are no warranties, expressed or implied. PIKIT is a powerful numbers game data base for maintaining numbers selected in lotto and many other number games and creating and maintaining tickets played for the these games. All varieties of popular number games are supported such as: o The current popular lottery games: Pick 5 Pick 6 Pick 7 out of 10, o and the popular multi-state Power Ball. o Games that include: Bonus numbers and Supplementary numbers. o The Daily games: Pick 3 and Pick 4. o Games that pick 3 through 10 numbers out of 20 like: Keno and Win 10. Number games can be created, imported and maintained in any of the popular game formats in existence today, and more. Numbers in any game can range from 0 to 99. PIKIT defines number games using a unique method of Sets and Cages and Numbers making it easy to set up any of the currently available games. PIKIT keeps a data base of Game draws and Tickets played for each game. PIKIT provides methods for determining the best numbers to play such as: o How often a number has been selected. o Hot and cold ranking of a drawn number. o Statistical and graphical analysis of the drawn numbers. o Statistical and graphical analysis of the hot ranks of drawn numbers. o Statistical and graphical analysis of the cold ranks of drawn numbers. Graphical analysis enhances the players ability to select numbers to play. o How specific numbers come in with other numbers. o Totals and averages of all numbers, odd numbers and even numbers in specific draws as well as a user specified range of draws. Any of the methods listed above can be selected over any range of draws which can be changed by the player at any time. Previous performance mode is immediately available as well as the range of draws to analyze. The PIKIT data base can contain any number of files dependent only on disk space available and the powerful IBM OS/2 2.x(C) product. All styles of games can be added to the data base with little restriction. Although a single copy of PIKIT works on only one game file at a time, PIKIT can be loaded and controlled under OS/2 2.x(C) such that many copies can exist on the desktop. Any release of OS/2 2.x(C) should be useable, although PIKIT was created and tested using OS/2 2.1(C). ═══ 3. Getting Started ═══ This section describes how to start PIKIT and how to get started using the program. This section contains: Example Game Files Starting PIKIT Beginners Tour Problems Also see the section How to Play using PIKIT for more information on using the program. PIKIT was developed and tested using SVGA and 256 colors. Anything less than those attributes may not provide the most ideal display. ═══ 3.1. Example Game Files ═══ PIKIT provides a number of examples of game files that can be loaded and examined. These game files were selected to show examples of the many types of games that can be maintained, analyzed and played with the program. Note: Game file examples provided with PIKIT are prefixed by #X. This prefix should be considered reserved. If reinstall becomes necessary names matching PIKIT examples may be overwritten. You'll find that many, if not all, of the games played in the world today can be created using the following examples as a base. #XFLCA3.PIK - Florida Cash 3 3 numbers drawn from 3 Cages each containing 10 numbers 0 to 9. #XFLPL4.PIK - Florida Play 4 4 numbers drawn from 4 cages each containing 10 numbers 0 to 9. #XNYLOT.PIK - New York Lotto 7 numbers out of 54 are drawn from 1 cage, the first 6 are the primary numbers and the last is a supplementary number used for secondary prizes. 6 numbers are played. All 6 must match the primary 6 to win the grand prize. #XNYTK5.PIK - New York Take 5 5 numbers out of 39 are drawn from 1 cage. All 5 must match for the grand prize. #XNYW10.PIK - New York Win 10 Similar to Keno, 20 numbers out of 80 are drawn from 1 cage. The player can play from 3 to 10 numbers to match the draw. The more numbers played that match the more is won. #XPNSP7.PIK - Pennsylvania Super 7 10 numbers out of 74 are drawn from 1 cage. 7 numbers are played. All 7 must match 7 of the 10 drawn to win the grand prize. #XPWRBL.PIK - Power Ball, Multi-State Lotto 6 numbers drawn from 2 cages. 5 numbers out of 45 are drawn from cage 1 and 1 number out of 45 is drawn from cage 2. 6 numbers are played. All 6 must match to win the grand prize. #XSWLOT.PIK - Swedish Lotto 11 numbers out of 35 are drawn, the first 7 are the primary numbers and the final 4 are supplementary numbers used for secondary prizes. 7 numbers are played. All 7 must match the primary 7 to win the grand prize. #XTXLOT.PIK - Texas Lotto 6 numbers out of 50 are drawn. 6 numbers are played. All 6 must match to win the grand prize. ═══ 3.2. Beginners Tour ═══ This section contains some steps to get the beginner started in using PIKIT. These steps will help in starting PIKIT, selecting a game file, selecting method of analysis and getting to the play box. See the individual helps for each of the items for specific information and helps on other items for more that can be done with PIKIT. These steps assume that PIKIT has been correctly and successfully installed using the install program supplied with the program and a tracking device such as a mouse is being used. Select means move the pointer to the indicated item and depress the left mouse button. See also Create Game File Example for a short tutorial on creating an actual game file. 1. Open the PIKIT folder and double click on the program . The introductory window is displayed. 2. Select the push button described in the text to continue with the program. The Game Box window is displayed on the desktop. 3. Select to open a game file. The standared file dialog is displayed showing the Example Game Files. in the File window. 4. Double click on file #XNYTK5. The GameBox displays the contents of the game file. There are 60 draws currently in the file. 5. Select . The View Game Information dialog is displayed which defines the rules and days the game is played and a user comment. 6. Select Cancel to exit the dialog. 7. Select . The Add a Draw dialog is displayed. From here you can enter the latest draws. 8. Select Cancel to exit the dialog. 9. Select . The General Statistics dialog is displayed. In this dialog you will find the totals for each number, hot and cold rankings and a Due box. 10. Select in the General Statistics dialog. The Number Cycle Window is displayed. This window provides a powerful graphical display of the draw number and the hot and cold rankings. 11. Select to exit the window. 12. Select in the General Statistics dialog. The Range Selector is displayed. This is the dialog that lets you change the range of draws to use in calculations. This push button will be found on all windows that need range selection. 13. Select the Quit push button to exit General Statistics. 14. Select . The PlayBox is displayed with a new ticket selection ready to go. With this window you can create tickets and check tickets for winners. 15. Select in the PlayBox to exit the window. 16. Select in the GameBox to exit the program. Try starting PIKIT with the same or other programs and select some of the push buttons not described above. Select the help push button for these items to get information on how to use them. ═══ 3.3. Starting PIKIT ═══ Use any of the following methods to start PIKIT. o Starting PIKIT from the desktop: Open the PIKIT folder The folder was placed on the desktop when PIKIT was installed. 1. Drag and drop a game file onto the PIKIT program PIKIT automatically loads the game file. When more than one game file is dragged, multiple copies of PIKIT are started, each containing one of the dragged game files. 2. Double click on the program icon When the main PIKIT window is visible, pulldown the File Menu item and select the desired option to start a game file. o Starting PIKIT from an OS/2 full screen or window session: This method is also used when creating a notebook for the program in case the install program was not used. Syntax: PMPIKIT [gamefilename] where: gamefilename -file name of the game file to be accessed. Examples: Assume PIKIT was properly installed in directory D:\PIKIT. 1. Enter an OS/2 full screen or window session. If you are not sure how to do this, refer to the OS/2 master help screens. 2. Enter d: 3. Enter cd \pikit 4. Enter pmpikit #xnylot.pik The New York lotto example will automatically be loaded when PIKIT starts. To set up a notebook: 1. Create a new program notebook from the templates provided by OS/2. 2. In the Program page under Path and file name: insert the full path where PIKIT is located followed by the file name PMPIKIT.EXE. 3. If it is desired to automatically start a game file when PIKIT is started, enter the full path game file name under Parameters:. 4. Under Working directory: insert the full path of where the PIKIT executables and help files are located. Failure to do this may result in the inability of PIKIT to locate required files, especially if help and dynamic link library paths are not setup for PIKIT. ═══ 3.4. Problems ═══ If you experience problems with PIKIT check the following sections for possible corrections: o Starting Problems o Window Problems ═══ 3.4.1. Starting Problems ═══ This section may help resolve problems you may experience in starting PIKIT. Problems can occur if: o You have not used the supplied install program and elected to install the program by copying the files and creating your own folder(s) and program notebooks. o Your configuration file, CONFIG.SYS, may not be setup correctly. PIKIT does not modify CONFIG.SYS. CONFIG.SYS can be found in the route directory of the disk where OS/2 has been installed. Some problems that may occur: o When starting PIKIT, such as double clicking on the program icon , OS/2 displays a message that a file cannot be found or that your system may not have enough memory. o Nothing happens when dragging a game file to the PIKIT program . If these or other unusual problems occur ensure that one or all of the following conditions exist: o your path statements in the configuration file contain a period as one of the paths. This causes the current directory to be searched for needed items. o the executeable program, pmpikit.exe, is in the path defined in the configuration file SET PATH= statement. o the Dynamic Link Libraray, pikit.dll, is in the libpath defined in the configuration file in the LIBPATH= statement. o the help file, pmpikit.hlp, is in the help path defined in the configuration file in the SET HELP= statement. ═══ 3.4.2. Window Problems ═══ Although PIKIT automtically adjusts its windows if screen resolution has been changed, this section describes actions to take in case: o Some windows look erratic, or sqashed in. o Some windows including The GameBox (initial PIKIT window) are off the screen. o Unusual fonts are present that can't be cleared. To restore PIKIT windows and options to safe default settings, drag the PMPIKIT.INI object, located in the PIKIT folder, to the shredder, or: 1. Enter an OS/2 session, either full screen or window. 2. Enter x: where x is the drive letter where PIKIT is installed. 3. Change directory to the directory where the PIKIT program is located, for example: CD \PIKIT 4. Erase PMPIKIT.INI ═══ 4. Exiting PIKIT ═══ Terminate PIKIT as follows: 1. Select the PIKIT icon in the upper left corner of the PIKIT frame window to pull down the System Menu. 2. Select Close, or, 3. Double click on the PIKIT icon , or, 4. Depress F3 when The GameBox has the focus, or, 5. Select located at the top of The GameBox window. ═══ 5. How to Play using PIKIT ═══ The purpose of PIKIT is to maintain draw selections and ticket picks for number games and provide a number of ways for the player to select the ticket numbers to play. Although PIKIT cannot guarantee winning numbers, the program may assist the player in increasing the winning odds and at the same time add a level of enjoyment to picking and maintaining numbers. Here then are suggestions that a player might consider in playing the games and how PIKIT can help: 1. Don't get greedy ! This step is the common sense step and notably the first because, simply put, it's the most important. We all need some form of income to exist. Most of us also need to have a little fun from time to time. A good portion of that fun cost money. It's a portion of that fun money that this suggestion emphasizes for playing the game. This is not to suggest how to spend money, but just another way to derive enjoyment from it. Note: Greedy in this sense doesn't mean stop playing because you've won too much and must give the other guy a chance. Just the opposite. It means don't over spend, get too hungry and bet so voraciously you lose everything in sight. 2. Two basic files are maintained by PIKIT, a game file and a play file. The game file contains the drawn numbers and the play file contains the tickets played against a specific game. One game file exists for each game. For example: Florida Fantasy5, New York Lotto and Power Ball would each be contained in there own specific file. The one that's opened is considered the current file. Any number of play files can exist for any specific game although only one can exist in the PlayBox at any given time. 3. Open a game file for the specific game to be played. Click on the Open object 4. Update the file with the latest draw numbers. Click on the object to bring up the Add dialog. PIKIT does all of its work based on the current game file. When a game file is loaded the draws are placed into the game window, the primary PIKIT window. The numbers can be browsed in the window or by selecting Browse under the Edit menu pulldown, or simply click on PIKIT supplies a portion of some well known number games to get the player accustomed to using the program. 5. The Edit pulldown provides some methods for maintaining the game file. The most used of these would be the Add a Draw selection which appends a new draw to the current game file as explained above. 6. Analyze the draw numbers. This is where the real work is done that may increase the winning odds. PIKIT provides a number of ways to analyze draw numbers such as: o Total draws a specific number has "hit". o How hot and cold a number is at any given time. o Graphics to support easy visual analysis of how numbers have performed over a specified number of draws. o The last time a number was drawn. o Average draws a number was drawn. o What numbers combine with other numbers. All of the above can be viewed over any easily selected range of draws. 7. Pick a set of numbers to be played. The less numbers picked that may be drawn in the next draw the greater your odds of winning. PIKIT supplies a Bucket to accumulate numbers to be played. When a number looks like it may be due, place it in the bucket. See specific on line helps for methods of using the bucket. The bucket is always active and can be displayed and manipulated from the PlayBox. Note: PIKIT allows almost all windows (buckets, ticket selection, etc) to be active at the same time, that is, it isn't necessary to exit out of one window to open another. Thus the player can see windows that may have some effect on the one of most interest at any given time. 8. Enter the PlayBox by selecting PlayBox under the Options menu item, or simply click on Here, there are many options to choose from. In any case the PlayBox is the place to be for ticket selection and manipulation. From the PlayBox the player can: o Start a new ticket file. o Open a previously created ticket file. o Import numbers for a ticket file. o Perform various operations on the bucket. o Create tickets at random from the bucket or manually. o Check tickets for wins against the draws in the game file 9. See Quick Push Buttons - Game Window for a description of each of the buttons at the top of the game window. ═══ 6. Quick Push Buttons ═══ Quick push buttons give the player immediate access to functions provided for ticket selection and winning ticket combinations. Once the player becomes familiar with PIKIT, these push buttons provide immediate access to most often used widows, saving the step of finding and pulling down the desired menu item. To select quick push buttons simply move the mouse pointer to the button desired and click the left button. A description of the button will be displayed in the field directly below the buttons in the game, cycle and play windows. Most functions also have a pulldown from the menu bar which contain text that may better define the function. The player will find that help is immediately available from any window opened in PIKIT. ═══ 6.1. Quick Push Buttons - Game Window ═══ - Opens an existing game file. - Appends a new draw to the end of the current game file. - Calculates game draw statistics and opens the General Statistics dialog and the gate to the Number Cycle window. - Select Number Combinations. Checks numbers that come in with other numbers. - Calculates Number Combinations. Finds numbers that come in with other numbers. - Opens the Browse dialog box to browse the game file a draw at a time. - Opens the PlayBox window. - Create a new game file. - Import a text file of draws into a PIKIT game file. - Export a game file into a text file format. - View information and rules for the current game. - Exits PIKIT. - Displays help for PIKIT. ═══ 6.2. Quick Push Buttons - General Statistics ═══ - Displays the Number Cycle Graphics window. ═══ 6.3. Quick Push Buttons - Number Cycles ═══ - Displays the graph of the next higher number in the number cycle window or wraps from the highest to the lowest number. - Displays the graph of the next lower number in the number cycle window or wraps from the lowest to the highest number. - Selects the drawn number graph. - Selects the hot rank graph. - Selects the cold rank graph - Exits the number cycle window. - Displays the help index or the help for the number cycle window. ═══ 6.4. Quick Push Buttons - PlayBox ═══ - Opens a previously saved play file. - Creates a New ticket file. - Opens the Bucket window for viewing and manipulating the bucket. - Opens the Ticket Builder window. - Saves the ticket data to a selected file. - Selects the Winners Circle window to check for winning tickets. - Erases Erases all tickets in the current ticket file. Note: This function does not erase the comment field. - Copies (Pastes) the contents of the clipboard into the play comment field at the current cursor position. - Imports a text file of tickets into a PIKIT play file. - Exports a play file into a text file. - Exits the playbox window. - Displays help for the PlayBox window. ═══ 6.5. Quick Push Buttons - Bucket ═══ - Inserts the selected number into the bucket for the current cage. - Inserts random numbers into the bucket for the current cage. - Erases (empties) all numbers from the the current bucket cage. - Fills the bucket for the current cage with all possible numbers in the current game. - Copies the marked numbers in the bucket to clipboard. - Exits the bucket window. - Displays the help index or the help for the bucket window. ═══ 6.6. Quick Push Buttons - Ticket Builder ═══ - Executes the function specified in the ticket window. - Exits the ticket window. - Displays the help index or the help for the ticket window. ═══ 6.7. Quick Push Buttons - Winners Circle ═══ - Executes the check tickets function as defined by the settings in the window and opens the winners box if winners were found. - Exports the winning numbers into a text file. - Exits the winners circle window. - Displays the help index or the help for the winners circle window. ═══ 6.8. Quick Push Buttons - Manual Ticket Entry ═══ - Select this push button to append the manually selected ticket to the tickets in the main ticket window. - Exits the manual ticket window. - Displays the help index or the help for the manual ticket window. ═══ 7. Glossary ═══ The glossary is a collection of terms used in PIKIT. Bucket Cage Draw GameBox Game File Pik PlayBox Play File Quick Push Button Set ═══ 7.1. Bucket ═══ The Bucket contains numbers that can be picked to play a specific game. Numbers that a player may determine to be due are usually placed in the bucket. PIKIT can then create tickets using only the numbers in the bucket rather than using all numbers in the game. This can be a real help in reducing the winning odds. ═══ 7.2. Cage ═══ The Cage is the container or containers from which numbers are drawn by those who run a specific numbers game. The total number of containers can range from one to four for any specific game. Any number of number ranges can exist in any container but PIKIT assumes that the numbers in any container are sequential and start with either a 0 or 1. PIKIT also assumes that all containers of any specific game contain the same total of numbers and are in the same range. ═══ 7.3. Draw ═══ A Draw is the selection of a number from a container by those running a numbers game. The draw is matched against a players Pik to determine winning combinations. In many number games the container is a transparent enclosure from which a numbered ping pong ball is ejected. The total numbers drawn are usually from 3 to 20, which may or may not equal the total required to be picked by the player. ═══ 7.4. GameBox ═══ The GameBox is the primary and initial window displayed when PIKIT is first started. The GameBox window contains the Draws for the current game. From The GameBox you can: o Open or Import a file of draws for a game. o View the many statistics available for the game. o Add, Alter and Erase draws for the currently selected game. o Export the draws to a text file which can then be viewed with any common editor or printed. o View or Change the rules for the current game. o Open the PlayBox for the current game. ═══ 7.5. Game File ═══ The Game File contains the draws for a specific game. Any Game File can be created, imported and maintained by PIKIT. ═══ 7.6. Pik ═══ PIK's are the numbers played (picked) by the player. The Pik's are numbers selected by the player and usually marked on a card that is enterpreted by a computer and sent to a public data base. ═══ 7.7. PlayBox ═══ The PlayBox is where tickets for the current game can be created, viewed and checked for winning combinations. From The PlayBox you can: o Open a previously created ticket file. o Create a new ticket file. o Import a play file you may have in a text format. o Export a play file to a text file which can then be viewed or printed. o Check the tickets in the active ticket file for various types of winning combinations. o Put all or any number of combinations into a bucket that is used to create tickets for the current game. o Randomly or selectively create tickets for the game. o Append new tickets to a ticket file, remove tickets from the file or alter tickets in the file. ═══ 7.8. Play File ═══ The Play File contains tickets for a specific game file. Any number of Play Files can be created for any number of games using PIKIT. ═══ 7.9. Quick Push Button ═══ An icon or bitmap in a window that when clicked once by the left mouse button will immediately execute the operation for which it is defined. ═══ 7.10. Set ═══ A Set is a specific group of numbers drawn in a game. A game can have a group of one or more numbers drawn. Most standard lotto games (pick 5, pick 6 etc.) have only one set. The set resides in one cage since all numbers are drawn from the same container. Any game that has more than one container, such as the daily pick 3 games have more than one set. The number of sets are equal to the number of containers. A game with more than one container cannot have more than one set within any one of the containers, that is, the number of sets for these games will always be the same as the number of containers. Some games have more than one set but only one container. These are games in which supplementary or bonus numbers are drawn for special prizes. The numbers are drawn after the primary numbers. These numbers are considered as a second set or group of numbers drawn and can total anywhere from one to 4 extra numbers. These numbers are not considered for the grand prize, but only secondary prizes. ═══ 8. Unknown Dialog Item ═══ Help is not available for this item. ═══ 9. File Menu ═══ The File menu contains selections for opening and manipulating game files. The following selections are possible: Open - Opens an existing file Create New Game - Creates a new game file SaveAs - Saves the current game file under a different name Import - Imports a text (ASCII) file into the game file data base Export - Exports a game file to a text (ASCII) file ═══ 9.1. Game File Open ═══ Opens a PIKIT game file. You can open a file created for PIKIT that exists on any drive or in any directory by using the Open command. To open a file: 1. Select File from the main menu bar. 2. Select Open , or, Select located at the top of the GameBox window. 3. The standard file dialog window is displayed and defaults to list PIKIT files with the .PIK extension. Files contained in the current or default directory having this extension will be listed. If the extension is other than .PIK, change the file dialog to the desired extension. 4. Double click on the desired file or select the file and select OK. 5. The game file is opened and the draw selections for the file are displayed in the main window. A file can also be Opened by dragging and dropping a PIKIT game file onto the PMPIKIT.EXE program. To do this: 1. Open the PIKIT folder . 2. Move the mouse pointer over the desired game file object . 3. While holding down the right mouse button, drag the game file object to the PMPIKIT.EXE program object . 4. Release the right mouse button. 5. PIKIT will open with the selected game file. Note: The PIKIT install program creates the folder and inserts sample files for trying the drag and drop operation. PIKIT automatically creates objects in the folder when game files are created or imported. ═══ 9.2. Create New Game ═══ Creates a new game file for PIKIT. See Create Game File Example for a short tutorial on creating an actual game file. To create a new game file: 1. Select Files from the main menu bar. 2. Select Create New Game. Alternatively select the icon located at the top of the game window. The Game Information window is displayed. Note: When creating a new game file you must define the parameters for the game. Be accurate when entering the information as PIKIT relies heavily on much of this information. 3. Fill in the fields as follows: o In the Game Definition field describe the game your creating. Keep the field informative, such as "Florida Fantasy Five, 5/26", or "New York Lotto, pick 6 plus supplementary number". Up to 63 characters can be entered. o Insert game parameters into the Set box. The Set box defines each Set used in the game. Sets supply the rules on how numbers are drawn. Each set contains: the total number of sets, the set number, and the Cage number the set is associated with. o Windows in the Set box are defined as follows: Total - Selects the total number of sets defined for the game and is used in conjunction with the other parameters. Total can only be increased in value from the Total spin button. Each increase in Total adds a new set to the game and causes the set number to be changed to the new set. A maximum of 6 sets can be created for any game. If more sets were defined than are required, select Erase to removed the current set from the game. Any set can be erased except the last. Num. - Displays the current set number. The number is selectable over the range displayed in Total. When Total is increased, the Num. field changes to the new set number. All other fields in the Set box remain unchanged. Cage - Contains the cage number for the set displayed in Num. The cage number cannot be increased beyond the set number. The default is 1. Draw (number) - Selects the total of the numbers to be drawn for this set. If the total primary numbers drawn for a game were 6, this window would contain 6 for the first set. Low - The lowest number that can be drawn for this set. High - The highest number that can be drawn for this set. o The Play Totals box contains the minimum and maximum numbers that are Played. The numbers played are associated with the cage number of its set, that is, if 6 numbers are played in a game and these 6 are drawn from one cage, the Min and Max windows will contain 6 for all sets. if a second set were needed to define one Supplementary or Bonus Number , the Min and Max windows for this set would also contain 6 since this number is drawn from same cage. Remember, Play Totals contains the numbers that are played, not the numbers that are drawn. Min The minimum numbers that can be played. Max The maximum numbers that can be played. For most games Min = Max. Some games have a range of Piks that can be played. o The Start Date box contains the date of the first draw to be inserted into the file. This date is used to calculate the dates of additional and future picks. The day of the week for this date is automatically calculated and displayed by the program. o The Days Played box, contains check box(es) for the day(s) of the week the game is played. One of the days checked must be the day shown in the Start Date box. If not, recheck the start date for accuracy. Note: PIKIT assumes the game is played at least once each week. o Save exits the Game Information dialog. Create then continues to the next dialog window in the create sequence. o Cancel terminates create without saving. Cancel nullifies all entries made up to this point and exits the create process. o Erase removes the current set in the Set Note: Erase is the only way to decrease the number in the Total window of the Set box. o Help displays this help information. 4. When Save has been successfully processed the Enter First Draw window is displayed. This window contains the following information: Selector - Displays the draw number, which will contain 1, as this is the first draw for the game, and the date of the draw. The date will be displayed as the start date entered in the information window described previously. Note: The information in the Selector box cannot be modified. Draw Numbers - Contains spin buttons, one for each number that was previously defined for the game. The set number starting each set is displayed over the pick number corresponding to that set. Under the set number is the draw number position for that set. The spin buttons spin through the range selected for each set. 5. Insert the numbers drawn in the first draw of this game into the corresponding Draw Number positions. PIKIT will sort the numbers in each set but will NOT sort numbers between sets. 6. Select Save to save the data, exit the window and continue processing. 7. Select Cancel to terminate game creation. 8. When Save is successfully completed, the standard File dialog is displayed. 9. Enter the game file name using the PIKIT file extension .PIK. 10. Select Save to save the file to disk and exit the dialog window. The first draw entered will be displayed in the PIKIT client window. 11. Select Cancel to terminate game creation. 12. To enter more draws following a successful save, select Add a Draw from the Edit pulldown on the main menu bar. ═══ 9.2.1. Create Game File Example ═══ This example is a tutorial that creates a typical game file. The game file created will be for the New York State lotto game. 1. The first step is to understand the game rules. 2. The rules for New York lotto are: a. All numbers are drawn from one Cage. b. The cage contains the numbers 1 through 54 (each number is stenciled on a ping pong ball). c. Seven numbers are selected from the cage. The first 6 are the primary numbers, that is, the first 6 must match the numbers on a play ticket to win the grand prize. The seventh number drawn from the cage is called a supplementary number. This number is included in secondary prizes but is not included for the grand prize. Since the primary numbers and the secondary number are drawn from the same cage, no two numbers can be identical. d. To play the game, six numbers are picked by the player for each play entry. e. New York Lotto is played twice weekly, on Wednesday and Saturday. With the rules defined the game can now be created. 3. Select the Files pulldown from the game menu bar, then select Create New Game 4. The Game Information dialog window is displayed. 5. The Game Definition field is selected for you. Type: New York State Lotto. 6/54 + 1 supplementary number. The following Total, Num., Cage, Draw, Low and High spin buttons are located in the Set box. 6. Keep the Total sets spin button window at 1 for now. Set 1 is to contain the 6 primary numbers drawn. 7. Num. is the current set number we are working with. Keep this at 1. 8. Cage remains at 1 since there is only one cage in the game. 9. Insert 6 into the Draw window. Draw contains the total numbers drawn for the set. 10. Insert 1 into the Low window. 11. Insert 54 into the High window. 12. In the Play Totals box, insert 6 into the Min window and 6 into Max. Six numbers must be picked by the player. Set 1 is now defined. 13. Spin Total. in the Set box to 2. 14. If Total was accidentally set higher than 2, simply select Erase to reduce the number back to 2. 15. Since Num. Spins with Total. it already contains 2. Leave it at 2. Set 2 contains the supplementary number. 16. Spin Draw in the Set box to 1. All other windows in the Set and Play Totals windows remain unchanged. 17. In the Start Date box set: Month = 5, Day = 1 and Year = 1993. This is the date of the first draw to be entered into the game file. The day will be displayed as Saturday. 18. In the Day's Played box select check boxes Wed and Sat. 19. Select Save Cancel immediately terminates create. Erase erases the set shown in the Num. window and reduces the number shown in the Total window. This is the only way the Total window can be reduced. Help provides help for create. 20. When Save is selected the Game Information dialog window is replaced with the Enter First Draw dialog box. The Draw, day of the week and date in the Selector box cannot be modified and contains the date entered for the first draw. 21. In the Draw Numbers box insert, spin: 2 into window Pos# 1 15 into window Pos# 2 20 into window Pos# 3 29 into window Pos# 4 37 into window Pos# 5 54 into window Pos# 6 6 into window Pos# 7 The primary draw numbers (first 6) can be placed in any order as they will be sorted when the file is saved. Notice Set# above Pos#. From left to right the arrows indicate continuing sets. A new number is shown when the set number changes. The supplementary number is in the second set. This set, starting at Pos# 7, must contain the supplementary number. 22. Select Save to continue with the create. Cancel immediately terminates create. 23. Follow the save file dialogs to complete the create. 24. Select Add a Draw from the Edit menu pulldown to enter any remaining draws for the game file. ═══ 9.3. Game File SaveAs ═══ Saves the current game file with a different name and separates the new file from the current game file. To save the current game file under another name: 1. Select Files from the game window main menu bar. 2. Select SaveAs The standard file dialog is displayed. 3. Enter the name the file is to be saved under. Note: If the file is saved with the same name as the current file from which it is derived, it is important to note that any play files created from the PlayBox may no longer be valid. This is only true if the file name of the current game file had been changed with an OS/2 Copy or Rename command after having been created. The important item to understand with SaveAs is that PIKIT treats the file saved into as a new and different file from the original. The new game file will not be able to access any of the ticket (*.pla) files created from the PlayBox under the game file from which it was derived. The new file, in essence, is treated as a newly created or imported file, and since PIKIT must keep a close relationship between the game files and there associated play files, the original play files cannot be allowed to be accessed. See High Performance File System for information on how the association is made. If accessing these files is required they must be recreated under the new file name. To re-create a ticket file so it can be used with the new file: 1. Open the old game file from which the new file was derived. 2. Open the PlayBox. 3. Open the required ticket file. 4. Export the ticket file. 5. Modify the exported file to the format required for ticket file import. 6. Close the PlayBox. 7. Open the new file saved with SaveAs. 8. Enter the PlayBox. 9. Import the modified ticket file. 10. The file can now be modified and saved as desired. ═══ 9.4. Import Text (ASCII) file ═══ Imports a text game file into the PIKIT format. A text file can be imported into a PIKIT game file by using the Import command. Import is extremely helpful when: o Many draws have been accumulated with programs other than PIKIT. o Draws numbers have been acquired or otherwise saved in a text format. o Draws have been scanned in from hard copy and converted to text with an optical character recognition program. Text files can be easily modified into the format required by PIKIT with any common text editor. Refer to Import Text File Format for the format of the file required for PIKIT and Import Text File Examples for examples of import files. To Import a file: 1. Select Files from the main menu bar, then, 2. Select Import. , or, Select , located at the top of The GameBox window. The standard file dialog window is displayed. PIKIT defaults to an input file extension of .ASC but any extension can be used as long as the file meets the requirements for import. 3. Select the desired file to import. Note: PIKIT performs a thorough check of the import file. Errors are reported along with the error location in the file. Import will be terminated if any errors are found. The Verify Game Information dialog window is displayed. When importing a new game file it is necessary to define the parameters for the game. PIKIT calculates and inserts most of the information required. The more draws in the file the more accurate the data will be. Note: PIKIT relies heavily on the information in this dialog so verify the information for correctness and change as necessary. 4. Fill in the comment desired for the game. Insert any description desired for the game. Up to 63 characters can be entered. Keep it descriptive such as "Florida Fantasy Five. 5/26". 5. Ensure the remaining information is correct. If not, use the mouse to correct the data. o Ensure especially that the current day(s) of the week the game is played is accurate. If not, it may be that the day(s) the game is played have changed or a date was incorrectly entered. Select only the day(s) the game is currently played. Remove incorrect day(s). 6. Select Save to exit the Game Validation window and continue with Import. 7. Select Cancel to quit the import process. 8. Following a successful Save, the standard file dialog window is displayed. The default file name is the name of the text file with a file extension of PIK. Note: PIKIT prefers a file extension of .PIK. You can change this if you wish, but for consistency and ease of finding PIKIT files it is recommended that the default file be used. 9. Select Save to save the file to disk and exit the dialog window. 10. Select Cancel to terminate Import. 11. Following a successful Save, the imported game file will be displayed in the PIKIT client window. ═══ 9.4.1. Import Text File Format ═══ The text (ASCII) file for importing must be of the following format: mm/dd/yy[yy] xx[, xx...] Where: Items enclosed in brackets "[]" are optional. mm is the month number dd is the day number yy[yy] is the year number. The year can be entered in 2 or 4 digits. If 2 digits are used, 1900 is added to numbers 50 to 99 and 2000 is added to Numbers 00 to 49. A 4 digit year is imported as entered. xx is the draw number. PIKIT supports from 3 to 20 numbers in any draw, each in the range of 0 to 99. A , (comma) at the end of a set indicates the beginning of another set. Note: The comma is a set separator and should not be placed at the end of the draw numbers. No more than 5 spaces should be used between fields. PIKIT will display an error message and terminate if more are used. Refer to Import Text File Examples for examples of PIKIT import files. ═══ 9.4.2. Import Text File Examples ═══ Below are two examples of import files that will work with PIKIT. Both examples are portions of games taken from existing data. Portion of the Florida Lotto import file. ---------------------------- 06/12/1993 10 14 16 26 29 35 06/19/1993 4 12 20 37 46 48 06/26/1993 3 14 20 24 30 31 07/03/1993 1 9 12 34 38 39 07/10/1993 2 7 15 19 29 30 07/17/1993 9 18 28 40 44 46 07/24/1993 8 14 24 34 41 46 07/31/1993 1 14 24 34 44 46 08/07/1993 4 28 37 41 47 48 ---------------------------- The above example contains one set of 6 numbers and therefor only one cage would be possible. PIKIT would interpret the draw to use numbers 1 through 48 because these are the low and high numbers found in the file. When the Verify Game Information dialog is displayed, the user would change the high number to 49 because this is the highest number used in the Florida Lotto. Portion of the Power Ball import file. ----------------------------- 5/01/93 02 14 25 34 41, 01 5/05/93 07 15 40 42 43, 11 5/08/93 21 22 36 43 45, 26 5/12/93 10 24 35 36 39, 13 5/15/93 15 27 32 40 41, 30 5/19/93 12 24 31 35 38, 08 5/22/93 07 18 26 31 36, 39 5/26/93 05 09 27 30 34, 06 5/29/93 01 05 21 28 41, 12 6/02/93 16 23 24 33 42, 31 6/05/93 01 03 05 09 30, 45 6/09/93 09 20 29 41 43, 41 6/12/93 11 24 28 39 41, 36 ----------------------------- The above example uses 2 sets in 2 cages. The first set contains 5 numbers and the second set contains 1 number. The rules of the game state that the number in set 2, the power ball, can be identical to one of the numbers in set 1. PIKIT searches for a match between sets and automatically sets up the correct set and cage numbers providing a match is found. Notice that at least one of the draws does have a matching number. If no match were found PIKIT assumes that the cage number is the same for both sets (numbers in both sets are drawn from the same cage). For this mismatch case the user would change the cage number for set 2 to cage 2 when the Verify Game Information dialog is displayed to ensure the game is set up with the correct rules. ═══ 9.5. Exporting to a Text File ═══ Use the Export command to create a text (ASCII) file containing the drawn numbers in the current game file. To export to a file: 1. Select Files from the main menu bar, then, 2. Select Export. , or, Select located at the top of The GameBox window. The standard file dialog window is displayed, and prompts for a filename. The default file extension is EXP to ensure it cannot be confused with the Import file name. 3. Insert the file name desired for the game file. 4. Select Save to save the file and exit. 5. Select Cancel to terminate the export. The export file differs from the import file in the following ways: o The export file contains the comment as it was entered into the Game Information dialog when the file was created or imported. o The export file contains the draw numbers for each draw in the game. o To change the export file to an import file erase the comment line and the columns identifying the number of each draw. To print the file refer to Printing a Text File. ═══ 9.6. Open File Dialog ═══ To open a previously created file: 1. If the desired directory is not contained on the current drive, select the correct drive letter in the Drive: window. 2. Select the directory where the desired file is located by double clicking on the appropriate directory under the Directory: window. 3. Double click on the file shown in the File window or select the file by clicking on it once, then select Open or depress the Enter key. 4. If the name of the file is known or has a different file extension then is shown under Open filename:, replace the contents of this window with the correct file name, then click on Open, or depress the Enter key. Cancel terminates open and returns to the current window. If an attempt was made to open a game file, no file will be active in the window. Help displays this help message. ═══ 9.7. SaveAs File Dialog ═══ To save the current file: 1. If the desired directory is not contained on the current drive, select the correct drive letter from the Drive: window. 2. Select the desired directory where the files are to be saved by double clicking on the appropriate directory in the Directory: window. 3. if a previously created file is to be replaced, double click on the file shown in the File: window or click once on the file to select it, then select Open or depress the Enter key. 4. If the file name is known or has a different file extension than is shown under Save as filename:, replace the contents of this window with the correct file name, then click on Open, or depress the Enter key. Cancel terminates SaveAs and returns to the current window. Help displays this help message. ═══ 9.8. High Performance File System ═══ If you are using the OS/2 High Performance File System consider the following: o PIKIT saves the first 32 characters of the game file name when the game file is originally created or imported. This information is used to associate the active game file with other files that may be created while a specific game file is active. One such example is a ticket file, created in the PlayBox. o If long file names are used that are greater than 32 characters long, ensure that the first 32 characters are unique across all game file names. o NULL's are not allowed. Characters following a NULL may be lost in the associations. Although PIKIT contains many checks to ensure file validity, an unusual and unknown condition may cause unpredictable results. ═══ 10. Printing a Text File ═══ A number of statistics and binary files created by PIKIT can be exported or stored into a standare text (ASCII) file. The text file is then available to be edited, browsed or printed. This section describes how to print the file using the OS/2 workplace shell. This description assumes the file was saved to one of the PIKIT default directories. To print the text file: 1. Refer to the information provided by OS/2 to set up your printer for the desired font. 2. If the PIKIT folder is not opened, double click on the PIKIT folder icon . 3. If the file was a ticket file, double click on the play file folder . 4. Find the file with the name selected when the file was saved. The name should be under one the icons, then move the mouse pointer over it. 5. While holding down the right mouse button drag the icon to the appropriate OS/2 printer icon . 6. Release the right mouse button. ═══ 11. Edit Menu ═══ Edit contains selections to manipulate the data in the current game file. The Edit menu contains: Add a Draw - Adds a new draw entry to the current game file Alter a Draw - Modifies a selected draw entry in the current game file Erase Last Draw - Erases the last draw entry in the current game file ═══ 11.1. Add a Draw ═══ Select Add a Draw to append additional draw numbers to the current game file. To add numbers: 1. Select the Edit pull down from the main menu bar. 2. Select Add a Draw., or, Select located at the top of The GameBox window. The Add a Draw dialog window is displayed with the date of the next draw to be added to the file. Note: PIKIT determines the next draw from the verification figures entered when the game file was first created or imported. If the date of the draw you are inserting is incorrect, check the game parameters for correctness. This can be done by viewing and changing the game information. PIKIT allows the date of the current draw to be changed, if necessary, within the correct boundaries for this draw. The boundaries are from the date following the last draw in the file to the current date. In most cases the date does not have to be modified. Some reasons for changing the date might be: o PIKIT assumes that game draws are made at least once each week. The date can be changed if this is not the case (ie. drawings every other week). o The scheduled draw was not made (special holiday, mechanical problems, disasters, etc). o Some draws were not available when the game file was created. 3. Select a spin button to spin a number position to the desired value for the draw. Notice that the set number is displayed over the window starting each set. Make sure the numbers are entered in the correct set for games containing more than one. 4. Select Next to register the draw if more numbers are to be added. The window is updated to the next draw. 5. Select Save to save the data to disk and exit. In selecting Next or Save, the draw numbers are examined for validity, sorted within each set, and recorded. If Save is selected the updated game file is written to disk. If nothing has been changed following selection of Next, (no number positions selected), a subsequent Save ignores the data in the current window. PIKIT saves only validly entered data. 6. Select Cancel to terminate the edit without saving. Any entries made with this selection of Add a Draw are discarded. Note: Entry mistakes can be easily corrected by using the Erase and Alter selections in the Edit pulldown rather than cancelling and reinserting changes. This is especially useful when many draws have been entered in one session or a large file has been Imported. Note: PIKIT does not directly support the insertion of draw numbers prior to the last draw in the game file as this in not a normal occurence. Insertion can be done however by following the procedure defined in Inserting and Erasing Previous Draws. ═══ 11.2. Alter a Draw ═══ Alter a Draw modifies a draw entry in the current game file. To modify an entry: 1. Select the Edit pull down from the main menu bar. 2. Select Alter a Draw The Alter a Draw dialog window is displayed showing the data for the last draw of the current game file. 3. Spin the Draw# window to the draw number desired. The draw number date is displayed for the selected draw. Note: The date cannot be used to find the draw to be altered. The draw must be found by selecting Draw#. 4. Alter the numbers in the selected draw as required. 5. Select OK to record the changes for that draw. Note: Changing Draw# before OK is selected cancels the changes. If the draw is to be altered, select OK prior to changing Draw#. Save is disabled until OK is selected. 6. Select Save to register changes to the current window, write all registered changes to disk and exit the dialog window. 7. Select Cancel to discard the changes and terminate Alter. All changes made in this selection of Alter a Draw are discarded. ═══ 11.3. Erase Last Draw ═══ This selection erases the last draw in the current game file. To erase the last entry: 1. Select the Edit pull down from the main menu bar. 2. Select Erase Last Draw The Erase Last Draw dialog window is displayed with the data for the last draw of the selected game file. 3. Select Erase to erase the last draw. The Erase Last Draw window will now display the data for the entry preceding the erased entry. Selecting Erase will erase this entry, and so on. 4. Select Save to permanently save the modified file. 5. Select Cancel to discard the changes and terminate the erase operation. Cancel restores all entries erased with this selection of Erase. PIKIT does not directly support erasing any draw prior to the last draw in the game file as this in not a normal occurence. Erasing prior draws can be done however by following the procedure defined in Inserting and Erasing Previous Draws. ═══ 11.4. Inserting and Erasing Previous Draws ═══ Although PIKIT does not directly provide a method for inserting missing draws into a file or erasing a draw prior to the last draw in the game file, the procedure outlined here will accomplish either task. This procedure uses the Import. and Export facilities included in PIKIT. This procedure requires that a text editor be installed. o Two such editors are generally available with OS/2 products. o The OS/2 System Editor and the OS/2 Enhanced Editor. o The Enhanced Editor supports block insert and erase functions that make the required changes a rather fast and painless process. o Both editors can be found in the OS/2 productivity folder. 1. Ensure the PIKIT folder is opened. 2. Drag the required game file to the PMPIKIT.EXE program icon or start the program then Open the required game file. 3. Export the file. If the export defaults are taken the export file name will be xxxxxx.EXP, where xxxxxx is the name of the game file, and the file will have been stored in the PIKIT folder. 4. Locate the exported text file in the PIKIT folder and load it into the editor of your choice. Double clicking on the export file will load it into the OS/2 System Editor by default. You can also drag and drop the export file onto either of the OS/2 editors. 5. Change the export file to the Import Text File Format. To do this: o Erase the comment line at the top of the file. o Erase the columns containing the number of each draw. o The following example shows a typical file format before and after the required changes. Format after Export: Florida Lotto, 6/49. 1) 05/07/1988 15 17 30 42 44 49 2) 05/14/1988 11 15 18 19 22 23 3) 05/21/1988 8 15 22 25 40 47 4) 05/28/1988 12 13 19 20 36 48 5) 06/04/1988 3 5 7 13 19 20 6) 06/11/1988 13 15 17 20 44 48 7) 06/18/1988 3 4 10 23 38 42 Format after erasers (suitable for Import): 05/07/1988 15 17 30 42 44 49 05/14/1988 11 15 18 19 22 23 05/21/1988 8 15 22 25 40 47 05/28/1988 12 13 19 20 36 48 06/04/1988 3 5 7 13 19 20 06/11/1988 13 15 17 20 44 48 06/18/1988 3 4 10 23 38 42 6. Insert, erase, or otherwise change the draws as necessary to update the file to your specifications. Ensure the file remains in the format suitable for import. 7. Save the file with the extension .ASC. You can use any extension, but PIKIT will use the .ASC extension as the default. 8. Select Import from the PIKIT File menu pulldown and follow the prompts to import the modified file. If you plan on accessing the ticket files created under the original game file you will want to save the updated file with the original game file name. If another name is selected, PIKIT will not associate it with the ticket files. See High Performance File System for information on how the association is made. ═══ 12. Options Menu ═══ The Options pulldown contains: Game Statistics - Statistics provided by PIKIT are: General Statistics, Hot and Cold numbers, number Combinations and statistics for the average and total of even and odd numbers. The PlayBox. - Opens the main PlayBox window for ticket generation and checking. Game Information. - View or Change the rules and other data for the currently active game. Profile Management. - Options to control defaults. ═══ 12.1. Game Statistics ═══ Game Statistics contains items for statistical analysis of the numbers drawn in the game. Available statistics are: General statistics - Contains items for displaying number totals, averages, last drawn and statistics of hot and cold number ranking, all of which can be viewed over any range of draws. Select the pushbutton to view bar charts of Number Cycles. These charts are powerful displays of how often a number has been selected and how often the hot and cold ranks have been selected. Total/Odd/Even Calculations - Displays the draw number total, total of odd numbers and total of even numbers for the selected draw and the average of these within the selected range. Combinations - Find out what numbers come in with other numbers. With PIKIT the player can automatically calculate combinations or select the numbers individually. Range Selector - Selects the range of draws for statistcs calculations. ═══ 12.1.1. General Statistics ═══ The General Statistics dialog window contains items to assist the player in selecting the best numbers to play for the current game. Select this option to view numbers that are considered to be hot or cold and data that may determine when a number might be due. Refer to Statistical Numbers and Rankings for a definition of each item in this window. One of the most useful features in General Statistics is Number Cycle Graphics which displays bar charts for the cycles of the number lists created by PIKIT. The total draws and the starting draw can be varied to view statistics for any range of draws. This feature gives the player a method of analyzing the games history which makes it possible to "go back" to previous weeks and play "what if" situations. To display General Statistics select: 1. Options from the main menu bar. 2. Select Game Statistics, then, 3. Select General, or, Select located at the top of the game window. The General Statistics dialog window is displayed. Note: Tedious calculations are performed when General Statistics is initially selected, or selected following a change in draw range, Thus you may experience a fractional delay when changing the draw range. The delay will be a somewhat longer if the Number Cycle window is opened since the current graph will be refreshed. The delay depends on the range of draws used in computations, computer speed, memory size and so forth. The range default is the lesser of 100 and the maximum draws in the game file. ═══ 12.1.2. Statistical Numbers and Rankings ═══ The General Statistics dialog window contains statistics such as totals for the draw number and hot and cold rank totals. The following information describes the contents of each window contained in the General Statistics dialog box: Set - Selects the desired set Number for statistical calculations. Statistics for each set are calculated separately. Draw Box - Selects a Number drawn for the game and displays the Total draws that that number has been selected within the specified range. Number will also change when either the Hot Box Rank or Ice Box Rank are changed. Hot Box - Selects a Hot Rank and displays the Total draws that that rank had contained the draw number within the specified range. The Draw Box contains the Number that is currently in the hot rank. Rank will also change when either the Draw Box Number or Ice Box Rank are changed. Ice Box - Selects a Cold Rank and displays the Total draws that that rank had contained the draw number within the specified range. The Draw Box contains the draw Number currently in the cold rank. Rank will also change when the Draw Box Number or Hot Box Rank are changed. Avg - Located in the "Due" Box, Avg contains the average number of draws in which Number in the Draw Box was not drawn within the selected range. Max - Located in the "Due" Box, Max contains the number of draws in which the selected number was not drawn within the selected range. Last - Located in the "Due" Box, Last contains the number of draws since the selected number was last drawn within the selected range. If Number in the Draw Box was a selected number in the End draw contained in the selected range, Last would contain 0. General Statistics Pushbuttons: - Opens the Number Cycle Graphics window. - Displays the Range Selector. Quit - Terminates statistics and closes the dialog box. File - Stores Statistical Data into a text file. Help - Displays the General Statstics help panel. ═══ 12.1.3. Statistical Data ═══ This panel describes the format of the text data stored when File is selected in the General Statistics dialog box. The following example represents the first 10 lines that would be stored for a typical game. Hot Draw | Cold Draw | Draw Statistics Pos Total Num Total | Pos Total Num | Num Total Avg Max Last 1 20 10 d 27 | 1 12 15 | 1 24 4 13 2 2 24 25 26 | 2 13 22 | 2 22 4 15 5 3 h 14 24 26 | 3 24 6 | 3 15 6 13 4 4 21 26 26 | 4 19 8 | 4 15 6 32 1 5 26 5 d 24 | 5 c 23 21 | 5 d 24 4 10 0 6 21 20 24 | 6 17 7 | 6 10 9 24 15 7 h 22 1 24 | 7 17 16 | 7 15 6 18 7 8 17 11 d 22 | 8 23 18 | 8 17 5 15 15 9 16 19 22 | 9 15 2 | 9 12 7 40 4 10 32 2 22 | 10 22 17 | 10 d 27 3 11 0 The data shows, from left to right: o Hot - statistics group in hot rank order. Rank - hot rank. Total - the number of times this hot rank has been selected within the selected range of draws. h - indicates the last hot rank that was selected, as shown in the End draw of the Range Selector. o Draw Num - the draw number currently in the hot rank. Total - the total draws this number has been drawn within the selected range. d - indicates the last draw number that was selected, as shown in the End draw of the Range Selector. | - statistics group separator. o Cold - statistics group in cold rank order. Pos - cold rank. Total - the number of times this cold rank has been selected within the selected range. c - indicates the last cold rank that was selected, as shown in the End draw of the Range Selector. o Draw Num - the draw number currently in the cold rank. Note: Not shown are indicators for the last draw number that was selected. These indicators will always be at the bottom of the cold list. | - statistics group separator. o Draw Statistics - statistics group in draw number order. Num - the draw number d - indicates the last draw number that was selected, as shown in the End draw of the Range Selector. Total - total draws the number has been selected within the selected range. Avg - average number of draws the number was not drawn within the selected range. Max - maximum number of draws the number was not drawn within the selected range. Last - total number of draws since the number was last drawn within the selected range. ═══ 12.1.4. Range Selector ═══ The Range Selector dialog window selects the range of draws used to calculate the many statistics available in PIKIT. Range selection makes it a simple task to determine how numbers have previously performed and allows the number of draws used in calculations to be varied. This makes it easy for the player to determine the optimum range for selecting winning combinations. The range is limited to a minimum of 10 draws although many more draws are recommended for reasonable statistical analysis. To display the range dialog window: 1. Select the Options pulldown from the game window menu bar. 2. Select Game Statistics, then 3. Select Range Selector 4. The Range Selector dialog window is displayed. Additionally, all of the statistics that depend on the Range Selector contain the pushbutton making the range quickly accessable when it's needed. Windows in the Range Selector dialog window are described as follows: Total Draws to Use - Select this window to change the number of draws desired for calculations. The selectable range for this number is dependent on the value in the Tracking window and the End draw window Start - Displays the first draw used in calculations. The value displayed is determined by the values set in the End and Total Draws to Use windows. The windows following Start show the date for the Start draw. Tracking - Refer to the section on tracking for information on how this value is use. End - Select this window to change the last draw to be used in calculations. The windows following End show the date for the End draw. Quit - Removes the Range Selector window from the display. Help - Displays this help panel. ═══ 12.1.5. Tracking ═══ Tracking provides a mechanism that allows for more predictable control of the End and Draws selections in the Range Selector window. Basically, tracking controls the default for Draws when the End draw is modified. For example: o Decreasing the End draw, causes Draws to decrease with it, as it should, since the number of draws to be used in calculations cannot be greater than the End draw. Draws will continue to decrease irregardless of the value in Tracking. o Increasing the End draw increments the total Draws as expected but only up to the value in tracking. Thus, Draws tracks to the tracking value providing ability to select a minimum range for draws selection. Keep in mind that when End is decreased such that Draws decreases with it (Draws = End) and Draws is greater or equal to the value in Tracking, increasing End will NOT increase Draws. Also, when End is less than Tracking, Draws is locked to the End value and cannot be changed using the up/down arrows of the Draws window. If it is desired to have Draws follow End to the last draw in the game file, simply set tracking to the maximum draws in the game file. Tracking can be set to any value from 5 to the maximum draws in the game file. The number of Draws to be examined cannot be set to less then the tracking range unless the difference between the last and first draw are less than that range. This is automatically handled by PIKIT. Put another way, the tracking range is the minimum number of draws used for calculations. The minimum is also dependent on the ending draw selected. For example, if tracking is set to track on draw number 90, PIKIT will not allow the number of draws used for calculations to be less than 90 unless the difference between the last and first draw are less than 90. If the end draw is less than 90, increasing the end draw will track the Draw total to 90 and stop. ═══ 12.1.6. Hot Numbers Defined ═══ Hot number rankings, shown in the Hot Box of the General Statistics dialog box are in the order in which they are most often drawn. The number selected most often will be in the first rank, the number selected second most often will be ranked second and so forth. In the case where numbers have been selected an equal number of times, the one selected last will be ranked ahead. PIKIT creates hot rankings the size of the total of number possibilities for each set in the game. For example, a pick 5 that draws 5 numbers from 1 through 26 will have 26 hot rankings. The hot number ranked 1st would be drawn most often and the hot number ranked 26th would be drawn least often. ═══ 12.1.7. Cold Numbers Defined ═══ Cold number rankings, shown in the Ice Box of the General Statistics dialog box are considered cold because they have not been recently drawn. PIKIT creates cold rankings the size of the total of number possibilities for each set in the game. For example, a pick 3 that draws 1 number in the range 0 through 9 will have 10 numbers, thus, 10 ranks will exist. The coldest number, the number that has not been selected while all others in the same range of draws have been selected, will have the rank of 1 and the number just drawn would have the rank of 10. ═══ 12.1.8. Due Numbers Defined ═══ Due numbers are numbers that may not have been drawn for a considerable time and appear to be due for selection. Numbers might be considered due when the value in the Last window in the General Statistics dialog box is approaching the value in the Avg (average) window. The number might be considered overdue when the value in the Last window is approaching or greater than the value in the Max window. ═══ 12.2. Total/Odd/Even Stats ═══ The Total/Odd/Even Stats window is a browse facility for the game file as well as a statistical analysis of the total, odd and even statistics for the current draw and the range of draws selected in the Range Selector. To access Total/Odd/Even Stats: 1. Select Options from the game window main menu bar. 2. Select Game Statistics from the menu pulldown, then 3. Select Total/Odd/Even Stats. Or Select located at the top of the game window. The Total/Odd/Even Statistics window is displayed. Select the Draw# window to change the draw number to view. The For the Draw box contains statistics for the current draw displayed in the Pick Numbers box. Each window is described as follows: Total - total of all numbers in the draw. Average - average of all numbers in the draw. Odd Total - total of the odd numbers in the draw. Even Total - total of the even numbers in the draw. Odd#'s - how many odd numbers are in the draw. Even#'s - how many even numbers are in the draw. The Averages For the Range box contains the average statistics for all draws in the range of draws displayed in the Range Selector box. Each window is described as follows: Total - average of the total of all numbers in each draw. Average - average of the average of all numbers in each draw. Odd Total - average of the totaled odd numbers in each draw. Even Total - average of the totaled even numbers in each draw. Odd#'s - average of how many odd numbers in each draw. Even#'s - average of how many even numbers in each draw. Select located at the bottom of the window to view or change the selectable range. Note: All windows are computed using the primary numbers in each cage. Supplemental and bonus numbers are not included in the calculations. ═══ 12.3. Number Combinations ═══ Select Number Combinations to show what numbers have combined with other numbers. PIKIT provides two methods for finding number combinations. Select Combinations - The player chooses the numbers desired to see how often numbers have come in together. Calculate Combinations - PIKIT calculates the combinations. The player can then scan the list of numbers that have come together for the selected number of draws. Note: The combination functions look for numbers that come together in any order, that is, they do not check for straight order. See the Winners_Circle Window in the PlayBox for specific comparisons. ═══ 12.3.1. Select Combinations ═══ With Select Combinations you can select 2 or 3 number combinations to find out how often that combination has been drawn in the specified range. The Select Combinations window shows the total draws the number has been selected and the total draws since the last time the combination was picked. See Calculate Combinations to calculate all possible combinations. To select number combinations: 1. Select the Options pulldown from the GameBox window main menu bar. 2. Select Game Statistics, then 3. Combinations, and 4. Select, or, Select at the top of the game window. The Select Number Combinations window is displayed. 5. Select radio button 2 for 2 number combinations or radio button 3 for 3 number combinations, then, 6. Set the Number windows to the number combinations desired. Total contains the total draws the numbers have been drawn together within the selected range. Last contains the total draws since the combination was picked. If the combination was never picked this window would contain the total draws in the range. Select to view the Range Selector dialog and to change the range of draws to look for combinations. ═══ 12.3.2. Calculate Combinations ═══ Select Calculate Combinations to automatically calculate 2 and 3 number combination within the selected Range of draws. As with Select Combinations, the viewer can display numbers that are selected together most often, but in this case numbers coming together are first calculated and retained in memory. Selecting the Item# window will step through the combinations as they were found. To Calculate Number Combinations: 1. Select the Options pulldown from the main menu bar. 2. Select Game Statistics, 3. Combinations, then 4. Calculate, or, Select located at the top of The GameBox. The Calculate Number Combination window is displayed. 5. Change the Hits box to the minimum number of draws in which a specific combination of numbers must be present before the combination is registered. 3 to 9 draws are selectable. 3 finds all combinations from 3 to 9, 4 (the default) finds all combinations from 4 to 9, etc. 6. Select OK to start calculations. This may take a while, depending on the range of draws selected and computer speed. Calculations are complete when the clock icon is replaced with the pointer. 7. Select Item# to examine the combinations found. Total contains the number of draws the combinations in the Numbers: windows have been drawn together. Last contains the total draws since the number combination was last drawn. Note: When Hits is selected, or the draw range is modified, Item# is disabled until OK is selected (to recalculate the combinations). OK is disabled when selected until Hits or the range are again modified to prevent accidental recalculation which can be somewhat time consuming. Select File to export the combinations list to a selected text file. The list can then be printed, or, it can be browsed using a common text editor such as the system editor supplied with OS/2. Select to view the Range Selector and change the draw range in which combinations are to be calculated. ═══ 12.3.3. PlayBox ═══ Select the PlayBox to open the PlayBox window. The PlayBox provides various methods for: o Creating play (ticket) files. o Selecting tickets. o Opening play files. o Checking tickets for winning numbers. To open the PlayBox window: Select Options then select PlayBox from the pulldown. ═══ 12.4. Game Information ═══ Game information and parameters can be Viewed or Changed. The information displayed in these dialog windows supply the rules by which the current game is played. ═══ 12.4.1. View Game Information ═══ This panel displays the information and rules for the current game. Fields have the following meaning for the game: o A Game Definition field for comments relating to the game. o Total sets in the game. o Current set number Num. o Cage number for the current set. o Total numbers Drawn in the current set. o Lowest number drawn in the set. o Highest number drawn in the set. o Minimum picks that can be selected on a play ticket. o Maximum picks that can be selected on a play ticket. o Start Date. is the date for the first draw in the game file. o Day(s) of week the game is played. ═══ 12.4.2. Changing Game Information ═══ WARNING: SOME GAME PARAMETERS CANNOT BE CHANGED WITHOUT THE POSSIBILITY OF UNPREDICTABLE AND UNEXPECTED RESULTS IN SOME STATISTICAL CALULATIONS! IF SOMETHING DOESN'T SEEM RIGHT AFTER CHANGING A PARAMETER THE PLAYER MAY BE BETTER OFF CREATING A NEW GAME RATHER THAN ATTEMPTING TO UPDATE THE OLD. When creating or importing a game file, ensure the rules are setup accurately. This option allows the player to change the game parameters. With this option the player can: 1. Correct an error when initially creating or importing a game. 2. Change the days of the week for the game in the event those days have changed. Note: It is important to ensure that the days of the week the draws are made are accurate. PIKIT automatically sets the correct date when adding draws to the game. 3. Change the range of numbers that can are drawn. If the number range increased, for example changed from 1 to 49 to 1 to 51 shown in the Low and High windows, the additional numbers cannot be entered for the game unless the range is modified to include them. If the number range decreased, PIKIT will not detect an error if a now invalid number is entered. Incorrect result will also be displayed in the statistical analysis of the game numbers. 4. Change the Min and Max Play Totals. PIKIT keeps limits on the minimum and maximum numbers for ticket generation in the game. These parameters must reflect the correct values to guarantee accurate ticket generation. Note: See Supplementary and Bonus Numbers for important information on setting Min and Max. 5. Change the number of sets, cages and draw. These parameters are probably never changed by the supervisors of the game, however, if they are changed, the player would have to determine if changing these values to continue the present game or creating a new game is the best way to proceed. ═══ 12.4.3. Supplementary and Bonus Numbers ═══ Supplementary and bonus numbers are those numbers that are drawn for special purposes after the main numbers have been drawn. These numbers are not included in the grand prize but are used to award lesser prizes. When setting up PIKIT game information the supplementary or bonus numbers are inserted into a second Set of numbers. The main draw is in the first Set of numbers. Note: Never put the supplementary or bonus numbers in set one as PIKIT will always use that set for its primary test of winning numbers. The player decides if this second set is to be tested with the main numbers. If a second set is contained in the same cage as the primary numbers, the number in the second set cannot be tested alone. How supplementary and bonus numbers are used is important in understanding how the Min and Max values in the Changing Game Information are to be set. The Min and Max values are set differently for cages and sets. For multiple Sets where all numbers in all sets are drawn from the same cage, the Min and Max values are the same for all sets. That is, when spinning through multiple sets that have the same cage number, the Min and Max values should be the same for all sets. (Don't confuse this to mean that Min = Max as that may not be the case). All sets with the same cage must show the total numbers that are drawn for the cage, not the set. Multiple sets in one cage usually indicates supplementary or bonus numbers which would be located in a second set. These numbers are NOT played, but only drawn, therefor the Min and Max values for this set must show the totals played for the cage. ═══ 12.5. Profile Management ═══ Profile Management contains options to control default values for PIKIT. Selectable defaults include: o Default Windows o Closing Message o Opening Message ═══ 12.5.1. Default Windows ═══ Use the Default Windows option to set all windows used in PIKIT to their default size and screen positions. To set the Defaults: 1. Select the Profile Management menu item in the GameBox Options menu pulldown. 2. Select Default Menu Position. 3. You are prompted to complete the selection. To reset window defaults if the GameBox was displayed off the screen (possibly due to changing screen resolutions) 1. First ensure that The GameBox has the focus, then, 2. while holding down the Ctrl key, depress the Home key. 3. Depress F3 to terminate PIKIT. 4. PIKIT can then be restarted with the initial window positions. Note: The GameBox will have the focus when it is initially opened just as long as nothing else was selected following the open. ═══ 12.5.2. Closing Message ═══ Closing Message provides the option to inform you when the program is about to terminate. The default is to display the message. To set the default: 1. Select the Profile Management menu item in the GameBox Options menu pulldown. 2. Select Closing Message. 3. You are prompted for the desired action. The message is especially helpful when the program has been inadvertently closed. You are given the option to cancel or continue with the termination. ═══ 12.5.3. Opening Message ═══ Opening Message provides the option to bypass the opening message panel when PIKIT is Started. The default is to display the message. To set the default: 1. Select the Profile Management menu item in the GameBox Options menu pulldown. 2. Select Opening Message. 3. You are prompted for the desired action. ═══ 13. Number Cycle Window ═══ The Number Cycle window contains bar charts of the cycles for draw numbers, and the hot and cold ranks the draw numbers have occurred in. This is a very powerful tool for determining numbers that may be due. ═══ 13.1. Options ═══ The Options menu pulldown contains items for selecting and changing the components available in the Number Cycle window. Selectable menu items are: o Draw Number -> Bucket o Next Higher Number o Next Lower Number o Draw Number Cycle o Hot Rank Cycle o Cold Rank Cycle o Range Selector ═══ 13.2. Draw Number -> Bucket ═══ Select Draw Number -> Bucket to insert the draw number into the current bucket cage. The upper left corner of the Number Cycle window contains a push button that contains the Draw number, or Hot or Cold rank of the number, that is currently active in the Number Cycle window. If the number on the push button is the draw number, selecting this menu item inserts the draw number into the bucket. If the currently displayed graph is the hot or cold rank, selecting this menu item inserts the draw number with that hot or cold rank into the current bucket cage. ═══ 13.3. Next Higher Number ═══ Select Next Higher Number to step the number to the next highest number or rank, or wrap from the highest to the lowest number. ═══ 13.4. Next lowest number ═══ Select Next Lowest Number to step the number to the next lowest number or rank, or wrap from the lowest to the highest number. ═══ 13.5. Draw Number Cycle ═══ Select Draw Number Cycle to draw the bar chart for the draw number cycle. ═══ 13.6. Hot Rank Cycle ═══ Select Hot Rank Cycle to draw the bar chart cycle for the Hot Number rank. ═══ 13.7. Cold RAnk Cycle ═══ Select Cold Rank Cycle to draw the bar chart cycle for the Cold Number rank. ═══ 13.8. Range Selector ═══ Select Range Selector to display the window to show or change the current range of draws. ═══ 13.9. Quit ═══ Select Quit to terminate the Number Cycle Window. ═══ 13.10. Number Cycle Graphics ═══ The Cycle Graphics push button in the General Statistics dialog box displays a bar chart of cycles for those statistics. The charts track the draw frequency of any given number and the frequency of the hot and cold ranks. See Bar Chart Elements for an explanation of the bar chart window. Push buttons at the top of the cycle window are described as follows: Draw/Hot/Cold Number - The number in the push button at the top left of the window displays the draw number, the hot rank of the number, or the cold rank of the number depending on the graph displayed. Select this button to place the current draw number into The Bucket Note: If a hot or cold ranking is displayed when the button is selected the draw number with that rank is placed into the bucket, not the hot or cold rank. The bucket window is opened from the PlayBox but does not have to be active at this time. Draw Number - - Select this object to display a bar graph of the draw numbers in the window. Each chart represents the draw cycle for one number in the game. Each bar in the chart represents the total draws starting from a draw in which the number was picked, up to, but excluding, the draw in which the number is again picked, within the specified range. A new bar starts when the number is drawn. Note: Selecting the Number spin button control in the Draw Box of the General Statistics dialog or the or push buttons at the top of the graphics window displays the graph for the next draw number. Hot Rank - - Select this object to display a bar graph of the hot rank for the current draw number, over the selected range. The bar chart displays how often a drawn number had been selected that had that hot rank in the previous draw. Each bar, except possibly the first (left most) bar, starts growing when a draw number had that hot rank in the previous draw, and continues to grow until that rank again contains the draw number. The first bar starts growing at the start range which may or may not contain a number in the selected rank. If the bar chart shows that this hot rank appears to be due for selection, examine the draw number currently having that rank. This may be a number to select for the next draw. Note: Selecting the Rank spin button control in the Hot Box of the General Statistics dialog or the or push buttons at the top of the graphics window displays the graph for the next hot rank. Cold Rank - - Select this object to display a bar graph of the cold rank for the current draw number, over the selected range. The bar chart displays how often a drawn number had been selected that had that cold rank in the previous draw. Each bar, except possibly the first (left most) bar, starts growing when a draw number had that cold rank in the previous draw, and continues to grow until that rank again contains the draw number. The first bar starts growing at the start range which may or may not contain a number in the selected rank. If the bar chart shows that this cold rank appears to be due for selection, examine the draw number currently having that rank. This may be a number to select for the next draw. Note: Selecting the Rank spin button control in the Ice Box of the General Statistics dialog or the or push buttons at the top of the graphics window displays the graph for the next cold rank. - Select this button to access this help information. - Select this button to exit the number cycle window. ═══ 13.10.1. Bar Chart Elements ═══ Following is an explanation of how each bar in the number cycle chart is graphed. The bars start at the left of the window and subsequent bars are added as the draw number or rank is found. This provides a powerful visual display of how the numbers have performed. The base of each bar represents selection of the number or rank except for the first (leftmost) bar which may or may not contain the number. Note: rank refers to the hot and cold rankings of drawn numbers. The first (leftmost) bar starts growing with the Start draw displayed in the Range Selector dialog window. When the Start draw contains the selected number or rank, the base of the first bar will be a different color, otherwise the entire bar will be the same color as the remaining bars. The upper left hand corner of the graph window contains the selected draw number or rank so it can be easily seen when viewing the window anywhere on the screen or in full screen mode. Buttons at the top of the window allow game numbers and rankings to be selected directly from the graph window. The numbers and rankings can also be selected in the Statistics dialog window. Click this button to select the following number or rank, or wrap from the highest to lowest. Click this button to select the preceding number or rank, or wrap from the lowest to the highest. The horizontal lines on the graph are drawn for every 2 draws. PIKIT numbers every 10th draw (5th line) to the left of the graph. The bars are limited to a maximum height. When this maximum is reached the bar growth is stopped and the actual cycle for the number is placed over the top of it. This makes it much easier to read a chart that has many cycles with one or two that are extremely long. ═══ 14. Help Menu ═══ The help menu pulldown contains selections to access help for PIKIT. ═══ 14.1. Help For Help ═══ Help is available from any window in PIKIT. If the window has the pushbutton icon selecting this pushbutton wil produce the help panel for that window. Otherwise look for the Help menu item on the menu bar ane select this item for the help pulldown for that window. ═══ 14.2. Extended ═══ Displays the PIKIT or PlayBox main information panel. ═══ 14.3. Keys ═══ The F1 key is handy for quick help on any item in a menu bar To use F1: 1. Ensure the window for which help is required has the focus. 2. Depress and hold the Shift key and depress Esc, or depress and release the Alt key. 3. Use the cursor control keys (arrows) to move across and down the window menu items. 4. Depress F1 when the desired menu item is selected. To Select items in a dialog box: 1. Ensure the window has the focus. 2. Use the Tab key to select the desired group of items. 3. To select items in the Tabbed group: a. Hold down the Alt key b. each depression of the Cursor (arrow) keys moves to the next item in the group box. c. Release the Alt key when the desired item is selected. To change values of selected items one or all of the following can be used depending on the content. If one doesn't work try another: 1. Backspace over the item, then type in the desired value. The program ensures that only valid values can be entered. 2. Depress PgUp or PgDn. 3. Depress the up or down Cursor control keys. 4. Numbers can be entered from the calculator keys when NumLock is activated. To change the radio buttons: 1. Select the group as defined above for the radio buttons. 2. Depress any cursor control key to select the desired button. To toggle check boxes: 1. Select the item as defined above. 2. Depress the space bar. ═══ 14.4. Index ═══ Select Help Index to display the Index for the PIKIT help panels. The Help Index contains all the items for which PIKIT help is available. ═══ 14.5. About ═══ Copyright Micro■GDK Products. All Rights Reserved. ═══ 14.6. Accelerator Keys ═══ Accelerator keys are provided for the following windows: Accelerator Keys, Game Window Accelerator Keys, Draw Number Cycle Window Accelerator Keys, Play Window Accelerator Keys, Bucket Window Accelerator Keys, Ticket Window Accelerator Keys, Winners Circle Window Accelerator Keys, Single Entry Window ═══ 14.7. Accelerator Keys, Game Window ═══ When a character is specified, upper or lower case is permissible. F3 Exit PIKIT. Alt + O Open a game file. Alt + N Create a new game. Alt + A Save game file as another name. Alt + P Import a game file. Alt + E Export current game file. Alt + Insert Add a draw to the game file. Alt + Delete Erase the last draw from a game file. Alt + L Alter a game file. Alt + G General statistics. Alt + T Total, odd and even statistics. Alt + S Select number combinations. Alt + A Compute number combinations. Alt + R Select range of draws for statistics. Alt + P Open the PlayBox. Alt + V View the game rules and parameters. Alt + C Change the game rules and parameters. Ctrl + H View the help index panel. ═══ 14.8. Accelerator Keys, Play Window ═══ When a character is specified, upper or lower case is permissible. Alt + O Open a ticket file. Alt + N Create a new ticket file. Alt + S Save a ticket file. Alt + A Save ticket file As another name. Alt + I Import a ticket file. Alt + E Export a ticket file. F2 Exit the PlayBox window. Alt + Insert Alter the Ticket window. Alt + Delete Remove a Ticket from the Ticket window. Ctrl + Delete Clear the ticket window. Alt + P Paste contents of the bucket to the ticket comment window. Alt + T Open the ticket window. Alt + B Open the bucket window. Alt + W Open the winners circle window. Alt + H Display the help index for PIKIT. ═══ 14.9. Accelerator Keys, Bucket Window ═══ When a character is specified, upper or lower case is permissible. Shift + N Select the cage number spin button. Shift + C Select the bucket cage. Shift + S Select the single number spin button. Shift + R Select the random number spin button. Shift + I Select the inclusive check box. Ctrl + E Empty the selected bucket cage. Ctrl + F Fill the selected bucket cage. Ctrl + S Insert the selected single number into the selected bucket cage. Ctrl + R Insert random numbers into the selected bucket cage. Ctrl + C Copy contents of selected bucket cage to the clipboard. Ctrl + Q Exit the bucket window. Ctrl + H Get help for the bucket window. ═══ 14.10. Accelerator Keys, Ticket Window ═══ When a character is specified, upper or lower case is permissible. Shift + T Select the total tickets to create. Shift + E Select the total numbers for each ticket to create. Shift + R Select the random radio button (depress space bar to change) Shift + M Select the manual radio button (depress space bar to change) Ctrl + X Execute the operation set up in the window. Ctrl + Q Exit the tickets window. Ctrl + H Get help for the tickets window. ═══ 14.11. Accelerator Keys, Winners Circle Window ═══ When a character is specified, upper or lower case is permissible. Shift + M Select minimum hits. Shift + S Select start draw. Shift + E Select end draw. Ctrl + X Execute the check tickets operation. Ctrl + S Save the winning tickets into a text file. Ctrl + Q Exit the winners circle window. Ctrl + H Get help for the winners circle window. ═══ 14.12. Accelerator Keys, Single Entry Window ═══ When a character is specified, upper or lower case is permissible. Shift + C Select the total numbers for the current ticket. Shift + N Select the first number to enter. Ctrl + X eXecute insertion of ticket into the ticket window. Ctrl + Q Exit the single entry window. Ctrl + H Get help for the single entry window. ═══ 14.13. Accelerator Keys, Draw Number Cycle Window ═══ When a character is specified, upper or lower case is permissible. PageUp Step to the next higher draw number or hot/cold rank or wrap to the first. PageDown Step to the next Lower draw number or hot/cold rank or wrap to the last. ═══ 15. Sets ═══ Sets provides the ability to define any type of number game available today and probably in the foreseeable future. Sets are groups of numbers picked for any specific game. Many of the Lotto, pik 5, pik 6 etc. games contain only one set. If a player is accustomed to playing these game, sets may be a bit hard to understand. Many numbers games have more than one group of numbers drawn. These groups may be drawn from a single cage of numbers or from multiple cages. An easy to understand definition of sets would be a daily play 3 game. This game is played by drawing 3 numbers, each number being drawn from its own distinct cage, and each cage containg the numbers 0 through 9. This game then has 3 sets with each set assigned its own cage. If you have ever played a lotto game with supplementary or bonus numbers then you can understand how sets can be contained in only one cage. Since these games draw a set of numbers, followed by a second drawing of a number or numbers from the same cage, these games would have 2 sets, both having the same cage number. Sets, then, is a method whereby PIKIT identifies the draw of number games by using a combination of groups of numbers and Cages. Set information includes: o the total number of sets in the game. o the set number o a Cage Number o the total of numbers drawn in each set o the lowest number that can be drawn for the set o the highest number that can be drawn for the set. The high and low numbers define the sequential set range. PIKIT supports a maximum of 20 numbers for any game. That is, the total of all numbers drawn in all sets for any game can be as high as 20. With 20 numbers PIKIT tracks maximum number games such as Keno or Win10. A maximum of 6 sets can be defined for any game. The primary rule to follow when a game is defined is that a game cannot have a combination of multiple cages combined with multiple sets in a cage. Currently there is no game in existence that does this. PIKIT ensures that this rule cannot be broken. Sets separates the game numbers into groups such that the game can be created using multiple draws in multiple or single Cages. See Examples for the various methods of setting up Sets, and Import, to show how a game file can be imported from a common text file. Also see Creating New Game and Changing Game Information for help on the PIKIT method of setting up game parameters. ═══ 15.1. Cage and Numbers ═══ A Cage is defined as a single container from which a specific range of numbers are drawn. If duplicate numbers can be picked in a specific game they would have to be taken from multiple cages. A pick 3 for example, in which all 3 numbers drawn could be identical, such as 7-7-7, would require 3 cages (one number selected from each cage), whereas a pick 5 that is defined to draw 5 numbers, none of which can be a duplicate of any other, would require only 1 cage. ═══ 15.2. Examples of Sets ═══ The following examples are available to assist in understanding Sets: Florida Lotto Daily Numbers Game New York Lotto Power Ball Pink and Yellow Balls For more information on drawn numbers and how they are entered refer to View Game Information, Import, Import Text File Format and Exporting to a Text File, ═══ 15.2.1. Florida Lotto ═══ The Florida state Lotto is a pick 6 out of 49 numbers. That is, 6 balls are picked from a cage containing 49 balls, each of which contain a single unique number. Stated another way, no duplicate numbers can be drawn in any one game. This is important in understanding Sets and how they relate to this example. Each defined Set in PIKIT is related to a specific cage. In this example, one set is defined in one cage. In View Game Information, parameters in the Sets box in the Game Information dialog window would contain: ┌─Set────────────────────────────────┐ │Total Num. Cage Draw Low High │ │┌──┬─┐┌──┬─┐┌──┬─┐┌──┬─┐┌──┬─┐┌──┬─┐│ ││ 1├─┤│ 1├─┤│ 1├─┤│ 6├─┤│ 1├─┤│49├─┤│ │└──┴─┘└──┴─┘└──┴─┘└──┴─┘└──┴─┘└──┴─┘│ └────────────────────────────────────┘ The Total number of sets is 1. The set Num. is 1 and the Cage number is 1. The total numbers drawn for the Set, shown in the Draw box, is 6. The Low number is 1 and the High number is 49. To view any remaining sets, if any, select the Num. spin button. In this example, Num. cannot be changed because there is only 1 set defined for the game. ═══ 15.2.2. Daily Numbers Game ═══ A typical game in many places is a draw 4 out of 10 numbers in the range 0 through 9. In this example the 4 numbers can be drawn in any combination. For example, the number 9 can be the number in all 4 picks (ie. 9 9 9 9). This example is set up to contain 4 sets in 4 separate cages with each cage containing the numbers 0 through 9. PIKIT easily sets up this game and much more. In View Game Information, the Sets box in the Game Information dialog window for set Number 1 would look similar to the following: ┌─Set────────────────────────────────┐ │Total Num. Cage Draw Low High │ │┌──┬─┐┌──┬─┐┌──┬─┐┌──┬─┐┌──┬─┐┌──┬─┐│ ││ 4├─┤│ 1├─┤│ 1├─┤│ 1├─┤│ 0├─┤│ 9├─┤│ │└──┴─┘└──┴─┘└──┴─┘└──┴─┘└──┴─┘└──┴─┘│ └────────────────────────────────────┘ The Total number of sets is 4. The set number, Num., is 1. The Cage number is 1. The total numbers drawn, Draw, for the Set is 1. The Low number drawn for this set is 0. The High number is 9. The Num. spin button can be selected to show the remaining sets. Selecting Num. 2 would show the cage number to be Cage 2. For the remaining windows, Num. 3 will show cage 3 and Num. 4 will show cage 4. ═══ 15.2.3. New York Lotto ═══ New York has another flavor of the lotto numbers game. This game is a draw 6 from numbers 1 through 54 but also contains a seventh number that is drawn following the first 6. This number is called the supplementary number. The supplementary number, used for special winning combinations, is drawn from the same cage as the original 6 numbers, but must be shown separately as it is used only for special cases, none of which is the first prize winner. The supplementary number is not provided as a selection for the player. It's simply a seventh number drawn after the primary 6 are drawn. The game is set up using 2 sets with numbers from both sets being drawn from the same cage. PIKIT will treat each set in a somewhat different way. All numbers are drawn from the same cage, but the supplementary number must be treated differently from the first 6. In View Game Information, the Sets box in the Game Information dialog window for set Number 1 and set Number 2 would contain: Set 1 ┌─Set────────────────────────────────┐ │Total Num. Cage Draw Low High │ │┌──┬─┐┌──┬─┐┌──┬─┐┌──┬─┐┌──┬─┐┌──┬─┐│ ││ 2├─┤│ 1├─┤│ 1├─┤│ 6├─┤│ 1├─┤│54├─┤│ │└──┴─┘└──┴─┘└──┴─┘└──┴─┘└──┴─┘└──┴─┘│ └────────────────────────────────────┘ Set 2 ┌─Set────────────────────────────────┐ │Total Num. Cage Draw Low High │ │┌──┬─┐┌──┬─┐┌──┬─┐┌──┬─┐┌──┬─┐┌──┬─┐│ ││ 2├─┤│ 2├─┤│ 1├─┤│ 1├─┤│ 1├─┤│54├─┤│ │└──┴─┘└──┴─┘└──┴─┘└──┴─┘└──┴─┘└──┴─┘│ └────────────────────────────────────┘ The Num. spin button select's sets 1 and 2. Both sets are located in Cage 1. The Draw window contains 6 draws for set 1 and 1 draw for set 2. The Low and High numbers are the same for each set. ═══ 15.2.4. Power Ball ═══ Power Ball, a multi state game, is a draw 5 out of numbers 1 through 45 plus a draw 1 out of numbers 1 through 45. In this game the Power Ball, the sixth number drawn, must match exactly with the power ball selection on the play ticket, and to make it a low odds selection, the power ball can match any one of the 5 numbers drawn before it. Unlike the supplementary number described in the New York example, the Power Ball MUST be matched to win the first place jackpot and it can be identical to any one of the first 5 numbers drawn. Power Ball is set up in 2 sets, similar to the New York example, except the sets are in separate cages, since the power ball can be identical to one of the first 5 numbers drawn. Set 1 uses cage 1 and set 2 uses cage 2. Both cages contain the same numbers, 1 through 45. In View Game Information, the Set box in the Game Information dialog window for set Number 1 and set Number 2 would contain: Set 1 ┌─Set────────────────────────────────┐ │Total Num. Cage Draw Low High │ │┌──┬─┐┌──┬─┐┌──┬─┐┌──┬─┐┌──┬─┐┌──┬─┐│ ││ 2├─┤│ 1├─┤│ 1├─┤│ 5├─┤│ 1├─┤│45├─┤│ │└──┴─┘└──┴─┘└──┴─┘└──┴─┘└──┴─┘└──┴─┘│ └────────────────────────────────────┘ Set 2 ┌─Set────────────────────────────────┐ │Total Num. Cage Draw Low High │ │┌──┬─┐┌──┬─┐┌──┬─┐┌──┬─┐┌──┬─┐┌──┬─┐│ ││ 2├─┤│ 2├─┤│ 2├─┤│ 1├─┤│ 1├─┤│45├─┤│ │└──┴─┘└──┴─┘└──┴─┘└──┴─┘└──┴─┘└──┴─┘│ └────────────────────────────────────┘ The Num. spin button select's sets 1 and 2. The Cage numbers for the sets are 1 and 2 respectively. The Draw window contains 5 draws for set 1 and 1 draw for set 2. The Low and High numbers are the same for each set. ═══ 15.2.5. Pink and Yellow Balls ═══ This example is a daily pick 3 game that includes a forth draw. The purpose of the forth draw is to add a bonus to an already winning combination, that is, the bonus is drawn from a forth cage but is not a pick for the player. This lets the player track the bonus ball and determine when this ball may be due for selection. This game contains the numbers 0 through 9 in 3 cages but adds a 4th cage that contains 9 yellow balls and one pink ball. PIKIT easily defines this game. Simply add a 4th set to the game with 2 numbers of 0 and 1. 0 is inserted for the forth cage when the yellow ball is selected and 1 is inserted when the pink ball is selected. In View Game Information, the Sets box in the Game Information dialog window for the set numbers would contain: X = 1, 2 or 3 ┌─Set────────────────────────────────┐ │Total Num. Cage Draw Low High │ │┌──┬─┐┌──┬─┐┌──┬─┐┌──┬─┐┌──┬─┐┌──┬─┐│ ││ 4├─┤│ X├─┤│ X├─┤│ 1├─┤│ 0├─┤│ 9├─┤│ │└──┴─┘└──┴─┘└──┴─┘└──┴─┘└──┴─┘└──┴─┘│ └────────────────────────────────────┘ Set 4 ┌─Set────────────────────────────────┐ │Total Num. Cage Draw Low High │ │┌──┬─┐┌──┬─┐┌──┬─┐┌──┬─┐┌──┬─┐┌──┬─┐│ ││ 4├─┤│ 4├─┤│ 4├─┤│ 1├─┤│ 0├─┤│ 1├─┤│ │└──┴─┘└──┴─┘└──┴─┘└──┴─┘└──┴─┘└──┴─┘│ └────────────────────────────────────┘ Sets 1, 2 and 3 would contain the same information except for the cage number which will equal the specific set number. Refer to the Edit Menu, for information on how the draw numbers are shown and inserted into the game files. ═══ 16. PlayBox ═══ The PlayBox contains the functions for playing numbers games. With the PlayBox you can create new ticket files or open ticket files that had been previously created. The ticket files contain the tickets that are created using other functions from the PlayBox. When the PlayBox is first opened from the Game window it does not contain a ticket file. A ticket file is placed into the PlayBox when New or Open is selected. When opening or creating a ticket file the following windows are are displayed in the PlayBox: A comment window - This window can be modified to any data desired. When a file is created or imported, PIKIT inserts the name of the game file into this field for convenience. There is no requirement to keep it there. Ticket window - Contains the tickets to be played. Select Ticket Builder to append tickets to this window. The number of tickets - Shows how many tickets are currently in the ticket file. With the PlayBox you can open windows that append new tickets to the ticket file. Tickets can be appended automatically from 1 to large quantities of tickets or manually one ticket at a time. Menu pulldowns include: File - Play file operations such as, open, new, import, etc. Edit - Selects specific operations to be performed on the tickets. Tickets - Opens the ticket window for viewing. Bucket - Opens the bucket window for viewing. Winners_Circle - Opens the winners circle window for viewing. Help - Contains the help selections. Note: Quick Push Buttons - PlayBox describes the pushbuttons at the top of the PlayBox that more efficiently selects many of the menu items. ═══ 16.1. PlayBox File Menu Item ═══ The File pulldown contains items for creating and accessing play files. Some of these items can be found as object pushbuttons called Quick Push Buttons located at the top of the PlayBox window. Use the pushbuttons for faster access to the desired operation. ═══ 16.1.1. New ═══ Select New to create a new ticket file. To create a new ticket file: o Select New from the PlayBox File menu pulldown or o Select the push button object located at the top of the PlayBox. The objects for a new game file will be created in the PlayBox window and initialized for a new ticket file. The new ticket file contains: o A player comment field. o The ticket field. Use the Ticket Builder to create tickets for this field. o A field that displays the number of tickets in the file. ═══ 16.1.2. Open ═══ Select Open to load a previously created ticket file for the current game into the PlayBox. To open a ticket file: o Select Open from the PlayBox File menu pulldown or o Select the push button object at the top of the PlayBox, then follow the prompts. Note: See New for a description of the PlayBox objects. ═══ 16.1.3. Save ═══ Select Save to save a new or modified ticket file. To save the play file: o Select Save from the PlayBox File menu pulldown, or, o Select the push button object at the top of the PlayBox, then follow the prompts. ═══ 16.1.4. SaveAs ═══ Select SaveAs to save a ticket file with the current name or another name. To save the ticket file select SaveAs from the PlayBox File menu pulldown. ═══ 16.1.5. Import ═══ Select Import to translate a text file into PIKIT ticket file format. To Import a text file: o Select Import from the PlayBox File menu pulldown, or, o Select the push button object at the top of the PlayBox, then follow the prompts. Note: See New for a description of the PlayBox objects. ═══ 16.1.6. Export ═══ Select Export to copy the current play file to an editable text file. To Export the current ticket file: o Select Export from the PlayBox File menu pulldown, or, o Select the push button object at the top of the PlayBox, then follow the prompts. To print the text file refer to Printing a Text File. ═══ 16.1.7. Exit ═══ Select Exit to close the PlayBox and return to the GameBox. To exit the PlayBox o Select Exit from the PlayBox File menu pulldown, or, o Depress F2 when the PlayBox has the focus, or, o Select the push button object located at the top of the PlayBox. ═══ 16.2. PlayBox Edit Menu Item ═══ The PlayBox Edit Menu Item pulldown contains items for editing the comment and ticket windows in the PlayBox. ═══ 16.2.1. Alter ═══ Select Alter to change the contents of any ticket in the current ticket file. To Alter a ticket: o Select Alter from the PlayBox Edit menu pulldown. o The Alter a Ticket window is displayed. Follow the information in this window to alter a ticket. ═══ 16.2.2. Remove ═══ Select Remove to erase a ticket from the current ticket file. To Remove a ticket: o Select Remove from the PlayBox Edit menu pulldown. o The Remove a Ticket window is displayed. Follow the information in this window to remove a ticket. ═══ 16.2.3. Clear Tickets ═══ Select Clear Tickets to erase all tickets currently in the PlayBox ticket field. To erase the tickets: o Select Clear Tickets from the PlayBox Edit menu pulldown, or, o Select the push button object at the top of the PlayBox. Note: A message is displayed if one of the ticket modifier windows, Manual Entry, Alter a Ticket or Remove a Ticket, is opened. You have the option to continue or not continue with the clear. ═══ 16.2.4. Paste to Comment ═══ Select Paste to insert the contents of the clipboard into the PlayBox comment field. To paste the clipboard into the comment field: o Mark the portion of the comment field (drag the mouse over it) where the clipboard is to be copied ensuring the marked area is large enough to contain the information in the clipboard. o Select Paste to Comment from the PlayBox Edit menu pulldown, or, o Select the push button object at the top of the PlayBox. ═══ 16.3. View ═══ The View pulldown contains menu items to open the following windows: o Bucket o Ticket Builder o Winners_Circle o The GameBox ═══ 16.3.1. Bucket ═══ Select Bucket to open The Bucket for viewing and manipulation. To open the Bucket window: o Select Bucket from the View menu pulldown, or, o Select the push button object ═══ 16.3.2. Ticket Builder ═══ Opens the ticket builder window. To open the ticket builder window: o Select Ticket Builder from the View menu pulldown, or, o Select the push button object ═══ 16.4. Winners_Circle ═══ Select Winners_Circle to open the Winners Circle Window to check tickets for winners. To Open the Winners_Circle window: o Select Winners_Circle from the View menu pulldown, or, o Select at the top of the PlayBox. ═══ 16.5. The GameBox ═══ Select The GameBox to view the game window when it is covered by the the PlayBox or another window. To view the GameBox: o Select The GameBox from the View menu pulldown. The GameBox becomes the window with the focus on the desktop. ═══ 16.5.1. Bucket Options ═══ The Options menu pulldown contains items for manipulation of the bucket. The bucket contains numbers that are used to generate tickets for the current game. The bucket window contains a Cage. spin button. This spin button is selectable over the number of cages defined for the game. To use the bucket, all cages of the bucket must contain the minimum numbers required to satisfy the ticket generation request before the required tickets are created. Note: PIKIT will notify the player if insufficient numbers are in the bucket. ═══ 16.5.2. Select ═══ Select the Select item to transfer focus to the necessary object within The Bucket window. When the required object has the focus the keyboard can be used to modify the entry. The following objects can be given the focus: o Cage Number o Cage o Single o Random o Inclusive ═══ 16.5.2.1. Cage Number ═══ Select this item to set the focus to the Cage. number window. Move the cursor control keys or type directly into the Cage number window to change the cage to be displayed if the game has more than one cage. ═══ 16.5.2.2. Cage ═══ Select this item to set the focus to the bucket cage window. Move the cursor control keys up or down to display multiple lines. ═══ 16.5.2.3. Single ═══ Select this item to set the focus to the Single number entry window. Move the cursor control keys or type directly into the window to change the Single number to be placed into the bucket. ═══ 16.5.2.4. Random ═══ Select this item to set the focus to the Random number entry. Move the cursor control keys or type directly into the window to change the total Random numbers to put into the bucket. ═══ 16.5.2.5. Inclusive ═══ Select Inclsive to set the focus to the Inclusive check box. Depress the space bar to toggle the check box. ═══ 16.5.3. Empty ═══ Select Empty to erase all numbers from the selected cage of The Bucket To empty the bucket cage: o Select Empty from the Options menu pulldown, or o Select in the bucket window. ═══ 16.5.4. Fill ═══ Select Fill to insert all numbers defined for the current game into the selected cage of the The Bucket. To Fill the Bucket cage: o Select Fill from the Options menu pulldown, or, o Select in the bucket window. Note: If the bucket already contains numbers, they are erased prior to filling. A message is displayed to indicate this. Numbers are placed into the bucket in numerical order. ═══ 16.5.5. Single Add ═══ Select Single Add to append the selected number to the selected cage of the bucket. The number to be appended is contained in the Single object in The Bucket window. To insert a single number into the bucket cage: o Select Single Add from the Options menu pulldown, or, o Select in the bucket window. Note: If the number is already in the bucket cage a message is displayed and the number is not appended. ═══ 16.5.6. Random Add ═══ Select Random Add to append the total of random numbers selected to the selected cage of the bucket. The total numbers appended depend on the state of the Inclusive check box and the Total selected. Both are located in The Bucket To insert random numbers into the bucket cage: o Select Random Add from the Options menu pulldown, or, o Select in the bucket window. Note: Ensure all bucket cages contain enough numbers to fulfill the eventual ticket request. ═══ 16.5.7. Copy ═══ Select Copy to copy the marked numbers in The Bucket to the clipboard. This is handy if the player wants to save the random numbers used to generate tickets. The clipboard can then be Pasted into the comment field in the play window. To copy the bucket to the clipboard: o Open The Bucket window. o Select the bucket Cage to be copied. o Mark the numbers in the cage to be copied (wipe with mouse). o Select Copy from the Options menu pulldown, or, o Select in the bucket window. ═══ 16.5.8. Quit ═══ Closes the bucket window. To close the bucket window: o Select Quit from the Options menu pulldown, or, o Select in the bucket window. ═══ 16.5.9. Ticket Builder Options ═══ The Options menu pulldown contains items for creating tickets and selecting items for ticket manipulation. ═══ 16.5.10. Select ═══ Select the Select item to transfer focus to the necessary object within the Ticket Builder window. When the required object has the focus the keyboard can be used to modify the entry. The following objects can be given the focus: o Total Tickets o Each Ticket o Random o Manual ═══ 16.5.11. Total Tickets ═══ Select this item to set the focus to the Total Tickets window. Move the cursor control keys or type directly into the Total Tickets window to change the total number of tickets to be created. ═══ 16.5.12. Each Ticket ═══ Select this item to set the focus to the Each Ticket window. Move the cursor control keys or type directly into the Each Ticket window to change the total numbers to be contained on each ticket. ═══ 16.5.13. Random ═══ Select this item to set the focus to the Random radio button. Depress the space bar to turn the Random radio button ON. The other radio buttons will be turned OFF. ═══ 16.5.14. Manual ═══ Select this item to set the focus to the Manual radio button. Depress the space bar to turn the Manual radio button ON. The other radio buttons will be turned OFF. ═══ 16.5.15. Execute ═══ Select Execute to take action on the items indicated in the ticket window. If the Manual radio button is selected - The Manual Ticket Entry window will be displayed. if the Random radio button is selected - The number of tickets indicated in the Total Tickets box will be created and appended to the tickets window. Each ticket will contain the total numbers shown in the Each Ticket box. To Execute the operation: o Select Execute from the Options menu pulldown, or, o Select in the Ticket Builder window. ═══ 16.5.16. Exit ═══ Select Exit to close the Ticket Builder window. To close the Ticket Builder window: o Select Exit from the Options menu pulldown, or, o Select in the ticket selector window. ═══ 16.5.17. Winners_Circle Options ═══ Select the Options pulldown for manipulation of items in the Winners_Circle window. ═══ 16.5.18. Select ═══ Select the Select menu item to transfer focus to the necessary object within the Winners_Circle window. When the required object has the focus the keyboard can be used to modify the entry. The following objects can be given the focus: o Minimum Hits o Start Draw o End Draw ═══ 16.5.19. Minimum Hits ═══ Select this item to set the focus to the Minimum Hits box. Move the cursor control keys or type directly into the Minimum Hits box to change the minimum total of numbers (hits) that PIKIT will check for. ═══ 16.5.20. Start Draw ═══ Select this item to set the focus to the Start Draw box. Move the cursor control keys or type directly into the Start Draw box to change the starting draw number to be checked. ═══ 16.5.21. End Draw ═══ Select this item to set the focus to the End Draw box. Move the cursor control keys or type directly into the End Draw box to change the last draw to be checked. ═══ 16.5.22. Check Tickets ═══ Initiates a compare of the tickets in the ticket window with the game draws within the selected range specified in the Winners_Circle window. To Start the compare: o Select Check Tickets from the Options menu pulldown, or, o Select located in the Winners_Circle window. The default is setup to check the last draw in the game file. If at least one ticket matches a draw number in the selected range the Winners Box is opened. The winners box contains information describing the selected winning combinations. ═══ 16.5.23. Save Wins ═══ Saves the winning information to a selected file in text format. To save the winning information: o Select Save Wins from the Options menu pulldown, or, o Select in the Winners_Circle window. o Follow the prompts. ═══ 16.5.24. Quit ═══ Removes the Winners_Circle window from the desktop. To Quit the Winners_Circle: o Select Quit from the Options menu pulldown, or o Select in the Winners_Circle window. ═══ 16.5.25. Manual Options ═══ Select the Options pulldown for manipulation of items in the Ticket Manipulation window. ═══ 16.5.26. Select ═══ Select the Select menu item to transfer focus to the necessary object within the Ticket Manipulation window. When the required object has the focus the keyboard can be used to modify the entry. The following objects can be given the focus: o Ticket o Count o Pik1 ═══ 16.5.27. Ticket ═══ Select this item to set the focus to the Ticket number box. Move the cursor control keys or type directly into the Ticket box to set the desired number of the ticket to be altered or removed. Note: This box cannot be modified when a manually generated ticket is to be appended to the ticket file. In this case Ticket will contain the next ticket number to be appended. ═══ 16.5.28. Count ═══ Select this item to set the focus to the ticket Count box. Move the cursor control keys or type directly into the Count box to set the desired total numbers for the ticket. To move to the next Pik entry using the keyboard, depress the up or down arrow while holding down the Alt key. ═══ 16.5.29. Pik ═══ Select this item to set the focus to the first Pik box. Move the cursor control keys or type directly into the selected Pik box to set the desired number into the ticket entry. To move to the next or previous Pik entry using the keyboard, depress the up or down arrow while holding down the Alt key. ═══ 16.5.30. Execute Function ═══ Executes the operation for the function of the window which can be: o Appends a Manually created ticket to the ticket window in the PlayBox. o Alters the selected ticket in the ticket window in the PlayBox. o Removes the selected ticket from the ticket window in the PlayBox. To Execute the operation: o Select Execute Function from the Options menu pulldown, or, o Select located at the top of the Ticket Manipulation window. ═══ 16.5.31. Quit ═══ Removes the Ticket Manipulation window from the desktop. To Quit the Ticket Manipulation window: o Select Quit from the Options menu pulldown, or o Select located at the top of the Ticket Manipulation window. ═══ 16.6. Ticket Selection and Checking ═══ PIKIT provides a number of methods for generating tickets and checking tickers for winners. For visibility, the windows created are moveable to anywhere on the desktop. They can be placed where they are deemed the most tactful. When the PIKIT program is again opened, the windows are placed on the desktop where they were last positioned. The following lists the windows for Ticket Selection and Checking and the pushbuttons, located at the top of the play window, that will open them. - Ticket Builder - The Bucket - Winners_Circle Note: Also see Quick Push Buttons - PlayBox for a description of other pushbuttons available from the PlayBox. ═══ 16.6.1. The Bucket ═══ The Bucket window contains the bucket and controls the insertion of numbers into the bucket. The bucket itself is a container which holds the numbers used to create tickets for the current game. Select at the top of the PlayBox to open the Bucket window. The Bucket window contains, starting from the top of the window: Cage Selection - The spin button beneath Cage selects the bucket Cage.. If the game has multiple cages (similar numbers selected from different containers) make sure all cages contain enough numbers to generate the required tickets. PIKIT limits the selection to the number of cages specified for the game. Total [x] - Displays the total numbers (x) currently in the selected cage of the bucket. The total is adjusted by PIKIT and cannot be modified. The maximum number that can be placed into the bucket is limited by the total numbers in the current game. The Bucket - Displays the numbers in the selected cage of the bucket. Select the scroll arrows to see the full bucket contents if the total numbers extend beyond one line. Single Number Insertion - Select a single number from the spin button located above the selector, then select to insert the number into the bucket. A message informs the player if the selected number is already in the bucket and the process in ignored. Random Number Insertion - Select the total numbers to be randomly generated from the spin button located above then select to execute the insertion. The insertion is directed by the state of the inclusive check box described below. Inclusive - Check this box if numbers already in the bucket cage are to be included in the total of random numbers to be appended to the bucket. Remove the check in this box if numbers already in the bucket are to be excluded in the total of random numbers to be appended to the bucket. In both cases numbers are appended until the request is satisfied or the bucket is filled. A message is displayed if the bucket is filled before the request is satisfied. - Erases (empties) all numbers from the the current bucket cage. A warning message is displayed if there are numbers in the bucket cage. - Fills the bucket for the current cage with all possible numbers in the current game. This operations first empties the cage, then fills it with sequential numbers. A warning message is displayed if there are numbers in the bucket cage. - Copies the marked numbers in the bucket to the clipboard. First mark the numbers by wiping the pointer over those desired, then select this pushbutton. - Exits the bucket window. - Displays help for the bucket window. Note: When tickets are created from the bucket, the placement of numbers in the bucket also determines the ticket numbers selected. The player determines if the bucket should contain sequential or random positioning. Listed here is one example of using the bucket. It is a process that at least one lotto winner used to select a winning combination: 1. Write all 49 numbers for the game on individual slips of paper. 2. Put the numbers into a container. 3. Randomly pick 20 slips from the container. 4. Put the 20 slips into a second container, the bucket. 5. Randomly pick 6 slips from the second container. 6. Record the numbers on the slips. 7. Return the 6 slips to the second container. 8. Repeat steps 5, 6, and 7 until the required number of tickets are selected and recorded. PIKIT performs the above operations in several fast steps. For example, it takes less than a minute to setup, and roughly a second or two to create as many as 1400 tickets. ═══ 16.6.2. Ticket Builder ═══ The ticket selector window contains the methods for generating tickets. Select at the top of the PlayBox to open the ticket selector window. The ticket window cannot be opened until a play file has been activated in the PlayBox The Ticket Builder window contains: Total Tickets - A spin button to select the number of tickets to be generated for those operations that use it. Each Ticket - Selects the total numbers to be created for each ticket. This cannot be changed for games that have a fixed total, otherwise, Each Ticket can be changed to any value within the range allowed by the game. The value is limited by PIKIT so mistakes cannot be made. Random - Select this radio button to generate the number of tickets displayed in the Total Tickets window. The tickets generated will contain the total numbers displayed in the Each Ticket window. Manual - Select this radio button to create a single ticket with specific numbers. - Executes the function specified in the ticket window. If Random is selected the required number of tickets are generated and placed into the ticket window of the PlayBox. If Manual is selected the Manual Ticket Entry window is opened. - Exits the Ticket Builder window. - Displays the help for the Ticket Builder window. Note: Total Tickets and Each Ticket is valid only for the random function. ═══ 16.6.3. Winners Circle Window ═══ The winners circle window contains the objects for selecting the tickets to be checked for winners and the type of combinations to be checked. The window is variable in length depending on the current game. The Winners_Circle provides an excellent way to check newly created tickets to see if any of them had won in previous drawings. For all windows, the player can select: Minimum Hits - The minimum number of matching numbers (hits) in each ticket to check for. Start Draw - The first game draw number to start checking for matches. End Draw - The last game draw number to stop checking for matches. When bonus or supplementary numbers are drawn the Alternate check box is available: Alternate - The player can elect to include this number in the matches or ignore this number. Note: The alternate number is not to be confused with the Power Ball number (in the game of the same name) because the power ball is picked as the primary number, not as a secondary number. PIKIT knows this and always includes the power ball in all matches. Alternate, in this case, is not available. If the current game is a play 3 or play 4 the following radio buttons are displayed: Straight - Matches the numbers in the exact order they were drawn. Left to right equals first to last. Any Order - This is the mixed order. The numbers are checked for a match irregardless of the order in which they were drawn. Front Pair - Usually for play 3 only, the first 2 numbers drawn are checked for a match against the first 2 numbers picked, in straight order. Back Pair - Usually for play 3 only, the last 2 numbers drawn are checked for a match against the last 2 numbers picked, in straight order. At the bottom of the window the following pushbuttons are selectable: - Initiates the ticket compare process. If a match is found, the Winners Box is opened, otherwise a message is displayed that no winning numbers were found. - Exports the winning numbers into a text file. The Winners Box does not need to be active to save the winning numbers. - Exits the winners circle window. - Displays help for the winners circle window. Note: The Options selection is not disabled when the window is active. This allows the player to move the active Winners_Circle window to the front of the desktop if for any reason it was covered by another window. This is true of many of the other windows as well. ═══ 16.6.4. Winners Box ═══ The Winners Box displays winning ticket information. The window is opened if there was at least one winning ticket in the selections described in the Winners_Circle window. From left to right, the box contains: Select - Selecting the arrows scans through the winning tickets. Ticket # - The number of the ticket in the PlayBox ticket window that matched the minimum numbers in the draw number displayed in Draw #. Draw # - The number of the draw in which the number in Ticket # matched. Hits - The number of matched numbers found in this selection. Total - The total of all the winning combinations found. ═══ 16.6.5. Manual Ticket Entry ═══ Use Manual Ticket Entry to explicitly create tickets and append the tickets to the current ticket file. Note: See Ticket Manipulation for specific information the use of this selection. ═══ 16.6.6. Alter a Ticket ═══ The Alter a Ticket window contains selections for altering a specific ticket in the current ticket file. See Ticket Manipulation for information on the use and contents of this window. To Alter a ticket in the ticket window: 1. Select the Ticket number to be altered. The information regarding the ticket will be shown in the window. 2. If the game rules specify that the total numbers in the ticket can be different for various tickets, select the Count field for the desired total of numbers to be played. 3. Select the Pik fields for the specific numbers to be altered. 4. Select Execute from the Alter a Ticket menu bar pulldown, or, Select at the top of the Alter a Ticket window. 5. The selected ticket will be altered in the ticket window in the PlayBox. Note: If the alter is not executed before another ticket is selected, the alter will not be registered and the altered ticket data will be lost. ═══ 16.6.7. Remove a Ticket ═══ The Remove a Ticket window contains items to select and delete a ticket from the current ticket file. Note: See Ticket Manipulation for information on the use and contents of this window. To Remove a ticket from the ticket window: 1. Insert the ticket number to be removed into the Ticket spin button. 2. Select Execute Function from the Remove a Ticket Options menu pulldown, or, 3. Select located at the top of the Remove a Ticket window. 4. The selected ticket will be removed from the ticket window in the PlayBox and the ticket numbers following the removed ticket will be adjusted accordingly. Note: If the last ticket in the ticket window is removed, the Remove a Ticket window is closed. ═══ 16.6.8. Ticket Manipulation ═══ The Ticket Manipulation window is a common window used by functions to Alter a Ticket, Remove a Ticket, or Manually Enter a ticket, in the current ticket file. This window is variable in size depending on the maximum numbers required for the current game. The window contains: - Executes the Append, Alter or Remove operation to the current ticket window in the PlayBox. - Exits the window. - Displays help for the current Append, Alter or Remove operation. Ticket # - The number of the ticket to be Appended, Altered or Removed. Note: This field cannot be modified when the Manual Ticket Entry is active. Count - The total numbers, from left to right, in the Pik positions, contained or to be contained in the current ticket. If you are entering numbers for a variable pick game, such as Keno, in which you can pick 3 to 10 numbers, set this field for the total numbers you want to play. The total numbers in the Count field are placed into the ticket file from the left to the right Pik positions. Note: For most games this field cannot be modified. The game rules must be set for variable picks in a game. PIKIT ensures that the count remains within the boundaries shown in the game rules. Pik - The Pik positions contain the ticket numbers to be played. The tickets for each cage will be numerically sorted into the ticket file when the operation is executed. What's important to understand in the number selection is that the cage positions are not marked. PIKIT assumes that cages run from left to right in sequence. For example, in Power Ball, two cages are used. Five numbers are drawn from the first cage and one number is drawn from the second cage. Therefor, six Pik positions would be shown window. Pik1 through Pik5 are assumed to be the first five numbers and Pik6 is assumed to be the power ball. Similarly for Pick 3, three cages are used in the game. Therefor three Pik positions are shown. The Pik positions are assumed in order from left to right as they are selected in the draw. This is important to know since play 3 can be played to win in the exact order in which the numbers are drawn.