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- GOOD TO FIRM (c) new era software/wizard games of scotland ltd, 1994
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-
- GOOD TO FIRM is a horse racing adventure based on the British flat racing
- season. All the big races, including the English Classics, are featured, as
- well as group races, handicaps, maidens and sellers.
-
- Starting out with an empty stable with limited facilities, the object is to buy
- horses and improve your stable so that you can compete with your rival trainers
- in a bid for the championship title.
-
- If you prefer just to gamble, you won't be disappointed. GOOD TO FIRM has an
- enormous selection of 28 different types of bet.
-
- GOOD TO FIRM offers continual seasonal play. If at first you don't succeed,
- there's always next season, and if you do succeed, a buck says you can't make it
- two in a row!
-
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- TECHNICAL SPECIFICATIONS
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-
- GOOD TO FIRM is designed to run on PC compatibles.
-
- System requirements: VGA
- 580K free base memory
-
- Because of the way it has been designed, GOOD TO FIRM takes advantage of faster
- processors. A 286 is the minimum chip required, although we would recommend a
- 386 (or faster).
-
- Installing to hard disk is also recommended, although the game will run from
- floppy if you want. Unlike some of our competitors we pride ourselves on
- keeping our coding compact. The entire game will use up less than a megabyte
- (with one saved game).
-
- To install GOOD TO FIRM to hard disk, type INSTALL
- To run GOOD TO FIRM type GTF
- (assuming you are in DOS: if you are in WINDOWS, exit first)
-
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- STARTING THE GAME
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-
- Throughout the game, the options available to you are displayed on the screen:
- most selection is done using the arrow keys to find the desired option, then
- enter to select it. Most other facilities are provided by using the function
- keys (F1 to F10), the spacebar, Esc and the Ins and Del keys.
-
- Answer the question "Do you want to load a saved game?" by hitting either the
- Y or N key. If this is the first time you have played the game, then hit N.
- Otherwise, unless you want to begin from scratch, hit Y, then enter the name
- you gave your saved game and, hey presto!, you're back where you left off.
-
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- THE SEASON
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-
- The season lasts for 24 weeks, during which there is one race meeting per week.
-
- The trainers' championship is won by whichever trainer has won the most prize
- money at the end of the season.
-
- The jockeys' championship is won by whichever jockey has ridden the most
- winners.
-
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- RACE TYPES
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-
- GOOD TO FIRM has a variety of race types: GROUP RACES, CLASSICS, MAIDENS,
- SELLERS, and HANDICAPS.
-
- GROUP 3 races are for poorest quality of horse in the game.
-
- GROUP 2 is for the up-and-coming, the has-beens or the mediocre.
-
- GROUP 1 races are the most prestigious group races, offering most prize money
- and attracting the top quality horses.
-
- There is, on average, an equal division of horses and races for each group.
-
- CLASSICS: one of the following: the 1000 guineas, 2000 guineas, the Oaks,
- the Derby or the St Leger. These are the most prestigious races, and offer the
- most prize money. Only the elite stand any chance of winning these.
-
- MAIDENS: these are races solely for horses who have not won a race.
-
- SELLERS: these are races in which the horses are sold by public auction
- immediately afterwards. These are restricted to Groups 2 and 3.
-
- HANDICAPS: these are races in which the horses are "handicapped" by having to
- carry extra weight. The better a horse is thought to be, the more weight he has
- to carry. In all other types of race the horses carry equal weights. Handicaps
- only occur in Group 3.
-
- All races are over distances varying between 5 furlongs and 2 and a half miles.
-
- All races have conditions of entry. For example, the Derby is for 3 year olds
- only and the 1000 guineas is for fillies only. A 2 year old colt would not be
- permitted to enter either of these races.
-
- Each horse has a recommended level at which he should race. Although he can
- enter a higher-level race, he cannot enter a lower-level race. In other words,
- if you own a Group 2 recommended horse, he can enter a Group 1 race but he is
- prohibited from entering a Group 3 race.
-
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- HORSES - AGES
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-
- There are an equal number of 2 year olds, 3 year olds and over 3 year olds.
- By and large most flat-racers peak at 3 and have very short careers, but it is
- possible to carry on racing till around 12 years old. The pressure to sell is
- enormous, as horses over 3 rapidly lose their value.
-
- Horses of different ages are described as follows:
- filly = female under 5
- colt = male under 5
- mare = female 5 or over
- horse = male 5 or over
-
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- HORSES - KEY FACTORS IN PERFORMANCE
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-
- ABILITY
- The single most important factor is the inate ability of the horse (in other
- words, how fast he is), which fluctuates with age.
-
- DISTANCE
- Each horse has a particular distance it likes to race over, varying between
- 5 furlongs and 2 and a half miles (20 furlongs). The nearer it runs to its
- preferred distance, the better it will perform. If you see one of your horses
- out in front after 10 furlongs and then fading to finish in fifth after 14, the
- indications are that a run over 10 furlongs would be a good idea.
-
- GOING
- Each horse also has a preference for certain ground conditions (called, the
- going). Some horses like soft ground, others like it hard. Others like it
- somewhere in between, and there is the occasional horse who doesn't care what
- the ground is like.
-
- FITNESS
- The fitter a horse, the faster he will run. (see TRAINING)
-
- WEIGHT CARRIED
- In handicaps each horse is allocated a weight to carry. The minimum is 7 stone
- 7 pounds, the maximum is just over 10 stones. Obviously the less weight the
- horse carries, the faster he will run.
-
- COURSE PARTIALITY/FAMILIARITY
- Some horses will prefer certain courses to others. This only makes a slight
- difference to their performance, but is still significant.
-
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- BUYING AND SELLING HORSES
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-
- You can use the BUY HORSE option on the main screen to buy 2 year olds from the
- horse sales. These are horses ready to race. They are sold by auction to the
- highest bidder. Their abilities are based on those of their sire and dam (father
- and mother), but there are no guarantees. Group 1 winners are more likely to
- produce Group 1 offspring, but don't be surprised if your expensive young
- hopeful never gets out of Group 2. Other traits, such as preferred distance and
- preferred ground conditions, are also hereditary.
-
- You can use the SELL HORSE option on the main screen to auction off any horse,
- provided it has run a minimum of 4 races. You must set the minimum amount you
- are prepared to accept, and if the bidding exceeds that amount the horse is
- automatically sold. Entering a horse in an auction costs 100 per entry,
- regardless of whether you succeed in selling your horse.
-
- Alternatively, for Group 2 and Group 3 horses, you may enter them in SELLERS.
- These are special races, after which the horses are auctioned off to the
- general public. You can also buy from SELLERS: you have the advantage of being
- able to study the horse's form and to see his career statistics.
-
- At the end of the season you are offered money for all your horses. You are
- under no obligation to accept, but remember, once a horse has passed the age of
- 3, his value will go down. A horse's value is based on prize money won relative
- to races entered (if lightly raced then it is based on estimates). A horse who
- had won no prize money as a 3 year old, would actually be worth more as a 4 year
- old if he won a few races. So in certain circumstances it is worth holding onto
- the less successful in your stable. You should also weigh up the amount of prize
- money you would expect to win, against the amount being offered.
-
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- TRAINING
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-
- The training is primarily concerned with improving and maintaining fitness.
- You may set each horse's daily training routine, from the TRAIN HORSES option
- on the main screen.
-
- Initially you want to get your horses up to peak fitness (100%). They will be
- out of condition after their close season break. The harder the training
- (represented by intensity) and the longer (duration), the quicker they will
- become fit. The downside is that the more intense and longer the training, the
- more likely they are to succumb to injury.
-
- The default setting of 50% intensity for 3 hours will maintain the current
- fitness level. To improve it requires longer or more intense training. Less will
- result in a deterioration in fitness.
-
- Running in races also improves a horses fitness.
-
- Hard training and/or lots of racing will result in a decline in fitness. The
- horse will be too tired to be properly fit. Less frequent racing and less
- arduous training will improve your horse's condition. A complete rest mid-season
- can often work wonders..
-
- If sufficiently over-raced, horses can become exhausted, in which case there is
- no remedy but to let them rest till next season. Stamina improves with age: a
- rough guide as to the number of races you can expect to enter per season is as
- follows:
- 2 year olds - 8 races
- 3 year olds - 12 races
- over 3 - 16 races
- (these figures are no more than a guide, as no two horses are the same).
-
- This is quite generous, so you shouldn't encounter too many problems. It will be
- obvious when a horse has had enough racing for the year - his fitness will
- rarely, if ever, exceed 60%. There is nothing to stop you continuing to race an
- over-raced horse, but his chances of winning are slim.
-
- Intensity - this varies from 0 to 100%
- Setting intensity to 0 means the horse is resting.
-
- Duration - 0 to 6 hours.
- Setting duration to 0 means the horse is resting.
-
- Setting intensity to 100 and duration to 6 will improve the horse's fitness
- markedly, but the risk of injury is very high and it is not recommended. An
- injured horse cannot train or race.
-
- You can also set the distance you are preparing your horse to race over. As with
- the actual races, this varies from 5 furlongs to 2 and a half miles. Your horses
- will all default to 1 and a half miles. Training your horse over the distance
- he is best suited to, will ultimately make him a much better horse. Training
- him over a distance a few furlongs out will have a small effect. Training over
- completely the wrong distance will have a slightly detrimental effect (in
- athletic terms it would be comparable to Carl Lewis training for the marathon or
- Liz McColgan training for the 100 metres). None of this has any direct effect on
- the horse's fitness: it simply affects his long-term ability.
-
- Training is done automatically and updated every week on the basis of your
- current selections. You only need to select the TRAIN HORSES option from the
- main screen if you want to alter a horse's training schedule.
-
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- INJURIES
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-
- All horses are susceptible to injury, but the risks can be minimised by taking
- care not to over-train or over-race your horses.
-
- Injuries are never career-ending, but on occasion they can last for a third of
- the season. Most are relatively short, however, and are not much more than an
- expensive nuisance.
-
- Treatment is automatic, but is not free. Vet bills have to be paid.
-
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- JOCKEYS
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-
- The jockeys all have different abilities, which you have to try and figure out.
- Observing his statistics is the best way of gauging a jockey's talent. It is not
- foolproof, though. The jockeys with the best stats will tend to get the best
- rides, and therefore be more likely to win anyway! It is worth experimenting. A
- good jockey can make the difference between winning and coming last.
-
- Jockeys' pay demands are quite varied and the top jockeys are very expensive.
- If you think you have a sufficiently good horse you can choose a significantly
- worse jockey who costs less than a top-notch rider and still win. It's a matter
- of weighing up the pros and cons and deciding what risks you are prepared to
- take.
-
- Jockeys can be ruled out of a meeting through injury or suspension.
-
- Jockeys' weights are only of significance in handicaps. In normal races all
- horses carry the same weight (9 stone). For example, a jockey weighing 8 stone
- 2 pounds will have an extra 12 pounds on board to make up the difference. In
- handicaps, though, each horse is allocated its own weight to carry, dependent
- on previous performances. So, if your horse is due to carry the minimum 7 stone
- 7 pounds, you are over-handicapping it by hiring a jockey who weighs 8 stone.
-
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- MONEY
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-
- You should find it quite easy to stay solvent, but just in case...
-
- You will be allowed a generous overdraft (on which interest is charged). If you
- can't see your way out any financial black hole you may have inadvertantly
- dug for yourself, try selling a horse or two. If you don't have any to sell,
- you may as well start a new game (you still won't have any horses, but you will
- have some money).
-
- Income and expenditure details are given are given on the weekly cash flow
- statement.
-
- Money will come in on a week to week basis from prize money, betting wins and
- horse sales.
-
- Expenditure is also weekly and should be self explanatory. A few points to note:
- - the larger your stable, the greater the running costs.
- - entry fees are set at one fiftieth of the prize money on offer.
-
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- OFF-COURSE BETTING
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-
- Before each meeting you can go to the betting shop. From here you can place any
- of 16 bets involving selections from different races. These bets are all
- accumulators.
-
- For anyone who doesn't know what an accumulator is, here's a brief explanation.
- You've chosen a treble - 3 horses to win 3 different races - and placed a tenner
- stake. The first horse wins at 5/1, the second at 4/1 and the third at 6/1.
- You win 50 from the first horse (10*5) plus your original stake, which then
- becomes your stake for the second horse. So you have 60 on him winning at 4/1,
- (60*4) which is 240 plus your stake of 60. You now have 300 on the third horse
- at 6/1, which is 1800 (6*300), plus the 300 stake. Your final winnings comes to
- a grand total of 2100.
-
- If you want to bet on accumulators, then select SET OPTIONS from the main
- screen and turn on the off-course bets option (it defaults to off at the start
- of the game to keep things simple).
-
- The bets are:
-
- Double: a 2 horse accumulator (1 bet)
-
- Daily double: a double, but the 2 horses selected must be in the 1st 2 races of
- the meeting. Any winnings has 25% added to it. (The idea is to get people to
- the track early, hence the 1st 2 races).
-
- Treble: 3 horse accumulator (1 bet)
-
- Trixie: 3 doubles and 1 treble (4 bets)
- In other words you are placing 4 different bets simultaneously. For example,
- you want a treble on Quip Face in the 3:15, Murdoch in the 4:30 and Haydock in
- the 5:00. But you're not convinced that all 3 will win. You want to hedge your
- bets a little by choosing any 2 to win. So you want a double on Quip Face and
- Murdoch, Quip Face and Haydock, and Murdoch and Haydock. A trixie combines all
- these options for you. Because it is 4 bets you have to pay for each bet. 10 on
- a trixie would cost you 40.
-
- Patent: a Trixie plus 3 singles (7 bets)
- If any single winner was chosen, you win.
-
- Fourfold: 4 horse accumulator (1 bet)
-
- Yankee: 1 Fourfold, 4 trebles and 6 doubles (11 bets)
-
- Lucky 15: a Yankee plus 4 singles (15 bets)
-
- Fivefold: 5 horse accumulator (1 bet)
-
- Canadian: 1 fivefold, 5 fourfolds, 10 trebles and 10 doubles (26 bets)
-
- Sixfold: 6 horse accumulator (1 bet)
-
- Heinz: 1 sixfold, 6 fivefolds, 15 fourfolds, 20 trebles and 15 doubles (57 bets)
-
- Sevenfold: 7 horse accumulator (1 bet)
-
- Super Heinz: 1 sevenfold, 7 sixfolds, 21 fivefolds, 35 fourfolds (120 bets)
- 35 trebles, 21 doubles
-
- Eightfold: 8 horse accumulator (1 bet)
-
- Goliath: 1 eightfold, 8 sevenfolds, 28 sixfolds, 56 fivefolds, (247 bets)
- 70 fourfolds, 56 trebles, 28 doubles
-
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- ON-COURSE BETTING
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-
- Immediately before each race begins, you can place bets with the on-course
- bookmakers for that race.
-
- There are 12 types of bet available. A brief description of each follows:
-
-
- WIN - your selection must finish first. (1 bet)
-
- PLACE - your selection must finish first or second (2 bets)
- (or 3rd in a handicap of 8 or more runners)
-
- FORECASTS (predicting first and second in race)
-
- STRAIGHT forecast - Horses must finish first and second in (1 bet)
- selected order
-
- REVERSE forecast - Horses must finish first and second in (2 bets)
- ANY order
-
- 3 HORSES ALL WAYS - Select 3 horses, 2 of which must finish (6 bets)
- first and second
-
- HORSE WITH FIELD - Your selection must win; any other (5 bets)
- runner may finish second
-
- HORSE 2nd TO FIELD - Your selection must finish second (5 bets)
- behind any winner
-
- TRICASTS (predicting first,second and third)
-
- STRAIGHT tricast - Select 3 horses to finish first,second (1 bets)
- and third in selected order
-
- 3 HORSES ALL WAYS - Your 3 selections must finish first, (6 bets)
- second and third in any order
-
- 2 HORSES AND FIELD - Select first and second in correct (4 bets)
- order with any other horse to finish third
-
- HORSE,FIELD,FIELD - Select the winner, any other horses may (20 bets)
- finish second and third
-
- 4 HORSES ALL WAYS - Select 4 horses. Three of your selections (24 bets)
- must finish in the top three in any order
-
- You can place 1 bet of any type. Each stake can be individually set.
- Any bet can be made void by pressing Del and modified by reselecting that bet.
-
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- ENTERING RACES
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-
- You are allowed to enter as many races as you like from the 10 races provided
- each week. You can enter as many horses per race as there is room for - each
- race is limited to a maximum of 10 entrants.
-
- To enter a horse in a race, place the bar over the horse in question. Then
- find a suitable race (use the spacebar to view the races open to that particular
- horse) and press enter.
-
- You must then select a jockey. Those who already have a ride cannot be selected,
- neither can those who are suspended or injured.
-
- An injured horse cannot be entered.
-
- A horse must meet the race conditions to be entered. For example, fillies cannot
- enter colts only races. 2 year olds cannot enter 3 year old races, etcetera.
-
- Once a horse has been entered it can NOT be withdrawn.
-
- You can jump to the races (or off-course betting, if you have that option set)
- at any time by pressing Esc or selecting CONTINUE from the ENTER RACES screen.
-
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- WATCHING RACES
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-
- You can choose to watch the whole race, the last furlong, or just the finishing
- post. In any case, the race finishes when 3 horses have crossed the line.
-
- When watching the race, the spacebar jumps you to the last furlong. Press it
- again and it jumps to the finishing line.
-
- Ins toggles the backgrounds on and off. This corresponds to the race backgrounds
- on the SET OPTIONS menu. If you have a slow machine and the horses are not
- running particularly smoothly, this will make a difference. You'll still see
- the race, but the background detail will be missing.
-
- All your own horses have their name and number highlighted. Since there are no
- draw advantages, your own horses will always be drawn in the outside stalls.
- You can follow their progress during the race much more clearly than if they
- were stuck in the middle of a tight pack or hidden from view on the rails.
-
- If you don't want to watch every race, you can turn off the watch all races
- option on the SET OPTIONS menu: you will then get to see only races involving
- your own stable, races in which you've placed bets and the main race. You will
- still get the results from every race.
-
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- PRINTING
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-
- Most screens you would want to print can be instantly printed by hitting the F9
- function key. These include: the championship table, trainer stats, jockeys
- stats, horse stats, main race winners, buying+selling history, all seasonal
- histories, cashflow, race results (from main menu and from the form guides).
-
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- THAT'S ALL FOLKS....
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- GOOD TO FIRM (c) new era software/wizard games of scotland ltd, 1994
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