home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
OS/2 Shareware BBS: Educate
/
Educate.zip
/
pik0203.zip
/
PMPIKIT.INF
(
.txt
)
< prev
next >
Wrap
OS/2 Help File
|
1995-07-31
|
158KB
|
5,627 lines
ΓòÉΓòÉΓòÉ 1. Shareware Help ΓòÉΓòÉΓòÉ
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.
MicroΓûáGDK 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 .
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 or for Warp, , with the name REGISTER.DOC to the
printer .
6. Send to the address shown on the form.
Be sure to include all of indicated items.
Registered users will receive the latest PIKIT version including any late
breaking 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.
ΓòÉΓòÉΓòÉ 1.1. Shareware Information Panel ΓòÉΓòÉΓòÉ
Select Shareware, then Information, to display the opening shareware
information.
ΓòÉΓòÉΓòÉ 2. About PIKIT ΓòÉΓòÉΓòÉ
PIKIT(C) is a Presentation Manager application for the IBM Operating System
OS/2(C).
PIKIT is distributed by MicroΓûáGDK Products. and George David Kovach.
MicroΓûáGDK is a trademark of MicroΓûáGDK Products.
Copyright PIKIT 1994, 1995, George David Kovach, MicroΓûáGDK Products.
All Rights Reserved.
PIKIT is provided as is, with the permission of MicroΓûáGDK 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 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(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(C) such that many copies can exist on
the desktop.
ΓòÉΓòÉΓòÉ 3. Getting Started ΓòÉΓòÉΓòÉ
This section describes how to start PIKIT and how to get started using the
program.
This section contains:
o Example Game Files
o Starting PIKIT
o Beginners Tour
o Problems
o How to Play
o Problems
PIKIT was developed and tested using SVGA and 256 colors. Anything less than
those attributes may not provide the most ideal display.
ΓòÉΓòÉΓòÉ 3.1. Example Game Files ΓòÉΓòÉΓòÉ
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.
ΓòÉΓòÉΓòÉ 3.2. Beginners Tour ΓòÉΓòÉΓòÉ
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 PlayBox.
These steps assume that PIKIT has been correctly installed using the install
program supplied with the program and a pointing device such as a mouse is
being used.
Select means move the pointer to the indicated item and depress the left mouse
button, or right button if you have changed to left hand operation.
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 object window.
The Number Cycle object window is displayed. This object 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.
ΓòÉΓòÉΓòÉ 3.3. Starting PIKIT ΓòÉΓòÉΓòÉ
PIKIT can be started with any of the following methods:
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 Associating the program object with game file objects.
PIKIT adds a data object type MicroGDK PIKIT Game Data to Available types
found under the Type tab of the settings notebook for a game file.
To use an association that will automatically start PIKIT by selecting a game
object :
Open the settings notebook for PMPIKIT.EXE .
Select the Association tab.
Select MicroGDK PIKIT Game Data found in the Available types box.
Select the Add pushbutton.
This places MicroGDK PIKIT Game Data into the Current types box.
Close the settings notebook for the program.
Open the settings notebook for the desired game file object .
Select MicroGDK PIKIT Game Data located in the Available types box under the
Type tab.
Select Add to place MicroGDK PIKIT Game Data into the Current types box.
To set the open default for the game object:
Select the Menu tab, then Open in the Available Menus: box.
Select Settings, then select the desired Default action.
Note: If PMPIKIT.EXE is not shown in the Default action box, close, then
re-open the settings notebook.
If the program cannot be started by selecting the object just setup,
refer to Starting Problems for suggestion on how to proceed.
o Starting PIKIT from an OS/2 full screen or window session:
This syntax 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.
ΓòÉΓòÉΓòÉ 3.4. Exiting PIKIT ΓòÉΓòÉΓòÉ
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 ,
4. or,
5. Depress F3 when The GameBox has the focus, or,
6. Select located at the top of The GameBox window.
ΓòÉΓòÉΓòÉ 3.5. How to Play ΓòÉΓòÉΓòÉ
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 ticket file. The
game file contains the drawn numbers and the ticket 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 ticket 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 GameBox, the primary PIKIT window.
The window can be scrolled to any draw for easy viewing.
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.
6. Analyze the draw numbers. This is where the real work is done to assist in
selecting winning numbers.
PIKIT provides a number of ways to analyze draw numbers such as:
o A convenient method for selecting a desired range of draws to be analyzed.
o Total draws in which a specific number has "hit".
o Hot and cold ranking of any number.
o Graphics that provide visual analysis of how numbers have performed.
o The last time a number was drawn.
o Average draws a number was drawn.
o How numbers combine with other numbers.
o The total of numbers in each draw and the average of totals over the
selected range.
o Total odd and even numbers and their numerical totals in any draw as well
as the average over a selected range.
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 container called The Bucket that accumulates 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. The PlayBox is activated by selecting PlayBox under the Options Menu
pulldown, or selecting located at the top of The GameBox.
See Quick Push Buttons - The GameBox for a description of each of the
buttons at the top of the game window.
9. The PlayBox is the place to be for ticket selection and manipulation. For
example you can:
o Start a new ticket file.
o Open a previously created ticket file.
o Create tickets at random from the bucket or manually.
o Import numbers for a ticket file.
o Edit or remove tickets.
o Add or clear numbers in the Bucket.
o Check tickets for wins against the draws in the game file
o Automatic Wheeling.
ΓòÉΓòÉΓòÉ 3.6. Problems ΓòÉΓòÉΓòÉ
If you experience problems with PIKIT check the following sections for possible
corrections:
o Starting Problems
o Window Problems
ΓòÉΓòÉΓòÉ 3.6.1. Starting Problems ΓòÉΓòÉΓòÉ
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.
ΓòÉΓòÉΓòÉ 3.6.2. Window Problems ΓòÉΓòÉΓòÉ
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
ΓòÉΓòÉΓòÉ 4. Quick Push Buttons ΓòÉΓòÉΓòÉ
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.
ΓòÉΓòÉΓòÉ 4.1. Quick Push Buttons - The GameBox ΓòÉΓòÉΓòÉ
- 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 view
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 Total/Odd/Even Statistics view which shows these statistics
each draw and an average for any range.
- Opens the PlayBox window.
- Export a game file into a text file format.
- View information and rules for the current game.
- Exits PIKIT.
- Displays help for PIKIT.
ΓòÉΓòÉΓòÉ 4.2. Quick Push Buttons - General Statistics ΓòÉΓòÉΓòÉ
- Displays the Number Cycle Graphics window.
- Opens the Bucket window for viewing and manipulating the bucket.
- Opens the Range Selector object window.
ΓòÉΓòÉΓòÉ 4.3. Quick Push Buttons - Number Cycles ΓòÉΓòÉΓòÉ
- 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
- Opens the Range Selector object window.
- Exits the number cycle window.
- Displays the help index or the help for the number cycle window.
ΓòÉΓòÉΓòÉ 4.4. Quick Push Buttons - The PlayBox ΓòÉΓòÉΓòÉ
- Opens a previously saved ticket 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 ticket file.
- Exports a ticket file into a text file.
- Exits the playbox window.
- Displays help for the PlayBox window.
ΓòÉΓòÉΓòÉ 4.5. Quick Push Buttons - Bucket ΓòÉΓòÉΓòÉ
- 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.
ΓòÉΓòÉΓòÉ 4.6. Quick Push Buttons - Ticket Builder ΓòÉΓòÉΓòÉ
- Executes the function specified in the ticket window.
- Exits the ticket window.
- Displays the help index or the help for the ticket window.
ΓòÉΓòÉΓòÉ 4.7. Quick Push Buttons - Winners Circle ΓòÉΓòÉΓòÉ
- 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.
ΓòÉΓòÉΓòÉ 4.8. Quick Push Buttons - Manual Ticket Entry ΓòÉΓòÉΓòÉ
- 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.
ΓòÉΓòÉΓòÉ 4.9. Accelerator Keys ΓòÉΓòÉΓòÉ
Accelerator keys provide a quick method to execute functions found in the
pulldown menu items on the menu bar of most object windows.
Any object window that contains a menu bar will have accelerator keys for most
functions.
The accelerator keys are most helpful when no pointing device is available or
the execution preference is to use the keyboard.
To find the accelerator key for a specific item:
o Ensure the desired object window has the desk top focus.
o Depress the Alt key to toggle the focus of objects within the object window
to the first menu item in the menu bar.
o Use the cursor control keys to move to the desired menu item.
o The key stroke(s) to accelerate the execution of the menu item will
immediately follow the menu item name. For example a menu item of:
Open... Ctrl+O
To execute Open, depress and hold Ctrl, then depress O
ΓòÉΓòÉΓòÉ 5. Glossary ΓòÉΓòÉΓòÉ
The glossary is a collection of terms used in PIKIT.
Bucket
Cage
Draw
Focus
GameBox
Game File
Pik
PlayBox
Quick Push Button
Set
Ticket File
ΓòÉΓòÉΓòÉ 5.1. Bucket ΓòÉΓòÉΓòÉ
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.
ΓòÉΓòÉΓòÉ 5.2. Cage ΓòÉΓòÉΓòÉ
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.
ΓòÉΓòÉΓòÉ 5.3. Draw ΓòÉΓòÉΓòÉ
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.
ΓòÉΓòÉΓòÉ 5.4. Focus ΓòÉΓòÉΓòÉ
Focus is a term commonly used to define an object that is in the forefront of
the desk top and will be the object that accepts information from the keyboard.
That is, depression of any key on the keyboard is sent to the object that
currently has the input focus.
The term Focus can appear by itself or as Keyboard Focus, Input Focus, Keyboard
Input Focus or Desk Top Focus. All of these terms are identical and used
interchangeably.
Only one object on the desktop can have the focus at any given time.
If the pointer is over an object, that object does not necessarily have the
focus. That is, moving the pointer over an object will NOT give that object the
focus. In many cases clicking on the object may move the focus to that object
if it does not already have it.
ΓòÉΓòÉΓòÉ 5.5. GameBox ΓòÉΓòÉΓòÉ
The GameBox is the primary and initial window displayed when PIKIT is first
started.
The GameBox contains the draws for the currently selected game and the controls
for getting to other objects that supply data for the game.
ΓòÉΓòÉΓòÉ 5.6. Game File ΓòÉΓòÉΓòÉ
The Game File contains the draws for a specific game.
Any Game File can be created, imported and maintained by PIKIT.
ΓòÉΓòÉΓòÉ 5.7. Pik ΓòÉΓòÉΓòÉ
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.
ΓòÉΓòÉΓòÉ 5.8. PlayBox ΓòÉΓòÉΓòÉ
The PlayBox is where tickets for the current game can be created, viewed and
checked for winning combinations.
ΓòÉΓòÉΓòÉ 5.9. Quick Push Button ΓòÉΓòÉΓòÉ
A Quick Push Button is a quickly locatable object that when clicked on with a
pointing device or selected with the keyboard immediately executes the
operation for which it is defined.
ΓòÉΓòÉΓòÉ 5.10. Set ΓòÉΓòÉΓòÉ
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.
ΓòÉΓòÉΓòÉ 5.11. Ticket File ΓòÉΓòÉΓòÉ
The ticket File contains the tickets to be played for a game.
ΓòÉΓòÉΓòÉ <hidden> Unknown Item ΓòÉΓòÉΓòÉ
This panel is displayed when help is not available for an object.
ΓòÉΓòÉΓòÉ 6. The GameBox ΓòÉΓòÉΓòÉ
The GameBox is the initial object window opened when PIKIT is started.
The GameBox is a common desktop object window containing:
o A Title Bar.
o A Menu Bar.
o A line of informational text.
o A row of Quick Push Buttons.
o The draws of the current game file.
If no game file is opened the window will contain a bitmap.
The title bar contains the text: The GameBox, followed by either the text
Untitled or the full path name of the current game file.
The Menu Bar located immediately below the Title Bar contains menu pulldowns
that provide access to all of the game functions. Pull down any menu as needed,
then select the required item within the pulldown.
The GameBox menu bar contains:
o File
o Edit
o Options
o Help
An Information Block provides a small block of text that identifies the objects
in The GameBox. When the pointer is over any object associated with The GameBox
the Informational Block displays a description of that object.
Extended help is always immediately available for any menu item or GameBox
object by depressing the F1 when the item has the focus.
To give a menu item the focus, depress the Alt key to move the focus to the
main menu bar, then use the cursor control keys to move across the menu bar and
down to the desired item.
The Quick Push Buttons provide a quick and convenient method of getting to most
often used functions. Single click on the desired button to immediately select
the function.
When the pointing device is over each push button a description of the push
button is displayed in the Information Block.
The GameBox contains the Draws for the current game and the controls for
getting to all other objects available in PIKIT.
From The GameBox you can:
o Open or Import a file of draws for a game.
o View game statistics.
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 The PlayBox for the current game.
ΓòÉΓòÉΓòÉ 6.1. File ΓòÉΓòÉΓòÉ
The GameBox File menu pulldown contains selections for manipulating game files
and program termination.
The File pulldown contains:
o Open
o Create New Game
o SaveAs
o Import
o Export
o Exit
Extended Help is always quickly available for any File menu item. Use the
cursor control key to move to any object of interest, then depress the F1 key.
ΓòÉΓòÉΓòÉ 6.1.1. Open ΓòÉΓòÉΓòÉ
Open an existing game file.
To open a file:
o Select the File menu pulldown from The GameBox menu bar,
then,
Select Open ,
o or,
o Select located at the top of the The GameBox
o The standard file dialog object is displayed and defaults to files with the
.PIK extension in the current directory.
If the required file is not listed, change the file name and/or directory
until the name is located.
o Select OK.
o The game file is opened and the draw selections for the file are displayed in
The GameBox object window.
A file can also be Opened by dragging and dropping a PIKIT game file onto the
PMPIKIT.EXE program. To do this:
o Open the PIKIT folder .
o Find the desired game file object .
o Drag the game file object to the PMPIKIT.EXE program object .
o PIKIT will open with the selected game file.
The install program creates the folder and inserts sample files which can be
used to try the drag and drop operation.
Game file objects are automatically created in the folder when game files are
Created or Imported.
ΓòÉΓòÉΓòÉ 6.1.2. Create New Game ΓòÉΓòÉΓòÉ
Create a new game file.
To open the Create New Game object window:
o Select Create New Game. , from the File menu pulldown on The GameBox menu
bar,
The Create New Game object window contains the parameters for defining a
numbers game. Be accurate when entering the information into this object as
PIKIT relies heavily on most of this information.
The following information describes the contents of the Create New Game object
window.
Game Definition is a user comment field that describes game. 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 used.
Create New Game contains four groups of parameters that define the game rules
to the program.
The Set group defines the Sets used in the game, which are the rules that
describe how numbers are drawn:
The Set group contains:
Total - The total number of sets in the game.
Total can only be increased in value. Each increase in Total adds a new set to
the game and causes the set number to be changed to the new set. Ensure this
value is correct before setting the remaining fields.
If more sets were defined than required, select Erase to removed the unneeded
sets. Any set can be erased except the last remaining set.
A maximum of 6 sets can be defined.
Num. - The current set number.
Num. is selectable over the range displayed in Total.
When Total is increased, Num. changes to the new set number, but can be
changed to any set up to Total
Cage - is the cage number for the set displayed in Num..
The cage number cannot be increased beyond the set in Num..
Draw - is the total numbers that are drawn for the set in Num..
If the total primary numbers drawn for a game were 6, this field would contain
6 for set Number 1.
Low - is the lowest number drawn for the set in Num.
High - is to the highest number drawn for the set in Num.
The Play Totals group contains the minimum and maximum numbers that are played.
Min - is the Minimum numbers that can be played.
Max - is the Maximum numbers that can be played.
The numbers played are associated with the cage number of its set, that is, if
6 numbers are played in a game and are drawn from one cage, the Min and Max
entry fields will contain 6 for all sets. if a second set were needed to define
one Supplementary or Bonus Number , the Min and Max entry fields for this set
must also contain 6 since this number is drawn from the same cage.
For most games Min = Max. Some games, such a Keno or Win10, have a range of
picks that can be played.
The Start Date group contains:
o The date of the first draw to be inserted into the file. Set the Month, Day
and Year entry fields to this date.
Start Date is used to calculate dates when additional draws are appended to
the game file.
o The day of the week for the start date is automatically calculated.
The Days Played group contains:
o Check boxes for the day(s) of the week the game is played. Check the boxes to
show the days the draws are selected.
o One of the days checked must be the day shown in the Start Date group.
Note: PIKIT assumes the game is played at least once each week.
Pushbuttons definitions:
o Save exits the Game Information object.
Create continues to the next object window in the create process.
o Cancel terminates create. Nothing is saved.
o Erase removes the current set in the Set group if there is more than one set
defined.
Note: Erase is the only way to decrease the number in the Total entry filed
of the Set group.
o Help displays this help information.
When Save successfully executes:
o The Enter First Draw object window is displayed.
This object contains the same information as the Add a Draw object window
with the Draw# entry field set to 1 Refer to this item in the help index for
detailed help.
Insert the numbers drawn on the Start Date.
Select Add a Draw from the Edit menu pulldown on The GameBox menu bar. to
append additional draws.
A short tutorial that creates a game file can be found in the help index under
Create Game File Example.
ΓòÉΓòÉΓòÉ 6.1.2.1. Create Game File Example ΓòÉΓòÉΓòÉ
This example is a tutorial that creates a typical game file.
This example creates the New York State lotto game.
o The first step is to understand the game rules which are:
- All numbers are drawn from one Cage.
- The cage contains the numbers 1 through 54.
- Seven numbers are selected from the cage.
The first six are the primary numbers, that is, the six 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 used in secondary prizes but is not included in the grand
prize.
Since the primary numbers and the secondary number are drawn from the same
cage, no two numbers can be identical.
- To play the game, six numbers are picked by the player for each Ticket.
- The New York Lotto is played on Wednesday and Saturday every week.
With the rules defined the game can now be created.
o Select the File menu pulldown from The GameBox menu bar, then select Create
New Game.
o The Game Information. object window is displayed.
o The Game Definition field has the initial focus. Type: New York State Lotto.
6/54 + 1 supplementary number.
o Tab to, or select Total with the pointing device.
o Set Total to 2, the number of sets in the game.
Set one will contain the six primary numbers and set two will contain the
supplementary number.
Num. is the current set number we are working with. Keep this at 1.
o Cage remains at 1 since there is only one cage in the game.
o Set the Draws entry field to 6.
o Set Low to 1.
o Set High to 54.
o In the Play Totals group, set Min and Max to 6.
Set 1 is now defined.
o Set Total, in the Set entry field to 2.
o Since Num. is set to Total, leave it at 2.
Set 2 contains the supplementary number.
o Set Draws to 1.
All other windows in the Set and Play Totals groups remain unchanged.
o In the Start Date group set: Month = 5, Day = 1 and Year = 1993.
The date of the first draw to be entered into the game file.
The day is automatically set to Saturday.
o In the Day's Played group check Wed and Sat.
o Select Save
o When Save is selected the Enter First Draw object window is opened. This is
identical to the Add a Draw object window.
o In the Draw Numbers group insert:
- 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 can be placed in any order. They are sorted when the
file is saved.
Notice Set# above Pos#. The arrows indicate continued sets. A new number
indicates the set number has changed.
The supplementary number is in the second set. This set, starting at Pos# 7,
must contain the supplementary number.
o Select Save to continue with the create, or, Cancel to terminate create.
o Follow the save file dialog to complete the create.
o Select Add a Draw from the Edit menu pulldown on The GameBox menu bar to
enter any remaining draws for the game file.
ΓòÉΓòÉΓòÉ 6.1.3. SaveAs ΓòÉΓòÉΓòÉ
Saves the current game file with a different name.
To SaveAs:
o Select the File menu pulldown from The GameBox menu bar,
then,
Select SaveAs.
o The standard file dialog is displayed.
o Enter the new name of the file.
Note: Saving the file with a name other than the current file, will no
longer allow the new file to access ticket files created from The PlayBox
under the current file.
The file is treated as a newly created file.
See High Performance File System for information on how associations are made.
To re-create a ticket file so it can be used with the new file:
o Open the old game file from which the new file was derived.
o Open The PlayBox.
o Open the required ticket file.
o Export the ticket file.
o Modify the exported file to the format required for ticket file Import.
o Close The PlayBox.
o Open the new file saved with SaveAs from The GameBox
o Open the PlayBox.
o Import the modified ticket file.
ΓòÉΓòÉΓòÉ 6.1.4. Import ΓòÉΓòÉΓòÉ
Use Import to translate an ASCII text file into a PIKIT game file.
To Import a file:
o Select the File menu pulldown from The GameBox menu bar,
then,
Select Import. ,
The standard file dialog is displayed with the default file extension of .ASC.
Any extension can be used as long as the file meets the requirements for
import.
Select the file to import.
The file is checked for Import Text File Errors and reported with the problem
location. Import terminates if errors are found.
The Verify Game Information object window is displayed if the import file is
found to be free of errors. Find help on that object to get a detailed
explanation of its contents.
The standard file dialog window is used to save the game file. The default file
name is the name of the import file with a file extension of .PIK. Any file
extension can be used but .PIK is the default when the file is opened.
Following a successful Save, the imported game file will be displayed in The
GameBox object window.
Import is helpful when:
o Many draws have been accumulated with programs other than PIKIT.
o Draw 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.
o Another program was previously used to accumulate draw numbers which could be
exported to an ASCII text file.
Import Text File Format explains the format of the file required for Import
Import Text File Examples
ΓòÉΓòÉΓòÉ 6.1.4.1. Import Text File Format ΓòÉΓòÉΓòÉ
This section provides a detailed explanation of the format required to Import a
text file.
The text (ASCII) file for importing must be of the following format:
mm/dd/yy[yy] xx[, xx...]
Where:
o Items enclosed in brackets "[]" are optional.
o mm is the month number
o dd is the day number
o 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.
o xx is the draw number. PIKIT supports from 3 to 20 numbers in any draw, each
in the range of 0 to 99.
o 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 10 spaces are to be used to separate fields.
Import Text File Examples
ΓòÉΓòÉΓòÉ 6.1.4.2. Import Text File Examples ΓòÉΓòÉΓòÉ
Detailed here are two examples of import Import files. Both examples are
portions of data taken from existing games.
Florida Lotto Example.
----------------------------
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 is
implied.
Since this file contains a low number of 1 and a high number of 48, it would be
interpreted to use those numbers for the low and high for the game.
When Verify Game Information is opened the high number should be changed to 49
since this is the high number used in the Florida Lotto. All other parameters
should be correct.
Power Ball Example.
-----------------------------
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 two sets in two 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.
The file is searched for a compare of numbers between sets and automatically
determines if the game contains two cages.
If no match were found, the sets are both determined to be in cage one(1). The
user must then correct the discrepancy when the Verify Game Information object
window is opened. The cage for set one must be changed to cage two(2) to
correctly setup the game rules.
ΓòÉΓòÉΓòÉ 6.1.4.3. Import Text File Errors ΓòÉΓòÉΓòÉ
Some errors that Import looks for are:
o Invalid data and sequence errors.
An invalid data error results in a message showing the line number in error.
o If other errors are indicated make sure the file is set up as shown in Import
Text File Format.
o If it appears the file is otherwise correct, make sure there is no corruption
of the file that may not be visible with your editor. Erasing data
immediately following each line may take care of the problem.
ΓòÉΓòÉΓòÉ 6.1.5. Export ΓòÉΓòÉΓòÉ
Use the Export command to create a text (ASCII) file containing the drawn
numbers in the current game file.
The Export file is suitable for browsing or printing.
To Export to a file:
o Select the File menu pulldown from The GameBox menu bar,
then,
Select Export. ,
o or,
o 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.
o Insert the file name desired for the Export file.
o Select Save to save the file and exit.
o 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 object window when the file wasd Created or Imported.
o The export file contains the draw numbers for each draw.
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.
ΓòÉΓòÉΓòÉ 6.1.6. High Performance File System ΓòÉΓòÉΓòÉ
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.
ΓòÉΓòÉΓòÉ 6.1.7. Open File Dialog ΓòÉΓòÉΓòÉ
To open a previously created file:
o If the desired directory is not contained on the current drive, select the
correct drive letter in the Drive: window.
o Select the directory where the desired file is located by double clicking on
the appropriate directory under the Directory: window.
o 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.
o 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.
ΓòÉΓòÉΓòÉ 6.1.8. SaveAs File Dialog ΓòÉΓòÉΓòÉ
To save the current file:
o If the desired directory is not contained on the current drive, select the
correct drive letter from the Drive: window.
o Select the desired directory where the files are to be saved by double
clicking on the appropriate directory in the Directory: window.
o 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.
o 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.
ΓòÉΓòÉΓòÉ 6.1.9. Exit ΓòÉΓòÉΓòÉ
Select Exit to terminate PIKIT and remove The GameBox object from the desktop.
To exit The GameBox
o Select Exit from The GameBox File menu pulldown,
o or,
o Depress F3 when The GameBox has the focus,
o or,
o Select the push button object located at the top of The GameBox.
ΓòÉΓòÉΓòÉ 6.1.10. Printing a Text File ΓòÉΓòÉΓòÉ
A number of statistics and binary files created by PIKIT can be exported or
stored into a standard 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:
o If the PIKIT folder is not opened, double click on the folder icon .
For Warp, indicates that the folder is opened.
o If the file was a ticket file, double click on the play file folder .
o 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.
o Drag the file to the OS/2 printer object.
ΓòÉΓòÉΓòÉ 6.2. Edit ΓòÉΓòÉΓòÉ
The GameBox Edit menu pulldown contains selections to manipulate the data in
the current game file.
The Edit pulldown contains:
o Add a Draw
o Alter a Draw
o Erase Last Draw
Extended Help is always quickly available for any Edit menu item. Use the
cursor control key to move to any object of interest, then depress the F1 key.
ΓòÉΓòÉΓòÉ 6.2.1. Add a Draw ΓòÉΓòÉΓòÉ
Select Add a Draw to append additional draw numbers to the current game File.
To append new draws to the game file:
o Select Add a Draw. from the Edit menu pulldown on The GameBox menu bar.
or,
Select located at the top of The GameBox.
o The Add a Draw object window is displayed with the date of the next draw to
be added to the file.
The next draw is determined 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.
The date of the current draw can be changed, if necessary, within the correct
limits for this draw. The limits 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:
- The assumption is that game draws are made at least once each week. The
date can be changed if this is not the case, for example, drawings are
every other week.
- The scheduled draw was not made (special holiday, mechanical problems,
disasters, etc).
- Some draws were not available when the game file was created.
o Set the Pos# entry fields to the values drawn for the date.
The set number is displayed over the window starting each set. Ensure the
numbers are entered in the correct set for games containing more than one.
o Select Next to register the draw if more numbers are to be added.
The Add a Draw object window is updated to the next draw.
o 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. Only
valid data is saved.
o Select Cancel to terminate the edit without saving. Any entries made with
this selection of Add a Draw are discarded.
Note: Mistakes are easily corrected by using the Erase or Alter items in the
Edit menu pulldown.
Note: The insertion of draw numbers prior to the last draw in the game file is
not directly supported, as this in not a normal occurrence. Insertion can be
accomplished by following the procedure defined in Inserting and Erasing
Previous Draws.
ΓòÉΓòÉΓòÉ 6.2.2. Alter a Draw ΓòÉΓòÉΓòÉ
Alter a Draw modifies a draw entry in the current game File.
To modify an entry:
o Select Alter a Draw from the Edit menu pulldown on The GameBox menu bar.
The Alter a Draw object window is displayed showing the data for the last
draw of the current game file.
o Set the Draw# entry field to the draw number to be altered.
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 selected using the Draw# entry field.
o Alter the numbers in the selected draw as required.
o 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.
o Select Save to register changes, write the changes to disk and exit.
o Select Cancel to discard the changes and terminate Alter.
All changes made in this selection of Alter a Draw are discarded.
ΓòÉΓòÉΓòÉ 6.2.3. Erase Last Draw ΓòÉΓòÉΓòÉ
Erase Last Draw erases the last draw in the current game File.
To erase the last entry:
o Select Erase Last Draw from the Edit menu pulldown on The GameBox menu bar.
The Erase Last Draw object window is displayed with the data for the last
draw of the selected game file.
o Select Erase to erase the last draw.
The Erase Last Draw object window now displays the data for the entry that
had preceded the erased entry. Selecting Erase will erase this entry, and so
on.
o Select Save to permanently save the modified file.
o Select Cancel to discard the changes and terminate the erase operation.
Cancel restores all entries erased with this selection of Erase.
Erasing a draw prior to the last draw in the game file is not supported as this
in not a normal occurrence. Erasing prior draws can be done by following the
procedure defined in Inserting and Erasing Previous Draws.
ΓòÉΓòÉΓòÉ 6.2.4. Inserting and Erasing Previous Draws ΓòÉΓòÉΓòÉ
Although a method for inserting missing draws into a file or erasing a draw
prior to the last draw in the game file is not directoy supported, the
procedure outlined here will accomplish either task.
This procedure uses the Import. and Export file facilities.
This procedure requires that a text editor be installed. Two such editors are
generally available with OS/2 products.
o The OS/2 System Editor and the OS/2 Enhanced Editor.
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.
To insert or erase draws prior to the last:
o Ensure the PIKIT folder, , is opened.
For Warp, look for which indicates the folder is opened.
o Drag the required game file, , to the PMPIKIT.EXE program object, ,
or,
start the program,
then,
Open the required game file.
o 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.
o Locate the exported text file in the 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.
o Change the export file to the Import Text File Format.
To do this:
- Erase the comment line at the top of the file.
- Erase the columns containing the number of each draw.
- 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 prior to 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
o 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.
o Save the file with the extension .ASC.
You can use any extension, but .ASC is the default.
o Select Import from the File menu pulldown on The GameBox menu bar,
then,
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, it will not be associated with the ticket files.
See High Performance File System for information on how the association is
made.
ΓòÉΓòÉΓòÉ 6.3. Options ΓòÉΓòÉΓòÉ
The GameBox Options menu pulldown contains:
o Game Statistics
o The PlayBox.
o Game Information.
o Profile Management.
Extended Help is always quickly available for any Option menu item. Use the
cursor control keys to move to any object of interest, then depress the F1 key.
ΓòÉΓòÉΓòÉ 6.3.1. Game Statistics ΓòÉΓòÉΓòÉ
Game Statistics contains items for statistical analysis of the numbers drawn in
the game.
Select Game Statistics from the Option menu pulldown on The GameBox menu bar to
access the the statistics and supporting items.
The following items can be found in the Game Statistics menu.
o General statistics
o Total/Odd/Even Calculations
o Combinations
o Range Selector
o Bucket
ΓòÉΓòÉΓòÉ 6.3.1.1. General Statistics ΓòÉΓòÉΓòÉ
Select General Statistics to view how often a number has been selected, numbers
that are considered hot or cold and statistics that may determine when a number
might be due.
To access General Statistics:
o Select the Options menu pulldown on The GameBox menu bar,
Select Game Statistics,
then,
Select General,
o or,
o Select located at the top of The GameBox object window.
Statistical Numbers and Rankings, in the Help Index, contains a detailed
explanation of each item in the General Statistics object window.
Bar Charts of Number Cycles that reflect the statistics of the General
Statistics object window are accessible from this object window.
The bar charts are a powerful feature that graphically depicts the performance
of the numbers.
Statistics can be viewed over a wide range of draws, providing the ability to
analyze the games history and making it possible to go back to previous weeks
and play what if situations.
When the range is modified, statistical results are immediately available.
ΓòÉΓòÉΓòÉ 6.3.1.2. Statistical Numbers and Rankings ΓòÉΓòÉΓòÉ
The General Statistics object window contains statistics such as draw number
totals and totals of how often a draw number has been selected from specific
hot and cold ranks.
The General Statistics object window contains:
Set - Selects the desired set Number for statistical calculations.
Statistics for each set are viewed 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 has the current 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 that has the current cold rank.
Rank will also change when the Draw Box Number or Hot Box Rank are changed.
"Due" Box- Contains the Average, Maximum and Last, total number of draws, in
which the selected number in the Draw Box has not been drawn within the
selected range.
Avg - Located in the "Due" Box, this item contains the Average number of draws
in which the selected number has not been drawn within the selected range.
Max - Located in the "Due" Box, this item contains the Maximum number of draws
the selected number had not been drawn within the selected range.
Last - Located in the "Due" Box, this item contains the last total number of
draws, going back from the End draw in the selected range, in which the
selected number has not been drawn.
For example, if Number in the Draw Box was selected in the End draw of the
selected range, Last would contain 0.
General Statistics Pushbuttons:
- Opens the Number Cycle Graphics window.
- Opens the Range Selector.
- Opens The Bucket.
Quit - Terminates statistics and closes the object window.
Show Opens the General Statistics List object window whichs contains the
complete list of the Statistical Data for the current range. file which can
then be browsed or Printed.
File Stores Statistical Data into a text file which can then be browsed or
Printed.
Help - Displays the General Statstics help panel.
General Statstics is updated any time the draw Range or Set number is modified.
This ensures that the desired statistics are immmediate available. If the
General Statistcs List and/or the Number Cycle object windows are opened, they
are also updated to reflect the new statistics. Since it takes a short period
of time to update these objects, if it is desired to move through the range
quickly, it may be beneficial to terminate these objects until the range is
reached, then reopen them.
ΓòÉΓòÉΓòÉ 6.3.1.3. General Statistics List ΓòÉΓòÉΓòÉ
The General Statistics List object window contains a complete list of the
Statistical Data for the current Range.
To open General Statistics List:
o Open the General Statistics object window.
o Select the Show pushbutton.
General Statistics List Pushbuttons:
o Cancel terminates the object.
o File stores Statistical Data into a text file which can then be browsed or
Printed.
o Help displays this help panel.
ΓòÉΓòÉΓòÉ 6.3.1.4. Statistical Data ΓòÉΓòÉΓòÉ
This example illustrates the first 10 lines of a typical game and describes the
format of the General Statistics text data when Show or File is selected.
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.
ΓòÉΓòÉΓòÉ 6.3.1.5. Range Selector ΓòÉΓòÉΓòÉ
The Range Selector object window contains the range of draws over which
statistical calculations are made.
To access Range Selector:
o Select the Options menu pulldown on The GameBox menu bar,
Select Game Statistics,
then,
Select Range Selector,
o or,
o Select , located in any object window, such as General Statistics, that use
the Range Selector for calculations.
The Range Selector allows the number of draws used in calculations to be
varied, thus providing the optimum range for selecting winning combinations and
determining how numbers have previously performed.
The range is limited to a minimum of 10 draws although many more draws are
recommended for accurate statistical analysis.
The Range Selector object window contains:
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
and the End draw entry fields.
Start - Contains the first draw used in calculations. The value is determined
by the End and Total Draws to Use entry fields.
The fields following Start show the date of the Start draw.
Tracking - Refer to the Help Index on Tracking for information on how this
entry field is used.
End - Select this entry field to change the last draw to be used in
calculations.
The fields following End show the date of the End draw.
Quit - Removes the Range Selector object window from view.
Help - Displays this help panel.
ΓòÉΓòÉΓòÉ 6.3.1.6. Tracking ΓòÉΓòÉΓòÉ
Tracking provides a mechanism that allows for more predictable control of the
Range Selector, End and Total Draws to Use entry fields
Tracking controls the default for Total Draws to Use when the End draw is
modified.
For example:
o Total Draws to Use decreases as the End draw is decreases, as it should,
since the Total Draws to Use cannot be greater than the End draw.
Total Draws to Use will continue to decrease irregardless of the value in
Tracking.
o Increasing the End draw increases Total Draws to Use as expected but only up
to the value in Tracking.
Thus, Total Draws to Use tracks to the value in Tracking and provides for
selection of a minimum range.
Keep in mind that when End is decreased such that Total Draws to Use decreases
with it (Total Draws to Use = End) and Total Draws to Use is greater or equal
to Tracking, increasing End will not increase Total Draws to Use Also, when End
is less than Tracking, Total Draws to Use is locked to the End value and cannot
be modified.
If it is desired to have Total Draws to Use 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 Total Draws to Use cannot be set to less than Tracking unless the
difference between the last and first draw are less than that range. This is
automatically handled by the program.
Put another way, Tracking is the minimum number of draws used for calculations.
The minimum is also dependent on the End draw.
For example, if Tracking is set to track on draw number 90, the Total Draws to
Use will not be allowed 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 Total Draws to Use to 90 and stop.
ΓòÉΓòÉΓòÉ 6.3.1.7. Hot Rankings Defined ΓòÉΓòÉΓòÉ
Hot number rankings, shown in the Hot Box of the General Statistics object
window are rankings of the drawn numbers in the order in which they are most
often drawn.
The number selected most often will be ranked first, the number selected second
most often will be ranked second and so forth.
Where numbers have been selected an equal number of times, the one selected
last will be ranked ahead.
The size of the hot rankings list equals 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 first would be drawn most often and the hot number ranked
26th would be drawn least often.
The Hot Rank Cycle provides a graphical analysis of the Hot rankings.
ΓòÉΓòÉΓòÉ 6.3.1.8. Cold Rankings Defined ΓòÉΓòÉΓòÉ
Cold number rankings, shown in the Ice Box of the General Statistics object
window are the ranking of numbers that are considered cold because they have
not been recently drawn.
The size of the cold rankings list equals 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 in each Cage.
The coldest number, the number that has not been selected while all others have
been selected, will have the rank of 1, and the number just drawn would have
the rank of 10.
The Cold Rank Cycle provides a graphical analysis of the Cold rankings.
ΓòÉΓòÉΓòÉ 6.3.1.9. Due Numbers Defined ΓòÉΓòÉΓòÉ
Due numbers are numbers that may not have been drawn for a considerable time or
otherwise appear to be due for selection.
Numbers might be considered due when the value in the Last field in the General
Statistics object window is approaching the value in the Avg (average) field.
The number might be considered overdue when the value in the Last field is
approaching or greater than the value in the Max field.
ΓòÉΓòÉΓòÉ 6.3.2. Total/Odd/Even Stats ΓòÉΓòÉΓòÉ
The Total/Odd/Even Stats object window calculates 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.
To access Total/Odd/Even Stats:
o Select the Options menu pulldown on The GameBox menu bar,
Select Game Statistics,
then,
Select Total/Odd/Even Stats,
o or,
o Select located in the General Statistics object window.
Note: Calculations use only the primary numbers in each cage. Supplementary
and Bonus Numbers are not included in the calculations.
Select the Draw# entry field to change the draw number to view.
The For the Draw group contains statistics for the current draw displayed in
the Pick Numbers group.
Each field is defined 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 group contains the average statistics for all draws
in the range of draws displayed in the Range Selector.
Each field is defined 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.
Pushbutton definitions:
o Quit removes the Total/Odd/Even Stats object window from view.
o Help diplays this help panel.
o opens the Range Selector
ΓòÉΓòÉΓòÉ 6.3.2.1. PlayBox ΓòÉΓòÉΓòÉ
Select PlayBox to open The PlayBox object window.
The PlayBox provides the methods to:
o Create ticket files.
o Select tickets.
o Maintaining tickets.
o Open ticket files.
o Check tickets for winning numbers.
To open The PlayBox:
o Select the Options menu pulldown on The GameBox menu bar,
then,
Select PlayBox from the pulldown.
o or,
o Select located at the top of The GameBox.
ΓòÉΓòÉΓòÉ 6.3.3. Game Information ΓòÉΓòÉΓòÉ
Game Information provides access to the rules for the current game.
The Game Information can be Viewed or Changed.
To access the Game Information:
o Select the Options menu pulldown on The GameBox menu bar,
then,
Select Game Information for the menu items.
ΓòÉΓòÉΓòÉ 6.3.3.1. View ΓòÉΓòÉΓòÉ
This panel displays the information and rules for the current game.
To open the View Game Information object window:
o Select Game Information under the Options menu pulldown on The GameBox menu
bar,
then,
Select View.
o or,
o Select at the top of The GameBox window.
The following fields in the object window define the current game:
o A Game Definition field for comments relating to the game.
o Total Sets in the game.
o Current set Num.ber
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 of the first draw in the game file.
o Day(s) of the week the game is played.
Create Game File Example explains the fields in the Game Information object
window in greater detail.
ΓòÉΓòÉΓòÉ 6.3.3.2. Change ΓòÉΓòÉΓòÉ
Use Change to modify or verify the game rules.
To open the Change Game Information object window:
o Select Game Information under the Options menu pulldown on The GameBox menu
bar,
o then,
o Select Change
The Change game information object window is also opened when Create New Game
or Import is selected to verify and ensure the game rules are accurate.
SOME GAME PARAMETERS CANNOT BE CHANGED WITHOUT THE POSSIBILITY OF UNPREDICTABLE
OR UNEXPECTED RESULTS IN SOME STATISTICAL CALULATIONS!
If something doesn't seem right after changing a parameter it may be better to
create a new game rather than attempt to update the old.
Change game information provides the ability to:
o Correct an error when initially creating or importing a game.
o Change the days of the week for the game in the event those days have
changed.
It is important to ensure that the days of the week for drawings are
accurate. The date is automatically set when adding draws to the game.
o Change the range of numbers that can are drawn.
If the number range increased, for example High changed from 49 to 51, the
additional numbers cannot be entered for the game unless the range is
modified to include them.
If High decreased, a number entered higher than the new rules but lower than
the old rules would be invalid but allowed. Incorrect information will result
in the statistical analysis options.
o Change the Min and Max Play Totals.
Limits are kept on the minimum and maximum numbers that can be played on
tickets. These limits must reflect the correct values so all possible ticket
combinations can be created.
Help on Supplementary and Bonus Numbers contains important information on
setting Min and Max.
o Change the Total number of sets, the Cage total and the total numbers (Draws)
in the game.
These parameters are never changed by the game administators since it is
better to just create another game.
Modification is provided for the sole purpose of setting up a new game or
verifying an imported game.
Create Game File Example explains the fields in the Game Information object
window in greater detail.
ΓòÉΓòÉΓòÉ 6.3.3.3. Supplementary and Bonus Numbers ΓòÉΓòÉΓòÉ
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 Game Information, the supplementary or bonus numbers are
inserted into a second Sets of numbers. The main draw is in the first Set of
numbers.
Note: Do not put the supplementary or bonus numbers in set one . Set one is
considered the primary set which is the set that determines the grand prize.
The player decides if this second set is to be tested for winners with the
first set. 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 Change Game Information are to be set.
Don't confuse the Supplementary and Bonus Numbers with the Power Ball, in the
game of the same name, as the Power Ball is a primary number drawn from a
second cage and must be picked to win the grand prize.
The Min and Max values are setup 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 setting
multiple sets that have the same cage number, the Min and Max values must 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.
Create Game File Example explains the fields in the Game Information object
window in greater detail.
ΓòÉΓòÉΓòÉ 6.3.4. Number Combinations ΓòÉΓòÉΓòÉ
Number Combinations finds what numbers have combined with other numbers.
There are two methods for finding number combinations.
o Select Combinations
o and
o Calculate Combinations
Combinations look for numbers that come together in any order, that is, they do
not check for straight order.
Combinations check only the primary Set in each Cage. that is, a second group
(set) of numbers picked from the same cage is not checked for a compare.
Refer to Winners_Circle Window in the Help Index for specific comparisons.
ΓòÉΓòÉΓòÉ 6.3.4.1. Select Combinations ΓòÉΓòÉΓòÉ
With Select Combinations you can select 2 or 3 number combinations to find out
how often that combination has been drawn within the specified Range.
The Select Combinations object finds the total draws the combination has been
selected and the total draws since the combination was picked.
Calculate Combinations calculates all possible combinations.
To select number combinations:
o Select Game Statistics from the Option menu pulldown on The GameBox menu bar.
then,
Choose Select,
o or,
o Select located at the top The GameBox.
Select Combinations looks for numbers that come together in any order, that is,
numbers are not specifically checked for straight order.
Only the primary Set in each Cage is checked for a compare, that is, a second
group (set) of numbers picked from the same cage is not checked for a compare.
Refer to Winners_Circle Window in the Help Index for specific comparisons.
The Select Number Combinations window contains:
o Cages displays the number of cages in the game.
o Two radio buttons.
Select the radio button labeled 2, for 2 number combinations or radio button
labeled 3, for 3 number combinations.
o The three entry fields located below the radio buttons contain the numbers to
be checked for combinations.
Insert the desired numbers into these fields.
Total and Last will immediately show the combination information.
o Total contains the total draws the numbers have been selected together within
the selected range.
o Last contains the total draws since the combination was picked.
If the combination was never picked, Last would contain the total draws in
the range.
o Quit terminates Select Combinations.
o Help displays this help panel.
o can be selected to view or change the Range Selector.
ΓòÉΓòÉΓòÉ 6.3.4.2. Calculate Combinations ΓòÉΓòÉΓòÉ
Select Calculate Combinations to automatically calculate 2 and 3 number
combinations within the selected Range of draws.
As with Select Combinations, Calculate Combinations displays numbers that are
selected together most often, but in this case numbers are first calculated and
retained until another calculation is called for, or the object window is
terminatied.
The combinations can also be stored on a disk file.
To Calculate Number Combinations:
o Select Game Statistics from the Option menu pulldown on The GameBox menu bar.
Select Combinations,
then,
Select Calculate,
o or,
o Select located at the top of The GameBox.
The Calculate Number Combination object window is opened.
To set the options:
o 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.
A minimum of 3 to 9 draws are selectable.
3 tests for combinations that have been selected in three or more draws, 4
(the default) registers all combinations that have been selected in 4 or more
draws, etc.
o Select OK to start calculations.
This may take a while, depending on the settings in the Range Selector and
computer speed.
OK is disabled until Hits or the range are again modified.
Calculations are complete when the clock icon is replaced with the pointer.
o Select the Item# entry field to examine the combinations found.
When Hits is selected, or the draw range is modified, Item# is disabled until
OK is selected (to recalculate the combinations).
The remaining objects in the window are:
o Cages displays the number of cages in the game.
o Total contains the number of draws the combinations in the Numbers windows
have been drawn together.
o Last contains the total draws since the number combination was last drawn.
o File exports the combinations list to a selected text file. The list can then
be printed, or browsed using a text editor such as the system editor supplied
with OS/2.
o Quit terminates Calculate Combinations
o Help displays this help panel.
o can be selected to view or change the Range Selector.
Calculate Combinations looks for numbers that come together in any order, that
is, numbers are not specifically checked for straight order.
Only the primary Set in each Cage is checked for a compare, that is, a second
group (set) of numbers picked from the same cage is not checked for a compare.
Refer to Winners_Circle Window in the Help Index for specific comparisons.
ΓòÉΓòÉΓòÉ 6.3.5. Profile Management ΓòÉΓòÉΓòÉ
Select Profile Management from the Options menu pulldown on The GameBox menu
bar.
Profile Management contains options to control default values for PIKIT.
Selectable defaults include:
o Default Windows
o Closing Message
o Opening Message
o Information Block
ΓòÉΓòÉΓòÉ 6.3.5.1. Default Windows ΓòÉΓòÉΓòÉ
Select Default Windows to set all windows in PIKIT. to their default size and
screen positions.
To set the Defaults:
o Select Profile Management in The GameBox Options menu pulldown.
o Select Default Windows.
o Select Yes in response to the message.
In the case where The GameBox is displayed off the screen (possibly due to
changing conditions on the workplace shell)
o Ensure that The GameBox has the focus.
The GameBox will have the focus when it is initially opened.
o while holding down the Ctrl key, depress the Home key.
o Depress F3 to terminate PIKIT.
o When PIKIT is restarted the default window positions and sizes are restored.
ΓòÉΓòÉΓòÉ 6.3.5.2. Closing Message ΓòÉΓòÉΓòÉ
Closing Message provides the option to be informed when the program is about to
terminate.
The default is to display the message before PIKIT terminates.
To change the default:
o Select Profile Management in The GameBox Options menu pulldown.
o Select Closing Message.
o Select Yes to be notified or No if you are not to be notified, in response to
the message.
ΓòÉΓòÉΓòÉ 6.3.5.3. Opening Message ΓòÉΓòÉΓòÉ
Opening Message provides the option to bypass the opening message panel when
PIKIT is started.
The default will display the opening message panel.
To change the default:
1. Select Profile Management in The GameBox Options menu pulldown.
2. Select Opening Message.
3. Select Yes to bypass the opening panel or No to display the panel, in
response to the message.
ΓòÉΓòÉΓòÉ 6.3.5.4. Information Block ΓòÉΓòÉΓòÉ
The Information Block provides immediate information about any object in PIKIT
Information about an object is displayed when the pointer is over the object or
the object has the keyboard Focus. Precedence is given to the last action
taken.
The Information Block can be viewed and moved to any desired location on the
desktop or, if you prefer, you can remove it from the desktop.
To toggle the Information Block to the viewable or hidden state, select
(currently visible indicator) or (currently not visible indicator) located on
The GameBox title bar.
If the indicator is active and the Information Block cannot be seen (hidden
from view by another object), click twice on the indicator to bring it to the
surface on the desktop. You may want to move the block to an area of the
desktop not likely to be covered.
The default view for the Information Block when PIKIT is started can be
changed. To do this:
o Select Profile Management from the The GameBox Options menu pulldown.
o Select Information Block.
o Answer the question for the default.
ΓòÉΓòÉΓòÉ 7. Number Cycles ΓòÉΓòÉΓòÉ
Number Cycles provides a graphical Bar Chart view of the statistics found in
the General Statistics object window.
The charts track the frequency of the following statistics:
o Draw Number Cycle
o Hot Rank Cycle
o Cold Rank Cycle
The bar charts are a powerful tool for determining numbers that may be due.
To open the Number Cycles graphics window:
o Open Game Statistics from The GameBox, Option menu pulldown,
o or,
o Select the Cycle Graphics push button ., located at the top of The GameBox
object window.
For extended help on Number Cycles:
o select Help on the Number Cycles graphics window menu bar,
o or,
o Select located at the top of the Number Cycles graphics window.
The Options menu pulldown on the Number Cycles menu bar contains the functions
available for the graphics window.
The Quick Push Buttons located at the top of the window provide quick and
convenient access to most often used functions. Single click on the desired
button with the pointing device.
ΓòÉΓòÉΓòÉ 7.1. Options ΓòÉΓòÉΓòÉ
The Options menu pulldown contains operations for using the Number Cycle
graphics window.
The Options menu pulldown contains:
o Fast Graph Mode
o Draw Number->Bucket
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
o Bucket
o Quit
ΓòÉΓòÉΓòÉ 7.2. Fast Graph Mode ΓòÉΓòÉΓòÉ
Select Fast Graph Mode to immediately draw a graph when the pushbutton object
has the keyboard Focus.
To select Fast Graph Mode:
o Select Fast Graph Mode from the Options menu pulldown on the Number Cycle
graphics window menu bar,
o When the Fast Graph Mode dialog appears select Yes to activate the mode or NO
to deactivate the mode.
The last mode selected will remain in effect for all subsequent loads of the
program.
Fast Graph Mode utilizes the keyboard to create immediate views of the bar
charts.
When Fast Graph Mode is activated:
o Use the left and right cursor control keys to move the focus pushbutton to
the next pushbutton.
When the focus is on the Draw Number Cycle, Hot Rank Cycle or Cold Rank Cycle
the graph for that cycle is immediately drawn.
o Use the up and down cursor control keys to selected the Next Higher Number or
Next Lower Number respectively, for that chart.
Page Up and Page Down can also be used, with or without fast graph.
o When the charts for a specific number look promising, depress Ins to insert
the Draw Number into the Bucket
If a number was incorrectly inserted, depress Del to remove that number from
the bucket.
ΓòÉΓòÉΓòÉ 7.3. Draw Number->Bucket ΓòÉΓòÉΓòÉ
Select Draw Number->Bucket to insert the Draw Number number into the current
bucket Cage.
To insert the draw number into the current bucket cage:
o Select Draw Number->Bucket from the Options menu pulldown on the Number Cycle
graphics window menu bar,
o or,
o Select the leftmost of the Quick Push Buttons at the top the Number Cycle
window.
The leftmost of the Quick Push Buttons contains a number that represents the
Draw number, or Hot or Cold rank of the number that is currently active in the
Number Cycle window.
Selecting the menu item or pushbutton as explained above always inserts the
draw number into the bucket cage.
If the currently displayed graph is the hot or cold ranking of the draw number,
selecting this item inserts the draw number with that hot or cold rank into the
current bucket cage.
The Bucket does not have to be active at this time.
ΓòÉΓòÉΓòÉ 7.4. Draw Number<-Bucket ΓòÉΓòÉΓòÉ
Select Draw Number<-Bucket to remove the Draw Number number from the current
bucket Cage.
To remove the draw number from the current bucket cage:
o Select Draw Number<-Bucket from the Options menu pulldown on the Number Cycle
graphics window menu bar,
The leftmost of the Quick Push Buttons contains a number that represents the
Draw number, or Hot or Cold rank of the number that is currently active in the
Number Cycle window.
Selecting the menu item explained above always removes the draw number from the
bucket cage.
If the currently displayed graph is the hot or cold ranking of the draw number,
selecting this item removes the draw number with that hot or cold rank from the
current bucket cage.
The Bucket does not have to be active at this time.
ΓòÉΓòÉΓòÉ 7.5. Next Higher Number ΓòÉΓòÉΓòÉ
Select Next Higher Number to step the Draw Number, or the Hot Rank or Cold
Rank, to the next highest number, or wrap from the highest to the lowest
number.
To change to the Next Higher Number:
o Select Next Higher Number from the Options menu pulldown on the Number Cycle
menu bar,
o or,
o Select , located at the top of the Number Cycle graphics window.
ΓòÉΓòÉΓòÉ 7.6. Next Lower Number ΓòÉΓòÉΓòÉ
Select Next Lower Number to step the Draw Number, or the Hot Rank or Cold Rank,
to the next lowest number, or wrap from the lowest to the highest number.
To change to the Next Lower Number:
o Select Next Lower Number from the Options menu pulldown on the Number Cycle
menu bar,
o or,
o Select , located at the top of the Number Cycle graphics window.
ΓòÉΓòÉΓòÉ 7.7. Draw Number Cycle ΓòÉΓòÉΓòÉ
The Draw Number Cycle is a Bar Chart that represents the cycles over which a
number has been selected in the current game.
To view the chart for the Draw Number Cycle:
o Select Draw Number Cycle from the Options menu pulldown on the Number Cycle
menu bar,
o or,
o Select , located at the top of the Number Cycle graphics window.
To change the Draw Number:
o Select Next Higher Number,
o or,
o Select Next Lower Number,
o or,
o Change the Number entry field in the Draw Box located in General Statistics.
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 again drawn.
ΓòÉΓòÉΓòÉ 7.8. Hot Rank Cycle ΓòÉΓòÉΓòÉ
Hot Rank displays a Bar Chart for the hot ranking of the current Draw Number
The bar chart shows how often a drawn number had been selected that had that
hot ranking in the previous draw.
To view the chart for the Hot Rank Cycle:
o Select Hot Rank Cycle from the Options menu pulldown on the Number Cycle menu
bar,
o or,
o Select , located at the top of the Number Cycle graphics window.
To change the Hot Rank:
o Select Next Higher Number,
o or,
o Select Next Lower Number,
o or,
o Change the Rank entry field in the Hot Box located in General Statistics.
Each chart represents the cycle for one hot rank in the game.
The first (leftmost) bar starts growing at the start range, which may or may
not contain a number in the selected rank.
Each bar, except possibly the first (leftmost) 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.
A new bar starts when the rank again contains the draw number.
ΓòÉΓòÉΓòÉ 7.9. Cold Rank Cycle ΓòÉΓòÉΓòÉ
The Cold Rank Cycle is a Bar Chart that represents the cycles over which the
Cold Rank has been selected.
To view the chart for the Cold Number Cycle:
o Select Cold Rank Cycle from the Options menu pulldown on the Number Cycle
menu bar,
o or,
o Select , located at the top of the Number Cycle graphics window.
To change the Cold Rank:
o Select Next Higher Number,
o or,
o Select Next Lower Number,
o or,
o Change the Rank entry field in the Cold Box located in General Statistics.
Each chart represents the cycle for one cold rank in the game.
The first (leftmost) bar starts growing at the start range, which may or may
not contain a number in the selected rank.
Each bar, except possibly the first (leftmost) 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.
A new bar starts when the rank again contains the draw number.
ΓòÉΓòÉΓòÉ 7.10. Quit ΓòÉΓòÉΓòÉ
Select Quit to terminate Number Cycle graphics.
The close the graphics session:
o Select Quit from the Options menu pulldown on the Number Cycle menu bar,
o or,
o Select , located at the top of the Number Cycle graphics window.
ΓòÉΓòÉΓòÉ 7.10.1. Bar Chart Elements ΓòÉΓòÉΓòÉ
This help panel explains the bar elements contained in the Number Cycle
graphics window.
The bar charts are graphed as follows:
o 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.
o 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.
rank refers to the hot and cold rankings of drawn numbers.
o The first (leftmost) bar starts growing with the Start draw displayed in the
Range Selector.
o 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.
Quick Push Buttons at the top of the window allow game numbers and rankings to
be selected directly from the graph window:
o The leftmost push button contains the current Draw Number or ranking.
This pushbutton is used to append the current draw number into The Bucket
selects the next number or rank, or wraps from the highest to lowest.
selects the preceding number or rank, or wraps from the lowest to the
highest.
Numbers and rankings can also be viewed in General Statistics.
The horizontal lines on the graph represent a 2 draw cycle.
Numbers to the left of the graph show every 10th draw.
Each bar is 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
the bar.
ΓòÉΓòÉΓòÉ 8. Help Menu ΓòÉΓòÉΓòÉ
The Help menu pulldown contains selections to access help for PIKIT.
In the Help menu pulldown can be found:
o Help Index.
o General Help.
o Keys Help.
o Using Help.
o Product Information.
ΓòÉΓòÉΓòÉ 8.1. Help For Help ΓòÉΓòÉΓòÉ
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.
ΓòÉΓòÉΓòÉ 8.2. General Help ΓòÉΓòÉΓòÉ
Displays The GameBox or The PlayBox main information panel depending on the
object the Help pulldown was selected from.
ΓòÉΓòÉΓòÉ 8.3. Keys help ΓòÉΓòÉΓòÉ
Keys help provides help on how to use the keyboard with PIKIT.
When any object in PIKIT has the Focus:
o Depress F1 for extended help about the object.
o When the object represents an executable function, depress Enter to execute
the operation.
o When the object is a modifiable entry field type in the required data.
To give any MENU item in the objects menu bar the Focus:
o Ensure the required object window for which the menu is required has the
Focus.
To change the desktop focus window, depress the Esc key while holding down
the Alt key
o Depress and hold the Shift key, then depress Esc, or depress and release the
Alt key to move to the menu bar.
o Use the cursor control keys (arrows) to move across and down the menu items.
o Depress F1 for extended help.
o Depress Enter to execute the operation.
To Select objects in a dialog box:
o Ensure the window has the focus.
o Use the Tab key to select a desired group of objects.
o To move to objects within the group:
Depress and hold the Alt key while depressing the Cursor control keys.
Objects within other object windows
o Depress F7 or F8 to change focus to the desired object or group of objects.
o For extended help on any object depress F1.
To change the value of an object that receives data
o Use Backspace or Delete to remove unwanted values, then type in the desired
value,
o or,
o In replace mode (Insert) type over the current values,
o or,
o Depress PgUp or PgDn,
o or,
o Depress the up or down Cursor control keys.
o Numbers can be entered from the calculator keys when NumLock is activated.
o PIKIT ensures that only valid values can be entered.
To change radio buttons:
o Select the group of buttons.
o Depress the cursor control keys to select the required button,
Depress the Tab key to exit the group.
o or,
Depress the Space bar to select the button. The remaining button(s) in the
group will be deselected.
To toggle check boxes:
o Select the item.
o Depress the space bar.
In The GameBox
o Depress F7 or F8 to move the focus between the row of Quick Push Buttons the
window containing the draws and the Information Block pushbutton.
o When the row of Quick Push Buttons has the focus:
- Depress the Left or Right cursor control keys to move to the next push
button.
- Depress the Up or Down arrow keys to get a short indication of the button
that currently has the focus.
- Depress Enter to execute the function,
- Depress F1 for extended help about the object.
o When the window containing the game draws has the focus it can be scrolled
with the cursor control keys (Arrows and PgUp/PgDn).
o When the Information Block pushbutton has the focus:
- Depress Enter to toggle the Information Block between the viewable and
hidden states.
When objects anywhere in the program have the focus, a short definition of
the object appears in the information block.
- Depress F1 for extended help about the object.
In The PlayBox
o Depress function key F7 or F8 to move between major objects.
o When the row of Quick Push Buttons has the focus:
- Depress the Left or Right cursor control keys to move to the next push
button.
- Depress the Up or Down arrow keys to get a short indication of the button
that currently has the focus.
- Depress Enter to execute the function.
o When the window containing the comment or tickets has the focus it can be
scrolled with the cursor control keys (Arrows and PgUp/PgDn).
o When an object has the focus an immediate one line definition of the object
appears at the top of The PlayBox
o To get extended help for any object, depress F1 when that object has the
focus.
ΓòÉΓòÉΓòÉ 8.4. Help Index ΓòÉΓòÉΓòÉ
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.
ΓòÉΓòÉΓòÉ 8.5. About ΓòÉΓòÉΓòÉ
Copyright MicroΓûáGDK Products. All Rights Reserved.
ΓòÉΓòÉΓòÉ 9. Sets ΓòÉΓòÉΓòÉ
The Sets definition facility of PIKIT provides the ability to define any type
of numbers game available today, and more.
Sets are groups of numbers picked for a specific game. Many of the lotto, pick
5, pick 6, etc. games contain only one set. If you are accustomed to playing
only these games, sets may seem unusual 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.
Sets separates the game numbers into groups such that the game can be created
using multiple draws in multiple or single Cages.
A simple definition of sets would be a daily pick 3 game. This game is
administered by drawing 3 numbers from 3 distinct cages. Each cage contains the
numbers 0 through 9. This game has 3 sets with each set assigned its own cage.
A lotto game with supplementary or bonus numbers contains multiple sets in a
single cage. In these games a set of numbers are drawn, followed by a second
drawing of one or more numbers (bonus or supplementary numbers) from the same
cage. These games contain 2 groups of numbers or, sets, with both sets coming
from the same cage.
Sets, then, is a method whereby PIKIT identifies the draw of numbers games by
using a combination of groups of numbers and Cages.
PIKIT defines a Set with the following Information.
o the total sets in the game.
o the set number
o a Cage Number in which the set resides.
o the total 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 numbers in a set are assumed to be numerically sequential from the lowest
to the highest.
PIKIT supports a maximum of 20 numbers that can be drawn 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 number games such as Keno or Win10.
A maximum of 6 sets can be defined for any game.
The primary rule to follow when defining a game is:
o A game cannot have a combination of multiple cages with multiple sets in any
cage.
Currently there are no games that do this.
PIKIT ensures that this rule cannot be broken.
Examples of Sets
ΓòÉΓòÉΓòÉ 9.1. Cage and Numbers ΓòÉΓòÉΓòÉ
A Cage is defined as a single container from which a specific Set 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.
ΓòÉΓòÉΓòÉ 9.2. Examples of Sets ΓòÉΓòÉΓòÉ
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,
ΓòÉΓòÉΓòÉ 9.2.1. Florida Lotto ΓòÉΓòÉΓòÉ
The Florida state Lotto is a pick 6 out of 49 numbers. That is, 6 balls are
picked from a cage containing 49 balls, numbered 1 to 49.
Duplicate numbers cannot be drawn in any one game.
This is important in understanding Sets and how they relate to this example.
Each defined Set 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:
ΓöîΓöÇSetΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÉ
ΓöéTotal Num. Cage Draw Low High Γöé
ΓöéΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöé
ΓöéΓöé 1Γö£ΓöÇΓöñΓöé 1Γö£ΓöÇΓöñΓöé 1Γö£ΓöÇΓöñΓöé 6Γö£ΓöÇΓöñΓöé 1Γö£ΓöÇΓöñΓöé49Γö£ΓöÇΓöñΓöé
ΓöéΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓöé
ΓööΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÿ
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. entry field.
In this example Num. cannot be changed because there is only one set defined
for the game.
ΓòÉΓòÉΓòÉ 9.2.2. Daily Numbers Game ΓòÉΓòÉΓòÉ
A typical game in many localities 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.
In View Game Information, the Sets box in the Game Information dialog window
for set Number 1 would look similar to the following:
ΓöîΓöÇSetΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÉ
ΓöéTotal Num. Cage Draw Low High Γöé
ΓöéΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöé
ΓöéΓöé 4Γö£ΓöÇΓöñΓöé 1Γö£ΓöÇΓöñΓöé 1Γö£ΓöÇΓöñΓöé 1Γö£ΓöÇΓöñΓöé 0Γö£ΓöÇΓöñΓöé 9Γö£ΓöÇΓöñΓöé
ΓöéΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓöé
ΓööΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÿ
The Total number of sets is 4.
The set number, Number, is 1.
The Cage number is 1.
The total numbers Drawn, for the set is 1.
The Low number drawn for this set is 0.
The High number is 9.
The Num. entry field can be selected to show the remaining sets, 2 through 4.
Setting Num. to 2 would show the Cage number to be 2.
For the remaining cages: Num. 3 will show cage 3 and Num. 4 will show cage 4.
ΓòÉΓòÉΓòÉ 9.2.3. New York Lotto ΓòÉΓòÉΓòÉ
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 grand prize.
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 two 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 Set box in the Game Information dialog window for
the two sets would contain:
Set 1
ΓöîΓöÇSetΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÉ
ΓöéTotal Num. Cage Draw Low High Γöé
ΓöéΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöé
ΓöéΓöé 2Γö£ΓöÇΓöñΓöé 1Γö£ΓöÇΓöñΓöé 1Γö£ΓöÇΓöñΓöé 6Γö£ΓöÇΓöñΓöé 1Γö£ΓöÇΓöñΓöé54Γö£ΓöÇΓöñΓöé
ΓöéΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓöé
ΓööΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÿ
Set 2
ΓöîΓöÇSetΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÉ
ΓöéTotal Num. Cage Draw Low High Γöé
ΓöéΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöé
ΓöéΓöé 2Γö£ΓöÇΓöñΓöé 2Γö£ΓöÇΓöñΓöé 1Γö£ΓöÇΓöñΓöé 1Γö£ΓöÇΓöñΓöé 1Γö£ΓöÇΓöñΓöé54Γö£ΓöÇΓöñΓöé
ΓöéΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓöé
ΓööΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÿ
The Num. entry field 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.
ΓòÉΓòÉΓòÉ 9.2.4. Power Ball ΓòÉΓòÉΓòÉ
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 along with a match of the first 5
numbers drawn. The power ball may or may not 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 grand prize 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 different cages. Set 1 is in cage 1 and set 2 is in 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
ΓöîΓöÇSetΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÉ
ΓöéTotal Num. Cage Draw Low High Γöé
ΓöéΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöé
ΓöéΓöé 2Γö£ΓöÇΓöñΓöé 1Γö£ΓöÇΓöñΓöé 1Γö£ΓöÇΓöñΓöé 5Γö£ΓöÇΓöñΓöé 1Γö£ΓöÇΓöñΓöé45Γö£ΓöÇΓöñΓöé
ΓöéΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓöé
ΓööΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÿ
Set 2
ΓöîΓöÇSetΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÉ
ΓöéTotal Num. Cage Draw Low High Γöé
ΓöéΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöé
ΓöéΓöé 2Γö£ΓöÇΓöñΓöé 2Γö£ΓöÇΓöñΓöé 2Γö£ΓöÇΓöñΓöé 1Γö£ΓöÇΓöñΓöé 1Γö£ΓöÇΓöñΓöé45Γö£ΓöÇΓöñΓöé
ΓöéΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓöé
ΓööΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÿ
The Num. entry field is set to set 1 or 2.
The Cage numbers for each set are cage 1 and 2 respectively.
The Draw object contains 5 draws for set 1 and 1 draw for set 2.
The Low and High numbers are the same for each set.
ΓòÉΓòÉΓòÉ 9.2.5. Pink and Yellow Balls ΓòÉΓòÉΓòÉ
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 example 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.
To define the 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
ΓöîΓöÇSetΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÉ
ΓöéTotal Num. Cage Draw Low High Γöé
ΓöéΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöé
ΓöéΓöé 4Γö£ΓöÇΓöñΓöé XΓö£ΓöÇΓöñΓöé XΓö£ΓöÇΓöñΓöé 1Γö£ΓöÇΓöñΓöé 0Γö£ΓöÇΓöñΓöé 9Γö£ΓöÇΓöñΓöé
ΓöéΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓöé
ΓööΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÿ
Set 4
ΓöîΓöÇSetΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÉ
ΓöéTotal Num. Cage Draw Low High Γöé
ΓöéΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöîΓöÇΓöÇΓö¼ΓöÇΓöÉΓöé
ΓöéΓöé 4Γö£ΓöÇΓöñΓöé 4Γö£ΓöÇΓöñΓöé 4Γö£ΓöÇΓöñΓöé 1Γö£ΓöÇΓöñΓöé 0Γö£ΓöÇΓöñΓöé 1Γö£ΓöÇΓöñΓöé
ΓöéΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓööΓöÇΓöÇΓö┤ΓöÇΓöÿΓöé
ΓööΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÇΓöÿ
Sets 1, 2 and 3 would contain the same information except for the cage number
which will equal the set number.
Refer to help on The GameBox Edit item for information on how the draw numbers
are shown and inserted into the game files.
ΓòÉΓòÉΓòÉ 10. The PlayBox ΓòÉΓòÉΓòÉ
The PlayBox is the primary ticket selection window. All functions that deal
with generating and checking tickets are started through the The PlayBox.
From The PlayBox you can:
o Create a new ticket file.
o Open a previously created ticket file.
o Import a ticket file you may have in a text format.
o Export a ticket file to a text file which can then be viewed or printed.
o Check the tickets in the active ticket file for winning combinations.
o Put numbers into a bucket that is then used to create tickets for the current
game.
o Generate tickets randomly or selectively.
o Append, remove or alter tickets.
The PlayBox is a standard desktop window containing:
o A Title Bar.
o A Menu Bar.
o A line of informational text.
o A row of Quick Push Buttons.
o Information pertaining to the current Ticket File.
The information pertaining to The PlayBox are explained in detail in the PIKIT
helps.
The title bar contains the title The PlayBox followed by either the text
Untitled or the full path name of the current ticket file.
The Menu Bar located immediately below the Title Bar contains menu pulldowns
that provide access to all of the tickets functions. Click on any item with a
pointing device to pull down each menu item, then select the required item
within the pulldown.
The PlayBox menu bar contains:
o File
o Edit
o View
o Help - Provides access to all of the PIKIT helps.
The informational text line provides a line of identification for any of the
objects that are available through The PlayBox. When the pointer is over any
object associated with The PlayBox the informational text line will show a
description of that object.
Extended help is always immediately available for any menu item or PlayBox
object by depressing the F1 when the item has the focus.
To give a menu item the focus, depress the Alt key to move the focus to the
main menu bar, then use the cursor control keys to move across the menu bar and
down to the desired item. For other objects, tab to the object of interest,
then depress F1
The Quick Push Buttons provide a quick and convenient method of getting to most
often used functions. Single click on the desired button to immediately select
the function.
When the pointing device is over each push button a description of the push
button is displayed in the informational text area.
With The PlayBox you can create new ticket files, open ticket files that had
been previously created and check tickets for winners.
Ticket files contain tickets that are created using the functions of The
PlayBox..
When The PlayBox is first opened from the The GameBox. a New ticket file is
automatically opened. The ticket file is contained withing The PlayBox
ΓòÉΓòÉΓòÉ 10.1. File ΓòÉΓòÉΓòÉ
The PlayBox File menu pulldown contains items for accessing ticket files.
The following items are displayed in The PlayBox for the current ticket file:
o Comments field.
o Tickets field.
o Total Tickets [x] tickets.
Any number of Ticket Files can be created for any number of games using PIKIT
The File menu pulldown contains:
o Open
o New
o Save
o SaveAs
o Import
o Export
o Exit
o Quick Help
ΓòÉΓòÉΓòÉ 10.1.1. Comments ΓòÉΓòÉΓòÉ
The Comments field is a user modifiable area that can be used to describe the
ticket File. Any information desired can be directly inserted into this field.
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.
Up to 500 characters can be inserted into the Comments field which can be
edited an any time.
ΓòÉΓòÉΓòÉ 10.1.2. Tickets ΓòÉΓòÉΓòÉ
The Tickets field of the ticket File contains the tickets that have been
created to play the game.
This field cannot be directly modified.
The Tickets field is modified using the functions in the Edit menu pulldown on
the main menu bar of The PlayBox, or with the Ticket Builder.
ΓòÉΓòÉΓòÉ 10.1.3. Total Tickets [x] ΓòÉΓòÉΓòÉ
Total Tickets [x] displays the total number of tickets, x, currently in the
ticket File.
This field is not directly modifiable, but changes when tickets are appended to
or removed from the Tickets field.
ΓòÉΓòÉΓòÉ 10.1.4. Open ΓòÉΓòÉΓòÉ
Select Open to load a previously created ticket File into The PlayBox.
To open a ticket file:
o Select Open from The PlayBox File menu pulldown,
o or,
o Select the push button object located at the top of The PlayBox window,
then follow the prompts.
ΓòÉΓòÉΓòÉ 10.1.5. New ΓòÉΓòÉΓòÉ
Select New to create a new ticket File.
To create a new ticket file:
o Select New from The PlayBox File menu pulldown,
o or,
o Select the push button object located at the top of The PlayBox window.
The objects for a new ticket file are created in the The PlayBox and
initialized.
ΓòÉΓòÉΓòÉ 10.1.6. Save ΓòÉΓòÉΓòÉ
Select Save to save a new or modified ticket File.
To Save the ticket file:
o Select Save from The PlayBox File menu pulldown,
o or,
o Depress F2,
o or,
o Select the push button object located at the top of The PlayBox window.
o then follow the prompts.
ΓòÉΓòÉΓòÉ 10.1.7. SaveAs ΓòÉΓòÉΓòÉ
Select SaveAs to save a ticket file with a different name.
To SaveAs another name:
o select SaveAs from the The PlayBox File menu pulldown,
o then follow the prompts.
ΓòÉΓòÉΓòÉ 10.1.8. Import ΓòÉΓòÉΓòÉ
Select Import to translate an ASCII text file into PIKIT ticket file format.
To Import a text file:
o Select Import from The PlayBox File menu pulldown,
o or,
o Select the push button object located at the top of The PlayBox window,.
o then follow the prompts.
The format for the Import data is the same as the data as it would be placed on
a ticket:
o Put one ticket on a line.
o Put the primary tickets (usually selected first) before any Supplementary and
Bonus Numbers.
o Separate the Sets with a comma.
o For example the following is the format for an Import file that contains two
tickets for the New York state lotto:
2 6 15 16 34 45, 11
2 9 12 28 45 51, 17
ΓòÉΓòÉΓòÉ 10.1.9. Export ΓòÉΓòÉΓòÉ
Select Export to format the current play file into an editable ASCII text file.
To Export a ticket file:
o Select Export from the The PlayBox File menu pulldown,
o or,
o Select the push button object located at the top of The PlayBox window,.
o then follow the prompts.
To print the text file refer to Printing a Text File in the PIKIT helps.
ΓòÉΓòÉΓòÉ 10.1.10. Exit ΓòÉΓòÉΓòÉ
Select Exit to close The PlayBox and return to The GameBox.
To exit The PlayBox
o Select Exit from The PlayBox File menu pulldown,
o or,
o Depress F3 when the PlayBox has the focus,
o or,
o Select the push button object located at the top of The PlayBox.
ΓòÉΓòÉΓòÉ 10.1.11. Quick Help ΓòÉΓòÉΓòÉ
Select Quick Help to get immediate help for The PlayBox Quick Push Buttons.
To get Quick Help:
o Select located at the top of The PlayBox.
The Quick Push Buttons contain most often used items for creating, manipulating
and checking tickets.
ΓòÉΓòÉΓòÉ 10.2. Edit ΓòÉΓòÉΓòÉ
The PlayBox Edit menu pulldown contains items that allow modification of the
ticket File currently in The PlayBox.
The Edit menu pulldown contains:
o Alter
o Remove
o Manual Entry
o Clear Tickets
o Paste to Comment
Most often used menu items can be found in the Quick Push Buttons located at
the top of The PlayBox main window. Click on the object for immediate access to
the desired function.
ΓòÉΓòÉΓòÉ 10.2.1. Alter ΓòÉΓòÉΓòÉ
Select Alter to modify the contents of a specific ticket in the current ticket
File.
To Alter tickets:
o Select Alter from The PlayBox Edit menu pulldown,
Follow the instructions of the Alter a Ticket object window when it is opened.
ΓòÉΓòÉΓòÉ 10.2.2. Remove ΓòÉΓòÉΓòÉ
Select Remove to erase a ticket from the current ticket File.
To Remove a ticket:
o Select Remove from The PlayBox Edit menu pulldown,
Follow the instruction of the Remove a Ticket object window when it is opened.
ΓòÉΓòÉΓòÉ 10.2.3. Manual Entry ΓòÉΓòÉΓòÉ
Select Manual Entry to create a customized ticket and append it to the current
ticket File.
To create a customized ticket:
o Select Manual Entry from The PlayBox Edit menu pulldown,
o or,
o Select the Manual radio button from the Ticket Builder.
Follow the instructions of the Manual Ticket Entry object window when it opens.
ΓòÉΓòÉΓòÉ 10.2.4. Clear Tickets ΓòÉΓòÉΓòÉ
Select Clear Tickets to erase all tickets currently in the The PlayBox Tickets
field.
To erase the tickets:
o Select Clear Tickets from The PlayBox Edit menu pulldown,
o or,
o Select the push button object located at the top of the PlayBox.
Note: If either the Alter a Ticket or Remove a Ticket object windows are
opened, they will be closed when Clear Tickets executes.
ΓòÉΓòÉΓòÉ 10.2.5. Paste to Comment ΓòÉΓòÉΓòÉ
Select Paste to Comment to insert the contents of the clipboard into The
PlayBox Comments field.
To paste the clipboard into the comment field:
o Mark the portion of the Comments (drag the pointing device) where the
clipboard is to be copied,
o or,
o Move the cursor to the area in the Comments prior to where the text is to be
placed,
Ensure the area is large enough to contain the information in the clipboard.
o Select Paste to Comment from The PlayBox Edit menu pulldown,
o or,
o Select the push button object at the top of The PlayBox object window.
ΓòÉΓòÉΓòÉ 10.3. View ΓòÉΓòÉΓòÉ
The PlayBox View menu pulldown contains items to open object widows or make a
covered object the focus (bring the window into view).
The following object windows can be Viewed or made the focus:
o Bucket
o Ticket Builder
o Winners_Circle
o The GameBox
ΓòÉΓòÉΓòÉ 10.4. Ticket Builder ΓòÉΓòÉΓòÉ
Select Ticket Builder to open the Ticket Builder object window and create
tickets for the game.
To open the ticket builder
o Select Ticket Builder from The PlayBox View menu pulldown,
o or,
o Select the push button object located at the top of The PlayBox.
Follow the instructions of the Ticket Builder object window when it opens.
ΓòÉΓòÉΓòÉ 10.5. Winners_Circle ΓòÉΓòÉΓòÉ
Select Winners_Circle to open the Winners_Circle object window and check
tickets for winners.
To Open the Winners_Circle object window:
o Select Winners_Circle from The PlayBox View menu pulldown,
o or,
o Select located at the top of The PlayBox.
Follow the instructions of the Winners_Circle object window when it opens.
ΓòÉΓòÉΓòÉ 10.6. The GameBox ΓòÉΓòÉΓòÉ
Select The GameBox to view the game window when it is covered by the The
PlayBox or another object.
To view The GameBox:
o Select The GameBox from The PlayBox View menu pulldown,
The GameBox becomes the object window on the desktop with the focus.
ΓòÉΓòÉΓòÉ 11. The Bucket ΓòÉΓòÉΓòÉ
The Bucket window contains the bucket Cage(s) and all of the controls for the
manipulation of numbers to and from the cage.
Bucket cages are containers that hold the numbers used to generate tickets for
the current game.
The Bucket can be opened from object window menus that contain the Bucket menu
item or objects that contain the pushbutton object.
Extended Help is always quickly available for any object in the Bucket. Depress
F7 (backward) or F8 (forward) until the object of interest is the focus, then
depress F1.
If the object is a pushbutton, depress Enter to execute that function.
When the required object has the focus the keyboard can be used to modify the
entry or execute the operation.
The Bucket window contains the following items, some of which are also
accessable in the Options menu pulldown.
o Cage Number
o Total [x]
o Cage
o Number
o Random
o Restrict
o Empty
o Fill
o Append Number
o Remove Number
o Random Add
o Copy
o Quit
o - Displays this help panel for the bucket window.
Winning Examples
ΓòÉΓòÉΓòÉ 11.1. Bucket ΓòÉΓòÉΓòÉ
Select Bucket to open The Bucket for viewing and manipulation.
To view the Bucket:
o From The GameBox the bucket can be viewed by selecting Bucket in Game
Statistics under the Option menu pulldown.
o From The PlayBox the bucket can be viewed by selecting Bucket under the View
menu pulldown
o The Bucket can also be viewed by selecting the push button object in any
window that contains this object.
Generally, the bucket object can be found in any window containing statistics
that may be used to determine if a number should be appended. to, or removed.
from, the bucket.
ΓòÉΓòÉΓòÉ 11.1.1. Bucket Options ΓòÉΓòÉΓòÉ
The Bucket Options menu pulldown contains items for manipulation of numbers in
the bucket cages.
The Option menu pulldown contains:
o Empty
o Fill
o Append Number
o Remove Number
o Random Add
o Copy
o Quit
ΓòÉΓòÉΓòÉ 11.1.1.1. Cage Number ΓòÉΓòÉΓòÉ
The spin button to the right of Cage-> selects the bucket Cage number.
If the game has multiple cages (similar numbers selected from different
containers) ensure that all cages contain enough numbers to generate the
required tickets.
The Cage number can be changed only if the game contains multiple cages.
PIKIT limits the selection to the number of cages specified for the game.
To change the cage to be displayed:
o Move the cursor control keys or type directly into the Cage number entry
field when this object has the focus,
o or,
o select the up or down arrows with the pointing device.
ΓòÉΓòÉΓòÉ 11.1.1.2. Total [x] ΓòÉΓòÉΓòÉ
Total [x] displays the total numbers, x, in the currently selected Cage.
Total [x] cannot be changed directly but changes when the total numbers in the
the specified Cage changes.
The maximum total numbers that can be placed into the bucket cage is limited to
the total numbers in the current game.
ΓòÉΓòÉΓòÉ 11.1.1.3. Cage ΓòÉΓòÉΓòÉ
The Cage object is a view of the numbers currently in the selected bucket Cage.
When the bucket cage has the focus, scrolling can be achieved with the
keyboard.
To view the entire bucket if the total numbers extend beyond the capacity of
the window:
o Use the cursor control up or down keys,
o or,
o select the up or down arrows with the pointing device.
The Bucket Cage cannot be directly modified. Refer to The Bucket for
manipulation of numbers in this object.
All cages of the bucket must contain enough numbers to satisfy a Ticket Builder
request before tickets are generated.
PIKIT will notify the player if insufficient numbers are in the bucket.
ΓòÉΓòÉΓòÉ 11.1.1.4. Number ΓòÉΓòÉΓòÉ
The Number entry field contains a selectable number that can be appended to or
removed from the bucket.
To select the desired number:
o Use the cursor control keys or type directly into the window when this field
has the focus,
o or,
o select the up or down arrows with the pointing device.
Select pushbutton or , located directly below the Number entry field to
execute the desired operation.
A message informs the player if the selected number is already in, or not in,
the bucket cage, depending on the button selected, and the operation is
ignored.
ΓòÉΓòÉΓòÉ 11.1.1.5. Random ΓòÉΓòÉΓòÉ
The Random number entry field contains the total numbers to be Randomly
generated and placed into The Bucket.
The insertion of numbers is controlled by the state of the Restrict check box.
To change the total:
o Use the cursor control keys or type directly into the window when the entry
field has the focus,
o or,
o select the up or down arrows with the pointing device.
The random insertion is executed when the pushbutton, located directly below
the the random number entry field, is selected.
ΓòÉΓòÉΓòÉ 11.1.1.6. Restrict ΓòÉΓòÉΓòÉ
The Restrict checkbox controls how numbers are placed into the selected bucket
Cage
When Restrict is checked (the default):
o the total of random numbers in The Bucket cage will not exceed the total
displayed in the Random number entry field.
o Numbers are placed into the bucket only if the bucket contains less than that
shown in the field.
o Numbers are not removed from the bucket with this option.
o A message is displayed if the bucket already contains the requested total.
When Restrict is unchecked:
o the total random numbers displayed in the random number entry field are
placed into the bucket unless the bucket is, or becomes, full before the
request can be satisfied.
o Numbers are not removed from the bucket with this option.
o A message is displayed if the bucket is filled before the request is
satisfied.
To toggle the check box:
o Depress the space bar when the button has the focus,
o or,
o select the box with the pointing device.
ΓòÉΓòÉΓòÉ 11.1.2. Empty ΓòÉΓòÉΓòÉ
Empty removes all numbers from the selected cage of The Bucket
A warning message is displayed if there are numbers currently in the bucket
cage.
To remove numbers from the bucket cage:
o Select Empty from the Options menu pulldown,
o or,
o Depress Enter or the space bar when the object has the focus,
o or,
o Select in the bucket window.
ΓòÉΓòÉΓòÉ 11.1.3. Fill ΓòÉΓòÉΓòÉ
Fill inserts all numbers defined for the current game into the selected cage of
The Bucket.
Fill first empties the cage, then fills it with the numbers, in numerical
order.
If the bucket already contains numbers, they are erased prior to filling. A
message is displayed as a warning of the impending change.
To Fill the Bucket cage:
o Select Fill from the Options menu pulldown,
o or,
o Depress Enter or the space bar when the object has the focus,
o or,
o Select in the bucket window.
ΓòÉΓòÉΓòÉ 11.1.4. Append Number ΓòÉΓòÉΓòÉ
Append Number appends the number displayed in the Number entry field into the
selected cage of The Bucket.
To insert a number into the bucket cage:
o Select Append Number from the Options menu pulldown,
o or,
o Depress Enter or the space bar when the object has the focus,
o or,
o Select in the bucket window.
An informational message is displayed if the number is already exists.
ΓòÉΓòÉΓòÉ 11.1.5. Remove Number ΓòÉΓòÉΓòÉ
Remove Number removes the number displayed in the Number entry field from the
selected cage of The Bucket.
To remove a number from the bucket cage:
o Select Remove Number from the Options menu pulldown,
o or,
o Depress Enter or the space bar when the object has the focus,
o or,
o Select in the bucket window.
An informational message is displayed if the number cannot be found.
ΓòÉΓòÉΓòÉ 11.1.6. Random Add ΓòÉΓòÉΓòÉ
Random Add executes the append of random numbers to the selected cage of the
bucket.
The append is dependent on the state of the Restrict check box and the total
Random numbers selected. Both are located in The Bucket
To execute the random number insertion into the bucket cage:
o Select Random Add from the Options menu pulldown,
o or,
o Depress Enter or the space bar when the object has the focus,
o or,
o Select in the bucket window.
A message is displayed if the bucket does not contain enough numbers to fulfill
request.
ΓòÉΓòÉΓòÉ 11.1.7. Copy ΓòÉΓòÉΓòÉ
Copy will copy the marked numbers in The Bucket to the clipboard.
The clipboard can be Pasted into the The PlayBox Comments field. to keep a
record of the bucket.
To copy the bucket to the clipboard:
o Select the bucket Cage Number to be copied.
o Mark the numbers to be copied,
- Wipe with a pointing device, or,
- Move the cursor to the first number to be copied, then depress and hold
the Shift key while depressing the cursor control keys.
o then,
o Select Copy from the Options menu pulldown,
o or,
o Depress Enter or the space bar when the object has the focus,
o or,
o Select in the bucket window.
ΓòÉΓòÉΓòÉ 11.1.8. Quit ΓòÉΓòÉΓòÉ
Quit closes The Bucket object window.
To close the bucket window:
o Select Quit from the Options menu pulldown,
o or,
o Depress Enter or the space bar when the object has the focus,
o or,
o Select in the bucket window.
ΓòÉΓòÉΓòÉ 12. Ticket Builder ΓòÉΓòÉΓòÉ
The Ticket Builder contains the objects to create tickets for the current game.
To open the Ticket Builder:
o Select Ticket Builder from the View pulldown on The PlayBox menu bar,
o or,
o Select at the top of The PlayBox window.
Extended Help is always quickly available for any object in the Ticket Builder.
Tab to any object of interest, then depress the F1 key.
When the required object has the focus the keyboard can be used to modify the
entry.
The Ticket Builder contains:
o Total Tickets
o Each Ticket
o Sequential
o Random
o Manual
o Execute
o Exit
o - displays this help panel.
The Ticket Builder has a built in form of automatic Wheeling. See Wheeling in
the help index on how tickets are wheeled.
ΓòÉΓòÉΓòÉ 12.1. Options ΓòÉΓòÉΓòÉ
The Options menu pulldown contains items for executing and closing the Ticket
Builder window.
Options contains:
o Execute
o Exit
ΓòÉΓòÉΓòÉ 12.1.1. Total Tickets ΓòÉΓòÉΓòÉ
The Total Tickets entry field contains the number of Random tickets to be
generated.
To change the Total Tickets entry field:
o Use the cursor control keys or type directly into the Total Tickets entry
field when the field has the focus,
o or,
o Select the up or down arrows with the pointing device.
Tickets are created from The Bucket when the Random radio button is also
selected.
ΓòÉΓòÉΓòÉ 12.1.2. Each Ticket ΓòÉΓòÉΓòÉ
Each Ticket selects the total numbers to be placed on each ticket that is
Randomly generated.
To change Each Ticket:
o use the cursor control keys or type directly into the Each Ticket entry field
when the object has the focus,
o or,
o Select the up or down arrows with the pointing device.
Each Ticket cannot be changed for games that have a fixed total of numbers on a
ticket.
Each Ticket is selectable within the range allowed by the game.
Tickets already in the ticket File prior to the request are not affected.
Tickets are created from The Bucket when the Random radio button is selected.
ΓòÉΓòÉΓòÉ 12.1.3. Sequential ΓòÉΓòÉΓòÉ
The Sequential entry field contains the maximum numbers allowed to be in
numerical sequence on a Randomly generated ticket.
To change the Sequential entry field:
o Use the cursor control keys or type directly into the Sequential entry field
when the field has the focus,
o or,
o Select the up or down arrows with the pointing device.
This does not effect tickets that may be in the ticket File prior to Executing
this request.
Tickets are created from The Bucket when the Random radio button is also
selected.
As an example, assume the game is a pick 5 (5 numbers must be played on each
ticket) and Sequential were set to 2, then three or more sequential numbers
would not be generated for any ticket, such as, 1-2-3-12-14, or 9-24-25-26-27.
The default is to allow as many as the total numbers played in a game. In the
above example the default would be 5.
ΓòÉΓòÉΓòÉ 12.1.4. Random ΓòÉΓòÉΓòÉ
Select the Random radio button to create the number of tickets displayed in the
Total Tickets window.
To turn the Random radio button ON:
o Depress the space bar when the Random radio button has the focus,
o or,
o Select Random with the pointing device.
The Manual radio button will be turned OFF.
Tickets are randomly generated from the numbers in The Bucket when Execute, in
the Ticket Builder window is selected.
A message in displayed if there are insufficient numbers in the bucket to
satisfy the request.
Each ticket will contain the total numbers displayed in the Each Ticket entry
field.
The generation of tickets is controlled by the selection in the Sequential
entry field.
ΓòÉΓòÉΓòÉ 12.1.5. Manual ΓòÉΓòÉΓòÉ
Select the Manual radio button to create individual customized tickets.
To turn the Manual radio button ON:
o Depress the space bar when the Manual radio button has the focus,
o or,
o Select Manual with the pointing device.
The Random radio button will be turned OFF.
Select Execute in the Ticket Builder window to display the Manual Ticket Entry
object to create customized tickets.
ΓòÉΓòÉΓòÉ 12.2. Execute ΓòÉΓòÉΓòÉ
Select Execute to create the tickets setup in the Ticket Builder object window.
To Execute the operation:
o Select Execute from the Options menu pulldown,
o or,
o depress the Enter key or the space bar when the object has the focus,
o or,
o Select in the Ticket Builder window.
ΓòÉΓòÉΓòÉ 12.3. Exit ΓòÉΓòÉΓòÉ
Select Exit to close the Ticket Builder.
To exit:
o Select Exit from the Options menu pulldown,
o or,
o depress the Enter key or the space bar when the object has the focus,
o or,
o Select in the Ticket Builder window.
ΓòÉΓòÉΓòÉ 12.4. Wheeling ΓòÉΓòÉΓòÉ
Wheeling is the ability to create tickets that contain all possible
combinations of numbers from a preselected set of numbers for a specific game.
Wheeling can provide the highest odds for creating a winning combination if all
numbers drawn are contained in the set of numbers selected.
As an example, the smallest wheeler for a 6 number lotto would be a selection
of 7 numbers to be played in the game. The wheeler would create 7 tickets which
is the maximum that can be created without duplication.
PIKIT contains automatic wheeling. That is, all combinations of numbers placed
into The Bucket can be generated up to the maximum number of tickets allowed by
the program. This maximum is determined by the game being played and can be as
many as 1500 tickets.
Note: If more tickets are needed to generate all possible combinations of
tickets than this restriction allows, the request cannot be fulfilled.
An example would be, using a 6 number game, 7 tickets can be created as
follows:
o Open The PlayBox.
A new ticket file is created and ready for ticket generation.
o Open The Bucket.
o Insert 7 numbers of your choice into the bucket.
This can be done selectively or randomly.
o Open the Ticket Builder.
Select at the top of The PlayBox window.
o Enter 7 in the window under Total Tickets.
o Select Execute in the Options menu pulldown or select in the Ticket Builder
window.
If a number greater than 7 is entererd into Total Tickets or the request is
executed with numbers already in the ticket file, a Ticket Compare message is
displayed.
This means that the program could not create another ticket that was not a
duplicate of one already in, or to be place into, the ticket file.
For this example, select No in response to the message.
o Seven tickets are generated (wheeled) and displayed in the ticket File.
Winning Examples
ΓòÉΓòÉΓòÉ 12.5. Winning Examples ΓòÉΓòÉΓòÉ
These examples describe methods for selecting numbers for The Bucket and
generating tickets that can increase the odds of winning.
When the bucket contains the required numbers, tickets are created using the
Ticket Builder.
These methods have been described by players who have won millions of dollars
playing the lottery.
Game Statistics Method:
1. Open the following objects:
o General Statistics from The GameBox.
o The Range Selector
Set the Total Draws to Use to the maximum draws contained in the current
game.
o The Bucket
o The Ticket Builder
2. Set the Hot Box Rank in General Statistics to 1.
3. Append the Number displayed in the Draw Box into the bucket.
4. Repeat the above two steps using the Hot Box Rank of 2 through 6.
The bucket should now contain the six most often selected numbers in the
game.
5. Append one last number of your choice (your lucky number?) into the bucket
to bring the total to 7.
6. Select Execute in the Ticket Builder to create the tickets.
Seven tickets will be generated and displayed in the ticket window of The
PlayBox
An informational message may be displayed if more than 7 tickets are
requested or if a ticket is generated that matches a ticket already in the
ticket window.
To create tickets from a greater pool, simply add more numbers to the bucket.
If you're not sure if the maximum number of tickets have been created, continue
generating tickets until the Ticket Compare message appears. When the message
is displayed you may want to select Yes a number of times to ensure the program
has selected all possible combinations.
Random Number Method
This example is a process that at least one lotto winner used to select a
winning combination in a 49 number lotto without PIKIT
1. Write all 49 numbers for the game on individual pieces of paper.
2. Put the numbers into a container.
3. Randomly pick 20 numbers from the container.
4. Put the 20 numbers into a second container, the bucket.
5. Randomly pick 6 numbers from the second container.
6. Mark the numbers on a lotto ticket.
7. Return the numbers to the second container.
8. Repeat steps 5, 6, and 7 until the required number of tickets are recorded.
PIKIT performs the above operations in several easy steps. For example, it
takes less than a minute to setup, and less than a second to create as many as
1400 tickets.
The player who won with this method chose 100 tickets.
To perform the above procedure with PIKIT
1. Open PIKIT
2. Open a similar game file from The GameBox.
3. Open the The PlayBox.
4. Open The Bucket
5. Insert 20 into the Random number entry field.
6. Select the Random Add object.
20 numbers are randomly selected and placed into the bucket Cage.
7. Select the Ticket Builder.
8. Insert 100 into the Total Tickets entry field.
9. Ensure the Random radio button is selected.
10. Select .
The ticket field in The PlayBox now contains 100 randomly generated
tickets.
ΓòÉΓòÉΓòÉ 13. Winners_Circle ΓòÉΓòÉΓòÉ
The Winners_Circle contains the objects to check tickets for winners.
The Winners_Circle provides an excellent way to check newly created tickets to
see if any of them had won in previous drawings, since, in many games, no
winning combination has ever been drawn a second time.
To view the Winners_Circle:
o Select Winners_Circle from the View pulldown located on The PlayBox menu bar,
o or,
o Select at the top of the PlayBox window.
Extended Help is always quickly available for any object in the Winners_Circle.
Tab to the object of interest, then depress the F1 key.
When the required object has the focus the keyboard can be used to modify an
entry field or execute the operation.
The Winners_Circle is comprised of the following objects:
o Minimum Hits
o Start Draw
o End Draw
o Alternate
o Straight
o Any Order
o Front Pair
o Back Pair
o Ticket Number
o Draw Number
o Execute
o Quit
o - Displays this help message.
ΓòÉΓòÉΓòÉ 13.1. Options ΓòÉΓòÉΓòÉ
Select the Options pulldown for manipulation of items in the Winners_Circle
window.
Options contains:
o Execute
o Quit
ΓòÉΓòÉΓòÉ 13.1.1. Minimum Hits ΓòÉΓòÉΓòÉ
The Minimum Hits entry field contains the minimum numbers to be compared on
each ticket.
To change Minimum Hits
o Use the cursor control keys or type directly into the Minimum Hits entry
field when this object has the focus,
o or,
o Select the up or down arrows with the pointing device.
Note: Some games and/or choices have only one setting and cannot be changed.
For example if the game were a daily play 3 and Straight or Any Order were
selected the minimum (and maximum) that can be compared would be 3.
ΓòÉΓòÉΓòÉ 13.1.2. Start Draw ΓòÉΓòÉΓòÉ
The Start Draw entry field contains the game draw to start comparing from.
To change the Start Draw:
o Use the cursor control keys or type directly into the Start Draw entry field
when this object has the focus,
o or,
o Select the up or down arrows with the pointing device.
Select Execute to start the compare.
ΓòÉΓòÉΓòÉ 13.1.3. End Draw ΓòÉΓòÉΓòÉ
The End Draw entry field contains the game draw to stop comparing from.
To change the End Draw:
o Use the cursor control keys or type directly into the End Draw entry field
when this object has the focus,
o or,
o Select the up or down arrow with the pointing device.
Select Execute to start the compare.
ΓòÉΓòÉΓòÉ 13.1.4. Alternate ΓòÉΓòÉΓòÉ
When the Alternate check box is checked, the alternate or bonus numbers in each
draw are included in the ticket comparisons along with the primary numbers.
The Alternate number(s) are included as one of the Minimum Hits as setup in the
Winners_Circle.
The Alternate check box will appear in the Winners_Circle only if the game
draws contain an alternate or bonus number.
To toggle the Alternate check box:
o Depress the space bar when Alternate has the focus,
o or,
o Select Alternate with the pointing device.
Select Execute to start the compare.
ΓòÉΓòÉΓòÉ 13.1.5. Straight ΓòÉΓòÉΓòÉ
When the Straight radio button is selected, numbers are compared in the exact
order in which they are drawn.
The Straight button will appear in the Winners_Circle only for games that have
3 or 4 Cages. These games are generally the daily play 3 or play 4 games.
To turn Straight ON
o Depress the space bar when Straight has the focus,
o or,
o Select Straight with the pointing device.
When Straight is turned ON the following radio buttons are turned OFF:
o Any Order
o Front Pair
o Back Pair
Select Execute to start the compare.
ΓòÉΓòÉΓòÉ 13.1.6. Any Order ΓòÉΓòÉΓòÉ
When the Any Order radio button is selected, numbers are compared in mixed
order.
The Any Order button will appear in the Winners_Circle only for games that have
3 or 4 Cages. These games are generally the daily play 3 or play 4 games.
To turn Any Order ON
o Depress the space bar when Any Order has the focus,
o or,
o Select Any Order with the pointing device.
When Any Order is turned ON the following radio buttons are turned OFF:
o Straight
o Front Pair
o Back Pair
Select Execute to start the compare.
ΓòÉΓòÉΓòÉ 13.1.7. Front Pair ΓòÉΓòÉΓòÉ
When the Front Pair radio button is selected, the first two numbers in each
ticket are compared against the first two numbers in each draw, in exact order.
The Front Pair button will appear in the Winners_Circle only for games that
have 3 or 4 Cages. These games are generally the daily play 3 or play 4 games.
To turn Front Pair ON
o Depress the space bar when Front Pair has the focus,
o or,
o Select Front Pair with the pointing device.
When Front Pair is turned ON the following radio buttons are turned OFF:
o Any Order
o Straight
o Back Pair
Select Execute to start the compare.
ΓòÉΓòÉΓòÉ 13.1.8. Back Pair ΓòÉΓòÉΓòÉ
When the Back Pair radio button is selected, the last two numbers in each
ticket are compared against the last two numbers in each draw, in exact order.
The Back Pair button will appear in the Winners_Circle only for games that have
3 or 4 Cages. These games are generally the daily play 3 or play 4 games.
To turn Back Pair ON
o Depress the space bar when Back Pair has the focus,
o or,
o Select Back Pair with the pointing device.
When Back Pair is turned ON the following radio buttons are turned OFF:
o Any Order
o Straight
o Front Pair
Select Execute to start the compare.
ΓòÉΓòÉΓòÉ 13.1.9. Ticket Number ΓòÉΓòÉΓòÉ
When the Ticket Number radio button is selected the winning tickets, if any,
will be sorted by ticket number.
Winning tickets are shown in the Winners Box and displayed in the order of
ticket number as shown in the Tickets field of the The PlayBox.
To turn Ticket Number ON
o Depress the space bar when Ticket Number has the focus,
o or,
o Select Ticket Number with the pointing device.
When Ticket Number is turned ON, Draw Number is turned OFF.
Select Execute to start the compare.
ΓòÉΓòÉΓòÉ 13.1.10. Draw Number ΓòÉΓòÉΓòÉ
When the Draw Number radio button is selected the winning tickets, if any, will
be sorted by game draw number.
Winning tickets are shown in the Winners Box and displayed in the order of game
draw number as shown in The GameBox.
To turn Draw Number ON
o Depress the space bar when Draw Number has the focus,
o or,
o Select Draw Number with the pointing device.
When Draw Number is turned ON, Ticket Number is turned OFF.
Select Execute to start the compare.
ΓòÉΓòÉΓòÉ 13.2. Execute ΓòÉΓòÉΓòÉ
Execute initiates a compare of the Tickets in the The PlayBox with the draws in
The GameBox.
The compare is executed using the parameters specified in the Winners_Circle
window.
To Start the compare:
o Select Execute from the Options menu pulldown,
o or,
o If the Execute icon, , has the focus, depress the Enter key or the space bar,
o or,
o Select with the pointing device.
The Winners Circle is initially setup to check the last draw in the game file.
There is no range selection for tickets.
All Tickets in The PlayBox ticket file are compared, starting at the Start Draw
and ending at the End Draw
If at least one ticket matches a draw number with the specified parameters, the
Winners Box is opened.
The winners box contains information describing the selected winning
combinations.
ΓòÉΓòÉΓòÉ 13.3. Quit ΓòÉΓòÉΓòÉ
Quit removes the view of the Winners_Circle from the desktop.
To Quit the Winners_Circle:
o Select Quit from the Options menu pulldown,
o or,
o If the Quit icon, , has the focus, depress the Enter key or the space bar,
o or,
o Select with the pointing device.
ΓòÉΓòÉΓòÉ 14. Winners Box ΓòÉΓòÉΓòÉ
The Winners Box displays winning ticket information.
The Winners Box is opened if there was at least one winning ticket in the
options selected from the Winners_Circle.
Extended Help is always quickly available for any object in the Winners Box.
Tab to the object of interest, then depress the F1 key.
When an Object has the focus, the keyboard can be used to change modifiable
entry fields or execute an operation.
The box contains:
o Selector
o Ticket#
o Draw#
o Hits
o Total
o File
o Quit
o - Displays this help panel.
ΓòÉΓòÉΓòÉ 14.1. Selector ΓòÉΓòÉΓòÉ
Use Selector to view each winning ticket.
The Selector contains the item number of the winning Ticket# / Draw#
combination.
The Winners Box is created with the winners sorted by Ticket Number or Draw
Number, therefor, as Selector is used to step through the winners, it will step
through in the sort order designated when the Winners_Circle was started for
comparisons.
To view other winners:
o Use the cursor control keys or type directly into the entry field when
Selector has the focus.
o or,
o Select the up or down arrow with the pointing device.
ΓòÉΓòÉΓòÉ 14.2. Ticket# ΓòÉΓòÉΓòÉ
Ticket# contains the winning ticket number in the The PlayBox Tickets field
that matched the Minimum Hits in Draw#.
ΓòÉΓòÉΓòÉ 14.3. Draw# ΓòÉΓòÉΓòÉ
Draw# contains the winning draw number in The GameBox. that matched the Minimum
Hits in Ticket#.
ΓòÉΓòÉΓòÉ 14.4. Hits ΓòÉΓòÉΓòÉ
Hits contains the total numbers in Ticket# that matched the numbers in Draw#.
ΓòÉΓòÉΓòÉ 14.5. Total ΓòÉΓòÉΓòÉ
Total contains the total winning tickets that were found when the
Winners_Circle was executed.
Use Selector to view each of the winning combinations.
ΓòÉΓòÉΓòÉ 14.6. File ΓòÉΓòÉΓòÉ
File saves the winning ticket information to a selected disk file.
The winners are saved in the sort order specified when the Winners_Circle was
executed.
The data is filed in text (ASCII) format, suitable for viewing with any common
text editor or for printing.
ΓòÉΓòÉΓòÉ 14.7. Quit ΓòÉΓòÉΓòÉ
Select Quit to terminate the Winners Box.
ΓòÉΓòÉΓòÉ 14.8. Ticket Manipulator ΓòÉΓòÉΓòÉ
The Ticket Manipulator object is common to a number of operations for the
handling of tickets in the ticket file.
The following operations, accessed from the Edit menu pulldown on The PlayBox
menu bar, share the resources of the Ticket Manipulator object:
o Alter a Ticket
o Remove a Ticket
o Manual Ticket Entry
Extended Help is always quickly available for any object in the Ticket
Manipulator. Tab to any object of interest, then depress the F1 key.
When the required object has the focus the keyboard can be used to modify the
entry.
The Ticket Manipulator object window will vary in size depending on the maximum
total numbers required for the current game.
The object contains:
o A title bar that describes the object of the operation.
o A menu bar with Options and Help available.
A row of pushbuttons for immediate selection of:
o - Execute
o - Quit
o - Help
The Ticket Manipulator main object window contains the objects that define a
ticket.
Each object in a ticket contains:
o Ticket
o Count
o Pik1-12
ΓòÉΓòÉΓòÉ 14.8.1. Alter a Ticket ΓòÉΓòÉΓòÉ
The Alter a Ticket object window contains objects for altering a specific
ticket in the current ticket file.
The Alter a Ticket object is one of the functions of the Ticket Manipulator
object.
To Alter a ticket in the ticket file:
o Select the Ticket number to be altered.
o If the game rules specify that the total numbers in the ticket can be vary,
select the Count field for the desired total numbers to be played.
o Select the Pik1-12 fields for the specific numbers to be altered.
o Select Execute from the Options menu pulldown,
o or,
o Select at the top of the Ticket Manipulator object window
o The selected ticket will be altered in The PlayBox object window.
Note: If the alter is not executed before another ticket is selected, the
alter will not be registered. The ticket information will remain as it was
prior to any changes.
The tickets for each Cage are sorted numerically when the operation is
executed.
ΓòÉΓòÉΓòÉ 14.8.2. Remove a Ticket ΓòÉΓòÉΓòÉ
The Remove a Ticket object window provides the operation to delete a ticket
from the current ticket file.
The Remove a Ticket object is one of the functions of the Ticket Manipulator
object.
To Remove a ticket from the ticket window:
o Insert the ticket number to be removed into the Ticket object window.
o Select Execute from the Remove a Ticket Options menu bar pulldown,
o or,
o Select located at the top of the Remove a Ticket window.
o The selected ticket will be removed from the ticket window in the PlayBox and
the ticket numbers following the removed ticket will be adjusted.
Note: If the last ticket in the ticket window is removed, the Remove a Ticket
object is closed.
ΓòÉΓòÉΓòÉ 14.8.3. Manual Ticket Entry ΓòÉΓòÉΓòÉ
Use Manual Ticket Entry to create customized tickets and append the tickets to
the current ticket file.
The Manual Ticket Entry object is one of the functions of the Ticket
Manipulator object.
The following fields are used in creating a new ticket:
o Ticket
This will always be the next ticket number to be appended and cannot be
modified.
o Count can only be modified if the game specifies that it can.
o Pik1-12
Up to 12 Pik positions are available depending on the game.
Tickets for each Cage are numerically sorted into the ticket file when the
operation is Executed
Ticket positions must be entered in order of the cages described for the game
as defined in the Game Information.
ΓòÉΓòÉΓòÉ 14.9. Options ΓòÉΓòÉΓòÉ
The Ticket Manipulator Options menu pulldown contains the following menu items:
o Execute
o Quit
ΓòÉΓòÉΓòÉ 14.9.1. Execute ΓòÉΓòÉΓòÉ
Executes the operation for the function in control of the Ticket Manipulator
object window which can be one of the following:
o Alter a Ticket
o Remove a Ticket
o Manual Ticket Entry
To Execute the operation:
o Select Execute from the Options menu pulldown on the Ticket Manipulator menu
bar,
o or,
o select located at the top of the Ticket Manipulator object window.
The tickets for each Cage are numerically sorted into the ticket file when the
operation is executed unless the object window is the Remove a Ticket, in which
case the ticket is deleted.
ΓòÉΓòÉΓòÉ 14.9.2. Quit ΓòÉΓòÉΓòÉ
Removes the Ticket Manipulator object from the desktop.
The title of the Ticket Manipulator object will be one of the following:
o Alter a Ticket
o Remove a Ticket
o Manual Ticket Entry
To Quit the selected window:
o Select Quit from the Options menu pulldown on the Ticket Manipulator menu
bar,
o or,
o select located at the top of the Ticket Manipulator object window.
ΓòÉΓòÉΓòÉ 14.9.3. Help ΓòÉΓòÉΓòÉ
Help provides extended help for the Ticket Manipulator object.
To get Help
o Select Help from the Ticket Manipulator menu bar.
o or,
o Select located at the top of the Ticket Manipulator window.
ΓòÉΓòÉΓòÉ 14.9.4. Ticket ΓòÉΓòÉΓòÉ
Ticket is the ticket number of the ticket to be Altered, Removed, or Manually
Entered in the ticket file.
To change the ticket number:
o Depress the up or down cursor control keys,
o or,
o type directly into the Ticket field,
o or,
o Select the up or down arrows with the pointing device.
Ticket cannot be changed when manually entering a ticket as this field shows
the number of the next ticket to be appended.
ΓòÉΓòÉΓòÉ 14.9.5. Count ΓòÉΓòÉΓòÉ
Count displays the total numbers in the ticket.
To change the ticket Count:
o Depress the up or down cursor control keys,
o or,
o type directly into the Count field,
o or,
o Select the up or down arrows with the pointing device.
The Count field can only be changed for games in which the Game Information is
setup to define that the total of numbers selected for the ticket can vary. In
most cases this field cannot be modified.
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 right Pik positions.
ΓòÉΓòÉΓòÉ 14.9.6. Pik1-12 ΓòÉΓòÉΓòÉ
The Pik1 through Pik12 spin button objects in the Ticket Manipulator object
window display the numbers to be Altered, Removed, or Manually Entered in the
ticket file.
Hold the Alt key and depress the left or right cursor control keys to move to
each Pik position.
To set a number in the selected position:
o Depress the up or down cursor control keys,
o or,
o type directly into the Pik position,
o or,
o Select the up or down arrows with the pointing device.
The tickets for each Cage are numerically sorted into the ticket file when the
operation is Executed.
The cage positions are not marked. Cages are assumed to run from left to right
in sequence as they would be found in The GameBox.
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. 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.