home *** CD-ROM | disk | FTP | other *** search
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- SUPER LOTTO-MASTER
-
- Version 2.1
-
- A Lottery Number Database and Analytical Program
-
- brought to you by:
-
- Micro-Com, Inc.
-
- Author: Morris L. Bower
-
- P. O. Box 715
-
- Parkersburg, WV 26102-0715 U.S.A.
-
- Copyright (C) 1988-1994 Morris L. Bower
-
- (All Rights Reserved)
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- -----------------
- TABLE OF CONTENTS
- -----------------
-
-
- What is Super Lotto-Master?.................................3
- Do I need special computer skills to use this program?......3
- Does the program pick random numbers?.......................3
- Wheeling your numbers!......................................3
- Registering Super Lotto-Master 2.1..........................4
- Product Support.............................................4
- Warranty....................................................4
- License Terms...............................................5
- Credits.....................................................5
- Distribution files..........................................5
- Using the program...........................................6
- Main Menu...................................................6
- Quitting to system DOS......................................6
- 3-Digit and 4-Digit.........................................6
- Adding an entry..........................................6
- Entry mistakes...........................................7
- Aborting entries.........................................7
- Checking the number of entries...........................7
- Calculating the numbers..................................8
- Deleting a numbers database..............................8
- 5-Digit, 6-Digit, and 7-Digit numbers.......................8
- Adding an entry..........................................9
- Entry mistakes...........................................9
- Aborting entries.........................................9
- Checking the number of entries..........................10
- Calculating the numbers.................................10
- Deleting a numbers database.............................10
- What are the odds?.........................................10
- Biorhythm..................................................11
- About Super Lotto-Master 2.1...............................11
- When you win...............................................11
- She hit the fourth day!....................................11
- Two weeks in a row!........................................12
- Hits on a regular basis....................................12
- New systems and hints......................................12
- Playing spaces.............................................12
- Five at a time!............................................13
- Give this one a try!.......................................13
- Need more room?............................................13
- Don't have a color graphics card?..........................14
- Where to write!............................................14
-
-
-
-
-
-
-
-
-
-
- -2-
-
-
-
-
-
-
- WHAT IS SUPER LOTTO-MASTER?
- ---------------------------
- Super Lotto-Master is a user-friendly database that is
- designed to read and analyze combinations of numbers input by
- the user. The user enters past-drawn winning lottery numbers
- and the program compares them, returning a set of numbers
- which it considers most-probable to be drawn in the future.
-
- After the user has entered a minimum of nine (9) sets of
- past-winning numbers, the program does all of the mathmatical
- calculations, carefully analyzing each set of numbers with
- three (3) demanding tests. The formulas were painstakingly
- computed by a College Professor and field-tested for six (6)
- months prior to the release of this program.
-
- Super Lotto-Master is for the serious lottery player.
- Of course, we cannot guarantee that this program will produce
- a winning combination for everyone who uses it. But we can
- safely say it will give you an edge and increase your odds of
- selecting winning combinations. We are also not saying, do
- not play your own favorite numbers or system(s). This pro-
- gram should be used in conjunction with or in addition to any
- other system that is currently producing or has previously
- produced results.
-
-
- DO I NEED SPECIAL COMPUTER SKILLS TO USE THIS PROGRAM?
- ------------------------------------------------------
- Absolutely not! The program has been in use since
- 1988. Users continuously write to us with ideas to improve
- the ease with which to use the program. This particular
- version incorporates several new designs and ideas, and is
- considered to be user-friendly. This means that if you only
- have very basic skills in computing (can boot-up, type a
- little, and read the screen), you should be able to run the
- program without even reading this manual. However, there are
- some very important hints in this material that can increase
- your odds even more, so we highly recommend that you read all
- of this documentation at least once.
-
-
- DOES THE PROGRAM PICK RANDOM NUMBERS?
- -------------------------------------
- No! Unlike some other lottery programs that pick numbers
- at random (like drawing numbers out of a hat), this program
- does not generate numbers. You can prove this by running the
- calculation program more than once. You will see that
- exactly the same numbers will be displayed until you make
- additional past-winning entries into the program.
-
-
- WHEELING YOUR NUMBERS!
- ----------------------
- People who wheel their numbers may combine part of the
- computer pick with their own favorite numbers. Our pick is
- the most important from left to right. That is, if the
- computer printed out 01-43-22-40-17-06, then 1 would be the
- most important, next 43, etc.
-
- -3-
-
-
-
-
-
-
- REGISTERING SUPER LOTTO-MASTER 2.1
- ----------------------------------
- Super Lotto-Master is a Shareware product. It is NOT
- public domain software. We have offered this program to you
- on a trial basis, either free from a friend, or for a nominal
- copying charge from one of our authorized distributors.
-
- The program has taken many years of work and research,
- so naturally we expect everyone using or planning to use this
- software on a regular basis to register with the copyright
- owner. This may be done by sending check or money order in
- the amount of $15.00 or use Visa/MasterCard by sending card
- number, expiration date, and name on card. Of course, if
- this is more than you can reasonably afford, and you would
- still like to send a contribution to help cover the many
- hours we have involved in this program, your donation will be
- gratefully accepted.
-
- For your registration fee you will receive the latest
- version of the program, information on future updates and
- improvements to the program, plus special discounts on other
- software we develop in the future.
-
- A registration form may be printed out from within the
- program (the ABOUT menu) or you may just send your name and
- address with your payment. Be sure to indicate either 3.50"
- or 5.25" disk format.
-
- Also, if you have any questions, suggestions for
- improvements, complaints, gripes, or just general comments,
- we will be happy to hear from you. Other than registrations,
- if you wish a reply, please enclose a stamped, self-addressed
- envelope with your inquiry. Send all correspondence to:
-
- Micro-Com, Inc.
- Morris L. Bower
- P.O. Box 715
- Parkersburg, WV 26102-0715
- U.S.A.
-
-
- PRODUCT SUPPORT
- ---------------
- Registered users may send unlimited questions regarding
- our program to the address above. Please be sure to include
- a S.A.S.E. with each inquiry.
-
-
- WARRANTY
- --------
- Super Lotto-Master is provided AS IS without any
- warranty, either expressed or implied, including but not
- limited to fitness for a particular purpose. If you get a
- copy that has any problems at all, we will be happy to
- replace it free of charge. Please return the bad copy
- postpaid to the address above. Include the name and address
- of the person or company from which your program originated.
-
-
- -4-
-
-
-
-
-
-
- LICENSE TERMS
- -------------
- Super Lotto-Master 2.1 is licensed specifically for
- evaluation use by all IBM PC/XT/AT and compatible owners and
- operators. This program may be freely copied by individuals,
- groups, clubs, businesses, computer disk vendors and similar
- distributors, and BBS operators for transmission to others
- for evaluation. No charge may be made for this program
- except a nominal copying, postage and/or handling fee.
-
-
- CREDITS
- -------
- Special thanks to my good friends who helped develop
- formulas, field test the program, and offered encouragement.
- Chris Ranalla Bob Kuhl
- Gary Boetticher Dr. Perrault
-
-
- DISTRIBUTION FILES
- ------------------
- The following files are included in this Shareware
- distribution package and must be present for the program to
- properly function:
- GO .BAT
- MAINMENU.PRO
- XXXXXXXX.EXE
- LOTTERY3.ADD
- LOTTERY3.DEL
- LOTTERY3.CAL
- NUMTHREE.DAT
- LOTTERY4.ADD
- LOTTERY4.DEL
- LOTTERY4.CAL
- NUMFOUR .DAT
- LOTTERY5.ADD
- LOTTERY5.CAL
- LOTTERY5.DEL
- NUMFIVE .DAT
- LOTTERY6.ADD
- LOTTERY6.CAL
- LOTTERY6.DEL
- NUMSIX .DAT
- LOTTERY7.ADD
- LOTTERY7.CAL
- LOTTERY7.DEL
- NUMSEVEN.DAT
- BIO .PRO
- USER .ID
- USERID .DAT
- LOGO
- MOREROOM.BAT
- INSTALL .BAT
- PRINTDOC.BAT
- LOTTERY .DOC
-
-
-
-
- -5-
-
-
-
-
-
-
- USING THE PROGRAM
- -----------------
- The first thing you should do, as with all computer
- software, is to make a back-up copy of this disk and put the
- original away. Use the copy as your work disk. (Refer to
- your DOS operational manual if you need help in copying a
- disk.)
-
- Boot-up your computer and place the program disk in
- the floppy drive. At the system prompt type:
-
- GO
-
- then press the <enter> key. If you have a hard drive and
- wish to copy the program there, at the system prompt type:
-
- INSTALL
-
- then press the <enter> key and follow the instructions on the
- screen. It is highly recommended that if you have a hard
- drive, run the program from there. If you are running from a
- 360k floppy disk, the database files will quickly fill up the
- disk.
-
-
- MAIN MENU
- ---------
- The Main Menu titles appear across the top of the screen
- with the first pull-down menu showing on the left. Use the
- left/right cursor keys to move between menus, the up/down
- cursor keys to move between the menu items, and the enter key
- to select an item. If a pull-down menu is far left and you
- press the left cursor key, the menu will wrap around to the
- right side of the screen. Likewise, moving far right will
- end up to the left side of the screen.
-
- The blank area in the middle of the screen is known as
- the work area. Nothing will appear here until you select an
- item from the menu.
-
-
- QUITTING TO SYSTEM DOS
- ----------------------
- You must always quit the program from the menu screen
- while the work area is blank. You may use the arrow keys to
- move to the QUIT menu and press enter, or you may quit from
- any menu position by pressing the ESCAPE key.
-
-
- 3-DIGIT AND 4-DIGIT NUMBERS
- ---------------------------
- Basically, the three and four digit number programs
- operate in the same manner, so all references made here to
- the three digit program, also applies to the four digit.
-
-
-
-
-
- -6-
-
-
-
-
-
-
- ADDING AN ENTRY - Selecting "ADD AN ENTRY" from the 3-
- Digit menu opens the "work area" box. The program assigns a
- record number to each entry and displays it in the top left
- corner of the 3-digit record you are working with.
-
- The program next prompts you for the 1st Digit. There
- will be NO blinking cursor. Just read what is on the screen
- and input an answer. It is not necessary to press the Enter
- key. Once you press a single digit for the 1st Digit, the
- program will print the first digit and prompt you to enter
- the 2nd Digit, and so forth for the 3rd digit. The digits
- appear in a column instead of a row to make for easier entry
- and readability.
-
- ORDER OF ENTRY - The three and four digit numbers MUST
- be entered IN THE SAME ORDER as they were drawn in the
- lottery.
-
- Once all three digits have been entered, you will be
- asked if the number is okay (Y/n)? (Yes is the default. You
- may enter Yes by pressing Y, y, enter, or any other key
- except N or n.) If the entry is correct, enter yes and the
- numbers will be recorded to disk. You then will be asked if
- you have more entries (Y/n)? If you answer No, the work area
- will close and you will see only the top menu. If you answer
- Yes, the work area will clear, the entry number will change
- to the next higher number, and you are ready to make your
- next entry.
-
- ENTRY MISTAKES - Mistakes are really simple to take care
- of. Your entry will never be recorded to disk until such
- time as you answer Yes to the "Number Okay?" question.
- If you ENTER A LETTER OR CHARACTER by mistake, you will
- immediately be prompted that it is an illegal entry and asked
- to re-enter the number.
- If you ENTER THE WRONG NUMBER and answer No to Is Entry
- Okay, you will be prompted to re-enter all three digits.
- If you ENTER THE WRONG NUMBER, you may back up by
- pressing the "X" key. Each press of the key backs up one
- more position. Each number you back up to MUST BE re-entered
- as backing up automatically erases the number it backs to.
-
- ABORTING ENTRIES - An entry may be aborted (cancelled)
- during any level of the entry process by pressing the ESCAPE
- key. Even to the point of when you have entered all your
- digits and the program asks "Number Okay?", you may press
- ESCAPE and abort the entry. When an entry is aborted, the
- "work area" will close and you are returned to the menu area.
-
- CHECKING THE NUMBER OF ENTRIES - If you wish to know how
- many entries you have already entered into the program,
- select ADD AN ENTRY from the pull-down menu. The "work area"
- will open and display in the upper left-hand corner the "next
- entry number". For example, if the Entry Number reads 19,
- this means you have 18 entries already recorded.
- To exit this screen without affecting anything, press
- ESCAPE to abort the entry. The next time you go to ADD, the
- program will again display #19 as the next entry.
-
- -7-
-
-
-
-
-
-
- CALCULATING THE NUMBERS - There must be a minimum of
- nine (9) entries before the program will calculate the
- possibilities.
- Select CALCULATE from the pull-down menu. Everything is
- automatic from this point. The "work area" will open up and
- you will view all the numbers in the database as the program
- pulls them into "memory" one at a time. Once it has stacked
- the numbers, the program does three routines (at lightning
- speed) and prints to screen two sets of numbers. The top set
- of numbers are the numbers that have appeared "most
- frequently" and the lower set are the ones which have
- appeared "least frequently". Both set of numbers are what
- our calculations predict as the "most likely" to be drawn
- "soon". This means that for a reasonable length of time,
- these numbers are "highly likely" to be drawn, most likely in
- the same order, but also with possibilities of a different
- order or "boxed" format. An example of a "boxed" number
- would be that the program displays 7-1-2 as its best pick,
- and the number comes in 2-7-1 (same numbers, different
- order).
-
- DELETING A NUMBERS DATABASE - At times, because the
- program has too many entries, a user wants to try a new
- system, etc., you will want to delete all the entries in a
- certain database.
- Select CLEAR ALL from the pull-down menu. The "work
- area" will open and print a warning that you are about to
- delete all the entries in a particular database. Answer yes
- and the program will clear the entries, giving you a nice,
- fresh database to work with.
- The CLEAR ALL feature allows you to go into this program
- and practice making entries to get use to working with the
- program. Realize that you cannot hurt this program. We
- encourage you to open the "ADD AN ENTRY" feature on a pull-
- down menu and immediately practice making entries.
- Deliberately make some errors and practice backing up with
- the "X" feature and re-entering your numbers. Also, answer
- "no" to "Number Okay?" and try re-entering the complete
- number. When you are comfortable with the "ADD AN ENTRY"
- feature, use the "CLEAR ALL" selection from the menu to erase
- your practice database.
-
-
- 5-DIGIT, 6-DIGIT AND 7-DIGIT NUMBERS
- ------------------------------------
- Basically, the five, six and seven-digit number programs
- operate in the same manner, so all references made here to
- the six-digit program, also applies to the five and seven-
- digit.
-
- ADDING AN ENTRY - Selecting "ADD AN ENTRY" from the 6-
- Digit menu opens the "work area" box. The program assigns a
- record number to each entry and displays it in the top left
- corner of the 6-digit record you are working with.
-
-
-
-
-
- -8-
-
-
-
-
-
-
- The program next prompts you for the 1st Digit. There
- will be NO blinking cursor. Just read what is on the screen
- and input an answer. It is not necessary to press the Enter
- key, but IT IS NECESSARY to enter two (2) digits for each
- line entry. That is, for a single digit like 5, it is
- necessary to enter a zero in front of the five (05). Once
- you enter a double digit for the 1st Digit, the program will
- prompt you to enter the 2nd Digit, then the 3rd digit, fourth
- digit, etc. The digits appear in a column instead of a row
- to make for easier entry and readability.
-
- ORDER OF ENTRY - The five, six and seven-digit numbers
- DO NOT have to be entered in the same order as they were
- drawn in the lottery. They may be entered in any sequence
- you prefer. For example, the 6-digit number 34-17-5-2-28-40
- could be entered 02-17-40-28-34-05. These numbers are
- analyzed as a group and not individually. However, when the
- program prints out what it considers to be the best numbers,
- the number to the far left is most important, then the next
- number to the right, etc.
-
- Once all six digits have been entered, you will be asked
- if the number is okay (Y/n)? (Yes is the default. You may
- enter Yes by pressing Y, y, enter, or any other key except N
- or n.) If the entry is correct, enter yes and the numbers
- will be recorded to disk. You then will be asked if you have
- more entries (Y/n)? If you answer No, the work area will
- close and you will see only the top menu. If you answer Yes,
- the work area will clear, the entry number will change to the
- next higher number, and you are ready to make your next
- entry.
-
- ENTRY MISTAKES - Mistakes are really simple to take care
- of. Your entry will never be recorded to disk until such
- time as you answer Yes to the "Number Okay?" question.
- If you ENTER A LETTER OR CHARACTER by mistake, you will
- immediately be prompted that it is an illegal entry and asked
- to re-enter the number.
- If you ENTER THE WRONG NUMBER and answer No to Is Entry
- Okay, you will be prompted to re-enter all six digits.
- If you ENTER THE WRONG NUMBER, you may back up by
- pressing the "X" key. Each press of the key backs up one
- more position. Each number you back up to MUST BE re-entered
- as backing up automatically erases the number it backs to.
-
- ABORTING ENTRIES - An entry may be aborted (cancelled)
- during any level of the entry process by pressing the ESCAPE
- key. Even to the point of when you have entered all your
- digits and the program asks "Number Okay?", you may press
- ESCAPE and abort the entry. When an entry is aborted, the
- "work area" will close and you are returned to the menu area.
-
-
-
-
-
-
-
-
- -9-
-
-
-
-
-
-
- CHECKING THE NUMBER OF ENTRIES - If you wish to know how
- many entries you have already entered into the program,
- select ADD AN ENTRY from the pull-down menu. The "work area"
- will open and display in the upper left-hand corner the "next
- entry number". For example, if the Entry Number reads 12,
- this means you have 11 entries already recorded.
- To exit this screen without affecting any entries
- already in the database, press ESCAPE to abort the entry.
- The next time you go to ADD AN ENTRY, the program will again
- display #12 as the next entry.
-
- CALCULATING THE NUMBERS - There must be a minimum of
- nine (9) entries before the program will calculate the
- possibilities.
- Select CALCULATE from the pull-down menu. Everything is
- automatic from this point. The "work area" will open up and
- you will view all the numbers in the database as the program
- pulls them into "memory" one at a time. Once it has stacked
- the numbers, the program does three routines (at lightning
- speed) and prints to screen one set of numbers. This set is
- the numbers that our calculations predict as the "most
- likely" to be drawn. This means that for a reasonable length
- of time, these numbers are "more likely" than others to be
- drawn.
-
- DELETING A NUMBERS DATABASE - At times, because the
- program has too many entries, a user wants to try a new
- system, or for some other reason, you will want to delete all
- the entries in a certain database.
- Select CLEAR ALL from the pull-down menu. The "work
- area" will open and print a warning that you are about to
- delete all the entries in a particular database. Answer yes
- and the program will clear the entries, giving you a nice,
- fresh database to work with.
- The CLEAR ALL feature allows you to go into this program
- and practice making entries to get use to working with the
- program. Realize that you cannot hurt this program. We
- encourage you to open the "ADD AN ENTRY" feature on a pull-
- down menu and immediately practice making entries.
- Deliberately make some errors and practice backing up with
- the "X" feature and re-entering your numbers. Also, answer
- "no" to "Number Okay?" and try re-entering the complete
- number. When you are comfortable with the "ADD AN ENTRY"
- feature, use the "CLEAR ALL" selection from the menu to erase
- your practice database.
-
-
- WHAT ARE THE ODDS?
- ------------------
- The "ODDS" pull-down menu will display each state, the
- name of their game, how many numbers are played, and the odds
- if you have one ticket.
- You may figure your exact odds as follows: Divide the
- numbers of plays you have into the odds for your state. For
- example, if the odds are 1-in-1,000,000, and you are playing
- ten (10) chances, divide 10 into 1,000,000. Your odds are
- 1-in-100,000. If you have 20 chances, your odds are 1-in-
- 50,000, etc.
-
- -10-
-
-
-
-
-
-
- BIORHYTHM
- ---------
- The "BIORHYTHM" menu allows you to enter the date of the
- drawing and your own birthdate. It then checks to see where
- your (P)hysical, (I)ntellectual, and (E)motional biorhythm
- cycles are, and plots a chance percentage. Your best cycles
- are when all three wave patterns are in a positive position.
- This is known as a "TRIPLE HIGH" or "TRIPLE HIGH JACKPOT".
- The program will display a percentage figure, depending on
- where your cycles are located.
- THIS IS A COMMERCIAL - Anyone wishing to obtain a
- program that will printout your biorhythm for any dates and
- any lengths, please order PERSONAL BIORHYTHM 4.4 by sending
- $3.00 for an evaluation copy to: Morris L. Bower, P.O. Box
- 715, Parkersburg, WV 26102-0715. Foreign orders only send
- $14.95 U.S. funds (this includes registration of the
- program). Please specify 3.50" or 5.25" format.
-
-
- ABOUT SUPER LOTTO-MASTER 2.1
- ----------------------------
- The "ABOUT" menu will allow you to print a registration
- form directly from within the program.
-
-
- WHEN YOU WIN
- ------------
- We would like to hear from you when you win, no matter
- how large or small. Basically, we would like to know which
- lottery, how many numbers you had entered in the database,
- type of win (straight, box, etc.), amount of win, and how
- many times you had used this program before hitting.
- We would like to use the information to improve our
- program for future updates and pass the information along to
- our registered users. Anyone sending a signed story, with
- your signature witnessed by two other people, with all
- details of the win will receive a free copy of the latest
- version of Super Lotto-Master. Following are excerpts from
- just a few letters we have received:
-
-
- SHE HIT ON FOURTH DAY!
- ----------------------
- "I received my copy of Super Lotto-Master... The first
- time I used this program I won! On July 5, I entered all of
- the winning numbers that had been drawn to date; there were
- 38 entries in the database. I then bought tickets to play
- the remaining 4 days of the week, using both of the numbers
- chosen by the (3-digit) program. On the fourth day, July 8,
- the second choice number was drawn. Because I had chosen
- both (straight and box), I won $580.00. Have enclosed the
- registration fee... I would like to thank you and
- congratulate you on your successful development of this
- program..."
- Janyce H. McLin
- Norfolk, Virginia
-
-
-
- -11-
-
-
-
-
-
-
- TWO WEEKS IN A ROW!
- -------------------
- "...I just can't believe it. The program picked the (3-
- digit) number 2 weeks in a row. I had 30 numbers entered in
- the program on the first hit and 35 on the second hit. The
- first hit was the bottom number selected by your program and
- the second hit was the top number. Both numbers came in
- exactly as the program picked them. I had boxed bets each
- time that paid $160.00 once and $80.00 once. If I had played
- them straight the payoff would have been $1,000.00. You have
- made a believer out of me... You have my permission to use
- this...
-
- Jack R. Post
- Cleveland, OH
-
- HITS ON A REGULAR BASIS
- -----------------------
- ...I am using Super Lotto-Master on a regular basis.
- Within the past 2 months I have won Pick-3 straight twice and
- boxed once, and pick-4 boxed once for a total of $1,180.00 I
- am way ahead of my losses and am now using the state's money
- to play my numbers. I have used several different lottery
- computer programs but none of them have equaled yours. Thank
- you for providing such a fine product...
-
- Name withheld at
- users request
-
-
- NEW SYSTEMS AND HINTS
- ---------------------
- Once a set of numbers (5, 6, or 7-digit) has been a
- winner, it is EXTREMELY UNLIKELY that it will ever win
- again.
-
- PLAYING SPACES
- --------------
- One very creative user plays spaces in the 5-Digit
- program. We tried it and have come up with 5 out of the
- winning 6 digits a remarkable number of times. Here is an
- example of how you play.
- Each entry must be rearranged numerically. For
- instance, the entry 28-6-12-9-29-7 was drawn out of 36
- numbers. Rearrange as 6-7-9-12-28-29. Now you will enter
- five digits (the spaces) as 1-2-3-16-1 into the 5-digit
- lottery program just as you would make a regular lottery
- number entry. Next calculate the spaces and use them as
- follows:
- Lets say the program picked 3-10-1-8-4. You would start
- with number 1 and play every possibility up to 36 (or
- whatever the maximum number is in your state). Following
- would be the numbers to play using the spaces the program has
- calculated:
- 01-04-14-15-23-27
- 02-05-15-16-24-28
- 03-06-16-17-25-29
- 04-07-17-18-26-30
-
- -12-
-
-
-
-
-
-
- 05-08-18-19-27-31
- 06-09-19-20-28-32
- 07-10-20-21-29-33
- 08-11-21-22-30-34
- 09-12-22-23-31-35
- 10-13-23-24-32-36
-
- Once we reach the number 36 as the last number, we can
- play no more, as 36 is the highest number in this imaginary
- lottery.
-
- FIVE AT A TIME!
- ---------------
- We have found it best if you do not enter a never-ending
- series of numbers into the databases. Once you have such a
- great many numbers involved, the computer pick very seldom
- changes, and if so, it is usually only one number that
- changes.
- Try the "five at a time" method. It will give you a
- better selection of numbers and more selections to choose
- from.
- Start with a "clear" database. Enter nine (9) sets of
- the most recent past-winning numbers. Calculate and copy
- down this number. Now add five (5) more previous winning
- numbers (for a total of 14 in database). Calculate and copy
- this number. Now you have two good computer picks. Add five
- (5) more entries and calculate, etc. This system will give
- you more picks. More picks mean more winners.
-
-
- NEED MORE ROOM?
- ---------------
- I have put a file on the disk to allow you to erase any
- of the databases you may not need. For instance, if there is
- no 7-digit lottery in your area, you may gain much needed
- disk space by deleting this file. Make sure you have backed
- up your original program and are working from the copy. Go
- to DOS and type MOREROOM <Enter>. Answer the prompts on the
- screen.
-
-
- WHERE TO WRITE!
- ---------------
- Send all inquiries, comments, suggestions, complaints,
- registrations, etc., to:
-
- MICRO-COM, INC.
- MORRIS L. BOWER
- P.O. BOX 715
- PARKERSBURG, WV 26102-0715
- U.S.A.
-
- All inquiries should include a stamped, self-addressed
- envelope if you desire an answer (except registrations - they
- will automatically be confirmed).
- When writing, be sure to mention which version you are
- using and a little information about your computer. Thanks.
-
-
- -13-
-
-
-
-
-
-
- If you are having trouble, be sure to tell us version of DOS
- you are using, how much memory you have, the size and format
- of disks you can use, type of monitor (VGA, CGA, etc.). The
- more you can tell us, the more we can help solve any problems
- you may be having.
-
-
- PPPPP L EEEEE AAAAA SSSS EEEEE
- P P L E A A S E
- PPPPP L EEEE AAAAA SSS EEEE
- P L E A A S E
- P LLLLL EEEEE A A SSSS EEEEE
-
-
- RRRRR EEEEE GGGGG I SSSS TTTTT EEEEE RRRRR
- R R E G I S T E R R
- RRRR EEEE G GG I SSS T EEEE RRRR
- R R E G G I S T E R R
- R R EEEEE GGGGG I SSSS T EEEEE R R
-
-
- Y Y OOO U U RRRRR
- Y Y O O U U R R
- Y O O U U RRRR
- Y O O U U R R
- Y OOO UUU R R
-
-
- CCCC OOO PPPP Y Y
- C O O P P Y Y
- C O O PPPP Y
- C O O P Y
- CCCC OOO P Y
-
-
-
- -----------SUPER LOTTO-MASTER (tm)-----------
- Copyright (C) 1988-1994 Morris L. Bower
- All Rights Reserved
- ---------------------------------------------
-
-
- Version 3.0 is currently in production. Many new ideas
- are being added, thanks to the wonderful suggestions of our
- many registered users. Just to mention a few: Faster pull-
- down menus; mouse support; wheeling; multiple databases (the
- ability to store several 3-digit games, several 4-digit,
- etc.); many types of printable reports to help you zero in on
- the coming winners; plus more. Watch for Version 3.0. We'll
- notify all our registered users of its release.
-
-
-
-
-
-
-
-
-
- -14-