home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Shareware Overload Trio 2
/
Shareware Overload Trio Volume 2 (Chestnut CD-ROM).ISO
/
dir29
/
slotto21.zip
/
LOTTERY.DOC
< prev
next >
Wrap
Text File
|
1994-01-01
|
41KB
|
923 lines
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-