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1,000 Game Levels 2
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ADVANT31.ZIP
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HELP.INF
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1995-02-19
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STATUS.INF
~STATUS BOX
From this box you can change the program's default settings
or the settings that apply only to this session. You can
also use this box to pretend you are running the program
from a previous date without the influence of the lotto
draws after that point. You can also restore the program
from the Pretend box to Real time mode.
<END OF HELP>
GRID.INF
~GRID BOX
You are now in the Grid Box. In this box you have the
ability to view the correlation between the numbers drawn
and the timeframe in which they are drawn. You can cursor
to another box from here or choose an item from the KEYS
box.
<END OF HELP>
INFO.INF
~INFO BOX
You are now in the Info Box. This is the box from which
you can query Unfair Advantage about the way it does the
things it does and why. Watch this box as you use the pro-
gram for more specific information about methods and
interpretations of what you're seeing on the screen.
<END OF HELP>
KEYS.INF
~KEYS BOX
The Keys Box contains functions you can use to manipulate
your file of lottery numbers you are playing and those
actually drawn. You can cursor to another box from here or
choose an item from the Keys Box menu.
<END OF HELP>
ABOUTUA.INF
~ABOUT UNFAIR ADVANTAGE
It's not the intention of this program to tell you which
numbers to play, rather it's to educate you on the subtle
trends (not patterns - there are no patterns) involved in
the physical gaming of lotto. We can't promise you will win
anything but we can promise that you will make a better
informed decision about the individual numbers you play.
~Why U.A. is different
Unlike most other lottery programs, commercial and shareware
alike, Unfair Advantage takes advantage of your computer
hardware - namely your monitor - to SHOW you its information
instead of making you pick through sets of numbers and
having to decipher all the information in your mind's eye.
~Things to notice
As you navigate your way through the program evaluating your
numbers and forming decisions take notice of the similarity
between the trends of numbers. Also notice how, with
relation to time, numbers tend to appear in groups. A
number might be called six or seven times in a month and
then only once in the next four months and then, suddenly,
start appearing again. The most likely cause is that the
Lottery Commission is rotating the sets of balls out and the
set with the tendency to pop out your number has come up
again. Unfair Advantage takes advantage of situations like
these by showing you it is happening.
~Random numbers?!?!
This program is NOT a random number generator - it doesn't
even use the computer's random option. It wouldn't work
anyway for someone who wants an analysis of the lottery
draws. Randomizing numbers is good only for making up the
minds of those folks who don't have the time to make it up
for themselves.
~Anticipation
Once you've decided on which sets to use, you've got to
move with the trends, or anticipate and allow the trend to
catch up to you. With Unfair Advantage you have the
advantage of having a better understanding of when that
trend will be. Unfair Advantage provides only objective
information. There are no schemes included - just facts.
~Many Thanks
Thanks to all the users who have registered their copy of
Unfair Advantage. Your inputs for improvements have led to
many of the new "ease of use" frills you get with version
3.1 (i.e. last numbers drawn and next numbers drawn).
~Special Thanks
A special thanks goes out to Ken Decker and Roger Sanders
for tirelessly providing inputs for the program's abilities,
friendliness, beauty and the nightly calls to stomp out as
many bugs as they could detect. Also to Fred DeKroes for
his number crunching fanaticism that didn't allow me to stop
until the program did away with all his paper crunching. It
was Fred's late-night calculating that led to the
pre-dynamic graphing. It's great to see happen in a split
second what he used to spend 5 hours doing with a pencil,
paper and calculator. Take it deeper, Fred!
<END OF HELP>
ACDV.INF
~ADD, CHANGE, DELETE or VIEW
Enter an 'A' to add sets to your current collection of play
numbers. Enter 'C' to change one of them. Enter 'D' to
Delete one or 'V' to view them.
<END OF HELP>
ADDNUM.INF
~ADD YOUR NUMBERS
You can have as many as 20 sets of numbers. Enter a number
in the range specified in the query box telling U.A. how
many more sets you wish to add to your existing sets.
<END OF HELP>
ADDYSUCC.INF
~SUCCESSFUL ADDITION
The new set(s) of numbers you entered have been successfully
added to your database of play numbers. You can see how
they did on the last draw by choosing 'H' from the Keys Box
menu.
<END OF HELP>
AREPO.INF
~AUTOMATIC CHANCES REPORT
Unfair Advantage is now creating the Chances report.
<END OF HELP>
ASKSWEEP.INF
~DO YOU WANT TO SWEEP?
If you answer yes to this prompt you will be given a cursor
to move across the graphs. This will enable you to align
the information on all graphs with that of each other graph.
<END OF HELP>
ASKZOOM.INF
~ENTER ZOOM MODE
If you answer yes to this query you will be given a
highlight cursor to move to the graph you want to zoom in
on.
<END OF HELP>
BESTPICS.INF
~WINNINGEST SETS
This shows the best pairs, trips and quads for the timeframe
you specified.
<END OF HELP>
CANALNUM.INF
~WHICH NUMBER TO ANALYZE
Enter a number within your range of lotto numbers.
<END OF HELP>
CATAST.INF
~REBUILDING DATA FILES
U.A. must rebuild the data files to ensure the validity of
the graphs. It is absolutely essential that U.A. be allowed
to accomplish this function when needed.
<END OF HELP>
CATASUCC.INF
~SUCCESSFUL DATA FILE REBUILD
The data files have been successfully rebuilt. All
information displayed has been verified and recalculated for
validity.
<END OF HELP>
CDISKREP.INF
~DO YOU WANT A FULL DISK REPORT?
If you answer yes to this query Unfair Advantage will create
a report containing all the above information for each of
the lotto numbers.
<END OF HELP>
CHANCES.INF
~CHANCES ARE
is a standard trend graph and stat display for a single
number. Don't flip over the percentage stat. 10-18% is not
at all unusual even though it might seem to be rather high.
The percentage is derived from the number of lotto draws,
not the number of numbers drawn. Basically a percentage of
10% is just saying that with a lotto database of 100 draws
the number you're testing came up 10 times - or once every
10 draws. That's once every 60 numbers - so 10% is below
par. Don't be alarmed by a high percentage here. Keep your
eye on the highest ones though for sustained repetition.
~AVERAGE DEVIATION
The average deviation is figured by finding the average
number of misses between hits and then reporting the highest
number of misses and the lowest number of misses. A -1 on
the left of the slash means the number has hit twice in a
row before. A -0 means it hit the last draw.
~THE GRAPH
This is the graph to show the grouping trends. The numbers
DO tend to group. That's a trend, not a pattern. When the
line goes high it's a hit. When it goes low it's a miss.
Watch for the grouping. The graph is divided by lines in
divisions of 10 draws.
~FULL REPORT
You will be given the opportunity to write the Chances
report to a printer or a disk file. Your printer must be
connected to LPT1 (or have a "SET LPT2=LPT1" command run
before you run ADVANT). If you choose the option to create a
disk file the file will be created in your current directory
and named after the lotto file you are running plus the
number of the draw the report is for: i.e. COLORADO.122 for
the COLORADO database on the 122nd draw.
Both methods will provide you with a report of all numbers
you will have all these stats on one page (minus the graph,
of course) in an easy to read format. Keep in mind the
information provided by the Chances Are option are the
CURRENT statistics only. To view all the past information
and to get a feel for the trends of each lotto number and
how these stats vary you will need to use the Full
Evaluation option. You can also go to the STATUS Box and
use the 'P'retend option to ignore any numbers drawn past a
certain date for your chances report.
~CHANCES VS PREDYNAMICS
It is the information gathered from the Chances Report that
becomes the Predynamics. The Chances Report is the
current statistics for each lotto number while the
Predynamics takes all the Chances Reports and combines it
into an information report about all lotto numbers combined.
<END OF HELP>
CHANCORR.INF
~ARE THESE NUMBERS CORRECT?
If you answer 'Y' then the numbers will be saved and the
data files will have to be rebuilt. If you answer 'N' you
will be prompted for different numbers.
<END OF HELP>
CHANDATE.INF
~ENTER THE DATE TO CHANGE
Enter the date in the format MM/DD/YY. If the date is in
the database you will be prompted for the correct numbers.
Changing the database in this way will result in having to
rebuild the data files. To abort just press the ESC key.
<END OF HELP>
CHANNUM.INF
~ENTER CHANGED NUMBERS
You are being prompted for numbers within the valid range.
You cannot enter two numbers the same or a number out of the
valid range. You must enter two keys for each number (i.e.
1 can be entered as <0><1> or <1><Tab> or <1><Enter> or
<1><Space>.
<END OF HELP>
CHDONE.INF
~CHANCES SCREEN
The above information has been calculated using the entire
database of called numbers.
<END OF HELP>
CHREP.INF
~CHANCES ARE REPORT
Your report has been written to the disk file named above.
It has been written in ASCII format and can be printed,
viewed, and edited with any word processor.
<END OF HELP>
DATEEXIS.INF
~DATE DOES NOT EXIST
The draw you have chosen to change does not appear in the
database.
<END OF HELP>
DELYABT.INF
~DELETION WAS ABORTED
You have aborted the deletion of one of your sets of
numbers. Your sets are intact as they were.
<END OF HELP>
DELYCUR.INF
~CURSOR TO YOUR CHOICE
Use the up and down arrow keys to cursor the highlight box
to the set of numbers you wish to delete. When you have
your choice highlighted press the Enter key.
<END OF HELP>
DELYSUCC.INF
~SUCCESSFUL DELETION
The set of numbers you have chosen has been successfully
deleted from your data file of numbers.
<END OF HELP>
DELYSURE.INF
~ARE YOU ABSOLUTELY SURE?
Hit 'Y' to delete this set of numbers from your personal set
of playing numbers. This is your last chance to change your
mind. If you hit 'N' this set will not be deleted.
<END OF HELP>
EALREADY.INF
~DATE ALREADY ENTERED
You are trying to enter a draw date that is already in the
database. Please check your date and format and try again.
<END OF HELP>
ENTBEST.INF
~ENTER NUMBER OF DRAWS
Enter the number of draws you want to consider for
calculating the best pairs, trips and quads.
~***NOTE***
If you enter a 0 all draws will be used.
<END OF HELP>
ENTERDAT.INF
~ENTER DRAW DATE
Please enter the draw date in the format MM/DD/YY. MM is
the month and is a number from 1 to 12, DD is the day of the
month, YY is the last two digits of the year.
<END OF HELP>
ENTERNUM.INF
~ENTER DRAWN NUMBERS
You are being prompted for numbers within the valid range.
You cannot enter two numbers the same or a number out of the
valid range. You must enter two keys for each number (i.e.
1 can be entered as <0><1> or <1><Tab> or <1><Enter> or
<1><Space>.
<END OF HELP>
FIGWIN.INF
~FIGURING WINNINGEST SETS
U.A. is now figuring the sets which occurred the most often
during the time frame you specified.
<END OF HELP>
FULEVNUM.INF
~FULL EVAL NUMBER
Enter a number within the valid range. For a complete
explanation of the Full Evaluation technique see the Info
Box's option 'M'.
<END OF HELP>
FULLEVAL.INF
~FULL EVALUATION
The full evaluation will show you four graphs and three sets
of information boxes. The four graphs are:
~THE HIT GRAPH
Shows you when the number has been called. The left side of
the graph starts at the first draw in the database. The
graph line goes to the top for each hit and to the bottom
for each miss.
~THE PERCENTAGE OF HITS GRAPH
Unfair Advantage maintains an historical data file on each
number that keeps track of which percentage of all the draws
up to that date have included your target number. Normally
a number will try to maintain a steady average once it has
established an average. That is why near the beginning of
the graph (the left side) the graph is not very steady. You
can see how it levels out as more draws were made. This is
the most sensitive of the three statistical graphs. It
takes fewer draws of a single number to change this graph
than it does the next two.
~THE GROUP PERCENTAGE GRAPH
Like all the statistical graphs, this is also an historical
graph. It is a view back in time with each point on the
graph being computed as if none of the latter draws had been
made yet. The best and most logical way to find out if a
number is grouping is to find out if it has been exceeding
its average hits for a given period of time. If it has
exceeded for the last 0% of the time then it's not grouping
at all, the last 1% would be an insignificant number of
calls that slightly exceeds that number's average calls.
When a number begins to climb to 3, 4, 5 and on up to 9%
then it becomes a significant grouping. Not all numbers get
all the way to a grouping of 9% (that would mean it has been
consistently called above its average times for the last 9%
of lotto draws). This is what the 0-9% graph is showing you.
Just how high does it get, how tight and for how long that
number groups before it starts dying out.
~THE AVERAGE MISS GRAPH
Another historical graph. This is the least sensitive of the
three statistical graphs. This one gives you the average
number of misses for a number between hits. As you can see
with most (but not all) numbers, it tries to maintain a
constant average. Normally, a dip in this graph is a
significant indication.
=-=-=-=-=-=-=-=-=-=-=-=-=
~ FULL EVALUATION MODES
~ZOOM MODE
In zoom mode you are able to expand any of the three
statistical graphs for easier viewing of the finer
variations of the stats. When you zoom in on a graph you
will always have the opportunity later to Restore the
un-zoomed view. Whether you have zoomed in on a graph or
not you will be given the opportunity to enter Sweep mode.
~SWEEP MODE
Sweep mode will give you a graph cursor and two sets of
informational boxes. The box near the upper right side of
the screen will tell you which draw number your cursor is
on, while the set of 5 boxes just above the left side of the
Hit Graph will tell you which numbers were called with your
number on that draw (if the number you are analyzing was
drawn). You can use the left and right cursors to move the
sweep cursor or you can hit the Enter key to exit this mode.
~READING TECHNIQUES
Pay special attention to the tendency of the graphs. You'll
notice that on some numbers when a graph dips below its
maintained average it will normally hit very soon. This is a
pre-indicator and applies most strongly to the Grouper and
Average Miss graphs. Also take note of the Percentage of
Draws graph's tendency to indicate an impending hit by
dipping below a maintained average. The average on this
graph is normally much more varied than on the other two.
The checksheet supplied with the Unfair Advantage disks
(under the file name CHECKSHT.DOC) will help you to track
your impressions of each number's graph.
<END OF HELP>
GETCYNUM.INF
~ENTER YOUR CHANGES
You are being prompted for numbers within the valid range.
You cannot enter two numbers the same or a number out of the
valid range. You must enter two keys for each number (i.e.
1 can be entered as <0><1> or <1><Tab> or <1><Enter> or
<1><Space>.
<END OF HELP>
GETYNUMS.INF
~GETTING YOUR SETS
You are being prompted for numbers within the valid range.
You cannot enter two numbers the same or a number out of the
valid range. You must enter two keys for each number (i.e.
1 can be entered as <0><1> or <1><Tab> or <1><Enter> or
<1><Space>.
<END OF HELP>
GOODCHAN.INF
~CHANGING NUMBERS
You have entered a valid set of numbers to change. These
numbers are being saved and implemented into the database.
Data File Rebuilding will be necessary. Follow the Query
box prompts to accomplish this.
<END OF HELP>
GOODYCHG.INF
~GOOD CHANGE
Your changes have been successfully entered and recorded.
<END OF HELP>
HITSETS.INF
~HIT SETS
There is one box for each of the lotto numbers. The
highlighted box is the target number you have chosen. The
bottom number inside the box is the number of times it has
been called. Every box is labeled by its own number and the
how many times it has been called with your number.
<END OF HELP>
NOCHNUM.INF
~NO NUMBERS TO CHANGE
You have no sets of numbers in your data file to change.
You need to use the (A)dd function.
<END OF HELP>
NOVIEW.INF
~NO NUMBERS TO VIEW
You have no numbers to view. To add sets use the (A)dd
function of the (Y)our Numbers menu choice.
<END OF HELP>
NUMCORR.INF
~ARE THESE CORRECT?
If they are correct the numbers you have entered will be
sorted and stored on disk. If they are not correct you will
be prompted to re-enter the date and numbers correctly.
<END OF HELP>
RESTFULE.INF
~RESTORE ORIGINAL SET?
If you answer yes to this query the original four graphs
will be restored for your target number.
<END OF HELP>
SAVEGOOD.INF
~SUCCESSFUL SAVE
U.A. has successfully saved and sorted the new lotto draw.
<END OF HELP>
SAVSORT.INF
~SAVING, SORTING
Unfair Advantage is now saving your numbers, sorting them by
date, and computing their stats for the informational
graphs. If you have entered a date out of sequence the
program will have to rebuild the data files.
<END OF HELP>
SMCHAN.INF
~CHANCES ARE
This is a standard trend graph and stat display for a single
number. If you choose to create a full disk report the
information for all numbers will be sent to a disk file.
See the Info Box's 'C' option for more information about
this method.
<END OF HELP>
SWEEPCON.INF
~SWEEP CONTROLS:
Use the arrow keys to move the cursor left and right across
the graphs. The draw number is in the upper-right hand box.
The numbers drawn with your number are in the boxes above
the left side of the hit graph. Press the Enter key to
leave the Sweep Mode.
<END OF HELP>
UAHELP.INF
~HELP WITH UNFAIR ADVANTAGE
~WHERE YOU ARE
The most important thing to remember while you are using
this program is that the Queries box will ALWAYS let you
know what it expects you to type. If you have HELP turned
on (done in the Status Box) the Info Box will always provide
an explanation of each situation. You can move around U.A.
by using the cursor keys. When you use them you will move
from box to box. There are four boxes:
Keys (The box labeled KEYS)
Grid (The large unlabeled box)
Info (The box labeled INFO)
Status (The box labeled STATUS)
~HIGHLIGHTERS
You can always tell which box you are in by the red
highlight box.
The other highlighter, the yellow one, appears around the
inside of the Info Box letting you know that the scroll-up
(key 8) and scroll-down (key 2) are available for use.
These options are always available when you are in the Info
Box but are not applicable when either the top or bottom of
the help information is showing.
~KEYS BOX
This is where the program starts. You can choose an item
from the Keys Box menu and follow the prompts in the Queries
box from there or you can change boxes by hitting one of the
four cursor keys (Up, Down, Left or Right arrows). The Keys
Box is used mostly for file maintenance.
~GRID BOX
You'll get the information about the lotto numbers from
here. The Grid Box puts into pictures the correlation
between what the numbers called are and when they were
called. Follow the prompts in the Queries and Keys boxes to
get U.A. to display the information you need in the Grid
box. The cursor keys are also available for use from the
Grid Box as long as U.A. isn't expecting some other
information from you in the Queries box at the time.
~INFO BOX
In the Info Box you'll find all the information you need to
use Unfair Advantage. You have a choice of information
files to view or you can read the information that is
constantly updated as you move around the program. You can
disable the on-line help by using the Status Box. This will
not disable the custom requested information described in
the Keys Box when you're in the Info Box. As stated
earlier, you can scroll the Info Box information from any
box as long as the Info Box is highlighted in yellow.
~STATUS BOX
The Status Box is where you custom design your settings for
the program. Once you set the program up the way you want
it you can make it stay that way if you choose or you can
restore the default settings. From this box you can also
put yourself back in time by Pretending it is a different
date.
<END OF HELP>
UAPHIL.INF
~THE UNFAIR ADVANTAGE PHILOSOPHY
I've been studying the lottery trends intensely for quite
some time. It finally got to the point where I knew so much
about the current trends of the numbers (and they changed
twice a week) that I couldn't keep them in my head. A pencil
and paper just wouldn't do it either because the numbers
soon became graphs and the papers ended up all over the
place and there was no real record. I could spend 4 hours a
day looking at the numbers and still ended up picking them
wrong. But I noticed two constants about the numbers being
drawn:
First: The numbers rolling out of the lotto machine every
Wednesday and Saturday were no surprise. Why? What was my
intuition seeing that my conscious brain couldn't see?
Second: The numbers were being called in groups. For a
while a number would be popular, then *poof* it isn't heard
from for a month or more, then just as quickly it'd come
back again as strong as ever.
A few other things I noticed, though they can't be
considered constants:
1. There is no guarantee of predicting even one number.
2. Any number can show up at any time, but the chances of
a number can be predicted - with enough information
and practice.
3. Numbers on paper turn to mush in the brain once you've
looked at enough of them for too long.
4. There is not a lottery program out there that I've
seen that doesn't just feed more numbers to the user
and add to the confusion. They'll give you numbers to
play, but don't tell you why or how they came about
it.
For these reasons Unfair Advantage was born. I've tried to
create the visual equivalent of the sets of numbers so you
can actually see what the numbers are doing and have done in
the past. Instead of spending hours graphing the
information, you can spend the hours evaluating them. U.A.
won't pretend to know which numbers to play, but it will
likely show you everything you ever wanted to know (and
more) about the lotto numbers.
Perhaps the best thing about Unfair Advantage is that it
makes playing the lotto fun again and gives a person REAL
hope. It becomes a contest instead of a game of chance.
I know you'll find it educational and I hope you find it
stimulating. Above all else, I hope your greed is satisfied
now that you have an Unfair Advantage over everyone else.
~ - Norman Meadows
<END OF HELP>
VIEWYN.INF
~VIEW YOUR NUMBERS
This is showing you the sets of numbers you have entered.
Presumedly you are playing these numbers. You can see how
they did on the last lotto draw entered by choosing the 'H'
option from the Keys Box.
<END OF HELP>
YCHCURS.INF
~CURSOR TO THE SET TO CHANGE
You can use the up and down arrow keys to move the highlight
box to the set of numbers you wish to change. When you have
highlighted the set you want to change hit the Enter key.
<END OF HELP>
YNODEL.INF
~NO NUMBERS TO DELETE
There are no numbers in your data file available for
deletion. Use the (A)dd function first, then, if it makes
you happy, you can delete some.
<END OF HELP>
YTOOMANY.INF
~TOO MANY SETS
You already have the maximum of 20 sets in your personal
file. You must (D)elete or (C)hange some first using the
(Y)our Numbers choice in the Keys Box. Press the spacebar to
return to the Keys Box.
<END OF HELP>
ZOOMPICK.INF
~CHOOSE WHICH GRAPH
Use the up and down arrow keys to move the highlight box to
the graph you want to zoom in on. When you have your choice
highlighted press the Enter key.
<END OF HELP>
NEWSCUR.INF
~CURSOR TO THE STATE OF YOUR CHOICE
Use the arrow keys to highlight the state you wish to load.
When you have made your choice then press Enter.
<END OF HELP>
DELSSURE.INF
~ARE YOU SURE?
If you absolutely want to delete this state and all its
associated data files then press 'Y', otherwise press 'N'.
<END OF HELP>
DELSCUR.INF
~CURSOR TO THE STATE
Use the arrow keys to cursor to the state you wish to
delete.
<END OF HELP>
MAKESTHM.INF
~ENTER THE NUMBER OF BALLS DRAWN
Enter how many balls are drawn each lotto night for this
state. U.A. limits you to a number between 5 and 8
inclusive.
<END OF HELP>
MAKESTTB.INF
~ENTER THE TOTAL NUMBER OF BALLS
Enter how many balls there are in this state's lottery. UA
limits you to a number between 30 and 60 inclusive.
<END OF HELP>
MAKESTNM.INF
~ENTER THE STATE'S NAME
You are allowed eight letters here to name the state. You
cannot enter the name of a state that already exists.
<END OF HELP>
ERROR.INF
~AN ERROR HAS OCCURRED
An error has occurred. Above is a brief description of the
error. U.A. will attempt to recover. The effects may be
unpredictable. If the error is recoverable try forcing a
data file rebuild. (Status Box - @).
<END OF HELP>
DELSOK.INF
~SUCCESSFUL DELETION
Deletion of the state you chose was entirely successful.
Press the spacebar to continue.
<END OF HELP>
MOREDATE.INF
~DO YOU WANT TO ENTER MORE DRAWS?
If you want to enter more draws press 'Y', otherwise press
'N' to save the ones just entered.
<END OF HELP>
STALREAD.INF
~THAT LOTTO FILE NAME ALREADY EXISTS
Choose another name for this lotto or delete the existing
one and add it again.
<END OF HELP>
MAKESSUC.INF
~SUCCESSFUL ADDITION
The addition of that lotto was successful.
<END OF HELP>
NOYNUM.INF
~NO NUMBERS TO CHECK
You don't have any numbers to check. Use the 'A'dd function
of the 'Y'our numbers option to remedy this.
<END OF HELP>
CKYNM.INF
~HOW YOUR NUMBERS DID:
Above are your sets of numbers previously entered. The
highlighted numbers were matched in the last lotto draw. If
you hit sets of 3 or more the set of numbers will be boxed.
This can be a powerful analysis tool when used with the
Status Box's (P)retend.
<END OF HELP>
PRETERR.INF
~YOU CANNOT DO THAT IN PRETEND MODE
This option must be in Real-Time mode to be performed. Go
to the Status Box and press 'R' to restore the true
date first.
<END OF HELP>
STOOMANY.INF
~TOO MANY LOTTOS
You have already created the maximum of 36 lotto files.
Delete an inactive one before trying to add another.
<END OF HELP>
HSANAL.INF
~ABOUT HIT SET ANALYSIS
When you choose this option you are given a box for each
ball in your lottery. Each box is numbered as the ball it
represents. Also, inside each box is the number of times
that ball has been called with the ball your cursor is on.
The cursor will always start on ball # 1. You can change
the target number by using the left, right, up and down
arrow keys. As you move the targeting cursor you will see
that the numbers in all the other boxes will change. These
are updated to show the new status's in relation to the
target ball. When you are finished with your analysis you
can hit the Return Key to back out to the main Grid Box
Menu.
<END OF HELP>
DELDATE.INF
~ENTER THE DATE TO DELETE
Enter the date in the format MM/DD/YY. If the date is in
the database you will be prompted to make sure you want to
delete it. Deleting numbers in the database in this way
will result in having to rebuild the data files. To abort
just press the ESC key.
<END OF HELP>
DELDRYN.INF
~ARE YOU SURE
If you are absolutely sure you want to delete this draw then
press 'Y', other- wise press 'N'. This is your last chance.
<END OF HELP>
GOODDEL.INF
~GOOD DELETION
The deletion was successfully done. You will now be forced
into a data file rebuild without which all graphs would be
inaccurate.
<END OF HELP>
DATEEXID.INF
~DATE DOES NOT EXIST
The draw you have chosen to delete does not appear in the
database.
<END OF HELP>
DELDSURE.INF
~ARE YOU SURE?
If you hit 'Y' the first ten draws will be deleted.
<END OF HELP>
DRAWMAX.INF
~WARNING!
You are approaching the maximum number of draws in the
database. It is suggested you go to Status Box and choose
the 'D'elete first ten draws option. This will make it
possible to avoid a Data File Rebuild after entry of every
new draw.
<END OF HELP>
REPBACK.INF
~BACKUP HOW MANY DRAWS FOR REPORTS ANALYSIS?
Enter how many draws U.A. should use to consider stats in
displaying the analysis graphs. Enter any number from 10
through 50.
<END OF HELP>
NOLIMIT.INF
~WHOOPS!
Sorry, you can only set limits for the predynamics. The
Accuracies shown in the Dynamics section are accuracies of
that type of graph activity.
<END OF HELP>
ANALHELP.INF
~ANALYSIS HELP
If you are viewing this help file from the analysis screen
then your possible keystokes are being shown in the Keys
box at this time.
This function is complicated in all it can do for you but is
quite easy to understand and use. The Accuracy Analysis is
separated into two sections; Pre-Dynamics and Dynamics.
~PRE-DYNAMICS
We defined pre-dynamics as what happens before a number
hits. We have pulled our three criteria from the Chances
report and the Full Analysis way of looking at the numbers:
The Percentage of Hits (Magenta), Average Misses Between
Hits (Red) and Group Percentage (Yellow).
Using the Percentage of Hits information as an example, when
your flashing cursor is on the first box a magenta graph is
shown in the small Grid Box on the right. This graph is
telling you how many of all the numbers drawn in the
database were on a particular percentage when they were hit.
For instance, if the magenta line peaks on the 30% vertical
line at the 11% horizontal mark then it is saying that 30%
of all balls drawn in the history of your database were
drawn when their Percentage of Hits were at 11%.
~ACCURACY COMPUTATION
This is not analyzing any single number (Full Analysis is
for that) but is combining information for the number of
draws you set as a Backup Distance (Status Box 'L' function.
This number is shown on the bottom right side of the Status
Box and is the number after the slash - as in 3/25.
In the extreme upper right side of the Analysis screen is
the number of all balls drawn in the draws for which your
accuracy is computed.
You can use your up/down cursor here to view the graphs for
the other Pre-Dynamics such as Average Misses Between Hits
and Group Percentage. These are read in the same way.
Cool, eh?
~PRE-DYNAMICS LIMITS
If you have found that 30% of the numbers fallen fell when
they were riding at a '3' on the Group Percentage graph your
next logical question should be "which numbers are riding at
3 now?". You might not be interested in only those numbers
riding at 3, but a range from 1 to 3 or 4 to 8 and so on.
Press the RIGHT or LEFT ARROW to set your limits.
Before you do this you may want to press the SPACEBAR to
toggle the box for the type of graph limits you're going to
set. When you toggle the box a set of numbers will likely
appear at the bottom of the screen. These are the numbers
now falling between the current limits you've defined. The
limits defined are shown under the "LIMITS" column to the
right of the name of the graph you're checking. Press the
RIGHT or LEFT ARROW now to set your limits.
Your graph at the right will now have two lines in it - one
bright and the other subdued. The bright line, the bottom
line, is used to set one end of your limits. Press the
up/down arrow and notice how many new numbers appear at the
bottom of the Grid Box. These are the numbers falling within
your limits as you move the cursor. You can toggle from
setting the upper and lower limits by using the SPACEBAR.
Use the Up/Down Arrows and the Spacebar to set your limits
where you want them.
When you are finished press the right or left arrow key to
quit setting limits. You'll want to set new limits for all
three graphs.
Under the column marked with a '#' is a count of how many
numbers fall within the current limits you have set for each
graph. If you leave a box toggled ON and then go toggle
another box ON you will be shown ALL numbers from BOTH
graphs that fall within the limits of EITHER graph.
But there's more!
Much, much more!
~DYNAMICS
This is where it all ties in together. Dynamics are what
each number is doing on any graph at any given moment - and
how they change with each draw and how many times any number
is drawn when it is doing a particular thing on the graph.
In order to do this we decided there were two criteria to
find out what action a number is making:
WHAT THE GRAPH IS DOING
WHERE IS IT DOING IT
A graph can do only one of three things - go up, go down or
stay even. Since we needed to establish a reference point to
find out how to ask WHERE we needed a unique marker for each
number. We established an AVERAGE for each number by using
every point the number has ever rested on. This average can
be viewed as one of the new features of Full Analysis when
you Zoom in on any graph. Now, with that average we can
safely say that a number can be acting Above, At or Below
the average. This makes for nine possible things a graph can
be doing:
Rising Above the Average
Staying Even Above the Average
Falling Above the Average
Rising To the Average
Staying Even at the Average
Falling To the Average
Rising Below the Average
Staying Even Below the Average
Falling Below the Average
With three different graphs each number can be doing this
on it gives you 27 things any single number can be doing.
~MOVEMENT
But, what I might think is a dip for a number on a graph
you might think is riding even. Since we are looking at
single points on a large graph and a lot of movement then
I've created the "Movement Delimiter" (Status Box 'L'
option) the current setting of which is shown at the bottom
right of the status box as Limits. The movement you've set
is the first number before the slash - as in 3/25.
If the graph movement for a number does the following:
Drop (draw 120)
Even (draw 121)
Even (draw 122)
Even (draw 123)
then it could be called either a drop or an even movement.
The movement delimiter lets you say how many draws back to
look for the movement before deciding what that number did
last. Using the above movements as an example, if the
delimiter is set at 3 or below then U.A. would tell you it
is riding even - while a 4 or higher would call it a drop.
Drop (draw 120)
Even (draw 121)
Rise (draw 122)
Would be deemed a rise however many draws you have your
movement set at because U.A. will always zero in on the
latest CHANGE IN DIRECTION of the graph.
While cursoring through the nine choices for each graph
you may hit the SPACE to toggle that activity's box for each
graph and you will see the numbers currently doing that
activity. These can be mixed and matched with the
Pre-Dynamics numbers or with numbers doing other activities.
~THE # COLUMN OF DYNAMICS
This is how many numbers are doing that particular action at
the present time. When you toggle any box this is how many
numbers you'll see that meet this criteria.
~THE ACCURACY PERCENTAGE
In the right side of each graph's DYNAMICS box you'll see a
list of percentages. These percentages are the percentage
of all balls drawn that were doing that activity on that
graph just before they were drawn. These percentages are not
valid in Pretend Mode (it takes a full rebuild to compute
them) - so they are subdued but still visible in case your
crunching needs to rely on their "unpretended" values.
~UNMENTIONED MENU OPTIONS
H - Allows you to read this help file while using the
Analysis screen.
P - Print a report. You can print to a printer connected to
your computer's LPT1 port or to a disk file. The file
will be named after your lotto file plus a ".rpt"
extension.
To make the most of the print function set your limits
where you want them and then print a report to printer.
All the necessary analysis information is included in
the printed report. If you are in pretend mode then an
asterisk will show next to the numbers about to hit.
U - Untoggle all boxes.
~NOTES
If you want to compare your Accuracy Analysis reports with
the Full Evaluation graphs keep in mind that the Average
Miss (red) graph is an inverse representation. That means
that if the graph line is going up then it is moving in a
negative direction. The fewer number of misses between hits
on the average means the number is becoming more popular. So
as this value goes down the lotto ball gets more popular. On
the contrary, the Percentage of Hits (magenta) graph and the
Group Percentage (yellow) graphs provide positive going
numbers for positively responsive lotto balls. The Average
Miss graph was inverted to begin with to provide an easy
means of watching for a "dip" to flag your attention.
As you toggle boxes on and off you will see a total number
of matching lotto numbers at the bottom right side of the
Grid Box. If you are in pretend mode then numbers next hit
will appear in light green and a total of those numbers will
be shown in the lower left corner of the Grid Box.
<END OF HELP>
REPEXPL.INF
~WHAT NOW?
Use the keystrokes displayed in the Keys Box or hit 'H' now
for a long explanation of what is displayed.
<END OF HELP>
LIMSET.INF
~SETTING LIMITS
Limits tell U.A. what range of accuracy you want to see
numbers for. If 35% of numbers called fall between 6 & 7 and
you set your upper limit at 7 and lower limit at 6 then your
reports and visible numbers, when toggled, will be only
those falling within those limits.
<END OF HELP>
RDYPRN.INF
~ARE YOU READY TO PRINT?
Make sure your printer is connected to LPT1, is on-line,
with paper and is ready to go. Press the spacebar to begin
printing.
<END OF HELP>
MOVDELIM.INF
~MOVEMENT DELIMITING
You are expected to enter a number from 2 to 5 to tell U.A.
how many draws to look back to decide if a graphed number
is riding even. See the Help box's X function for more
information or view Help while using the Accuracy Analysis
function in the Grid Box.
<END OF HELP>
BKUPDIS.INF
~BACKUP DISTANCE
Enter any number from 10 to 50 to tell U.A. how many draws
past to analyze in preparation of your Accuracy Analysis
screens and reports. See the Help box's X function for more
information or view Help while using the Accuracy Analysis
function in the Grid Box.
<END OF HELP>
LOADNEW.INF
~LOADING THE NEW LOTTO FILE
U.A. is now loading the lotto file.
<END OF HELP>
PRETREG.INF
~REGISTERED FUNCTION ONLY
While using this shareware demo version you are restricted
to pretending a maximum of three draws back from the true
last draw. Please register your copy of Unfair Advantage
today!
<END OF HELP>
REGERROR.INF
~REGISTERED FUNCTION ONLY
The function you are attempting to use is strictly limited
to the registered version only. Please register your copy
of Unfair Advantage to obtain full, unrestricted access to
this function.
<END OF HELP>