ŽHANDICAP HORSE RACING(tm) (c)1973 by Jerome Harris. All rights reserved. Distributed by Data-Plane Inc. These programs are protected under the copyright laws of the United States of America. No part nor portion thereof, may be copied, except as backup nor distributed on any media, nor operated on more than one computer without the express written consent of Data-Plane Inc. Shareware users may take exception to the distribution rights. All other rights are reserved. Data-Plane Inc. makes no warranties as to the fitness of these programs for any particular purpose. This program is sold for enjoyment only. HANDICAP-HORSE-RACING is fun & instructive for all ages. Like the `sport of kings`.......you never tire nor outgrow the fascination! For one(1).....to ten-thousand(10000) players?!!! (Try it sometime). ---------------------------------------------------------------------------- - INSTRUCTIONS - ---------------------------------------------------------------------------- Note: Make a back-up copy first. Use the backup-copy...which is always compatible with your system. This version is not compatible with any previously issued. It's a new game. This system supports Hercules, EGA & VGA graphics only and requires a hard drive. Floppy systems are not supported. ---------------------------------------------------------------------------- * INSTALLING * ---------------------------------------------------------------------------- For a Hard disc system: d = any floppy drive. Insert this diskette into a floppy drive....as follows: d:\>INSTALL {target drive:} {space} {\sub-directory} For example: d:\>INSTALL C: \HHR d:\>C: C:\>CD\HHR C:\HHR>TRACK The installer will establish the sub-directory. If you would like to personalize the Track and see your name in lights, type: C:\HHR>TRACK {first name}{underline}{last name} For example: C:\HHR>TRACK JOHN_DOE or TRACK JOHN*DOE Spaces are ignored. The special characters "_/-/*" should be used in place of spaces. This works for purchased copies only. It does not work if this is a shareware version or one that has been received as part of a promotion from a racetrack. Œ ---------------------------------------------------------------------------- MATERIALS & SUPPLIES ---------------------------------------------------------------------------- 1.- Any IBM compatible computer with DOS version 3.00 or better. 2.- Epson (fx) compatible printer. 3.- A computer graphics card. 4.- 256k of memory. 5.- One (1) hard drive. There are inexpensive devices which will divert the signal normally sent to the screen.....to your TV. These are very easy to connect; and increase the enjoyment of the game. Each player should be supplied with a small 2"x2" pad of plain paper for writing down bets and claiming slips. Each player shall be supplied with approx $1,000,000 of chips or play-money. The largest denomination should be $10,000...and the smallest $2. Suggested distribution: Number Denomination 9 $100,000 5 10,000 5 5,000 10 1,000 10 500 10 100 10 50 10 10 10 5 10 2 ---------------------------------------------------------------------------- * GRAPHICS * ---------------------------------------------------------------------------- Only a given set of graphics are supported. If you select a non-supported graphic the system will not respond. Also......some graphics work up to a point then go "Illegal.....". Start again and select another. There's one there for your system. Œ ---------------------------------------------------------------------------- * COMMENTARY * ---------------------------------------------------------------------------- The object of the game is to win money from the Track. The game may be terminated at the end of a day's play.....or continued from day to day week to week.....etc.....at the pleasure of the players. All data and results are saved; and the computer automatically computes the totals, discounts, etc. Up to 16 horses may be entered in a race. Horses 10-16 are indicated as "A-G". 1.- Appoint someone from the group as "MARSHALL". The Marshall functions as a high commissioner, acting as a liason between the player(s) and the computer functions. The Marshall maintains law & order and keeps the game & races(s) flowing; & bankrolls the Track. The Marshall's objective is to make money for the Track....which he is assumed to own. The Marshall makes money when: a) A Horse owned by the Track wins a race. b) From pari-mutual wagering. c) Whenever a horse is bought or sold (avg 5%). In addition, the Marshall shall: a) Sell horses at auction to the other players; b) Buy back horses at a discount when a player wishes to liquidate his stock; c) Assist in a re-sale of a horse when a player sells to another player...and collect a commission therefrom. No exchange of stock may occur without the Marshall getting a commission; d) Take entries of Horses for a race from the owners; e) Operate the Pari-Mutual wagering...take bets and pay winners; f) Establish the rules of eligibility for each race; g) Put up the purse for each race; h) Collect entry & supplemental fees; i) Distribute the purse to winning owners; 2.- Just before opening the track for business the Marshall shall print out the Horse Registry. The Horse Registry shall be posted for all players to read and inspect. After each race the Registry is up-dated; and therefore, is different from meet to meet, reflecting a horses performance in the previous meet. From the TRACK MENU strike

.....to print the Horse Registry. 3.- The Marshall shall establish the eligibility for the first race. For example, only horses of class 1000 or less are eligible.....or only Horses of class 3000 - 2000 are eligible. Horses of class less than 2000 may be entered along with a `supplemental entry fee`.......... so forth and so on. The race distance is also announced as 5 to 9 furlongs.... To attract entries the Marshall shall announce the purse as $10000 (minimum)....or more. See suggested `Sample Program` below. The Marshall must put up the purse. The Marshall may add additional sums to the purse as he desires. The Marshall may do this to attract more entrants....and to encourage players to buy horses from the track, so as to be eligible for a given race. As a rule of thumb, the purse will be established as ten times the upper limit of eligibility....with an entry fee equal to 2% of the purse....and a supplemental fee equal to 3% of the purse. For example, in the race for horses of class 3000 - 2000, the purse should be $30,000.....the entry fee $600....and the supplemental fee $900. The supplemental fee is submitted, in addition to the entry fee. Such an arrangement encourages players to buy more Horses of higher caliber from the Track. Fees go to the Track. The Marshall must accept an eligible horse as an entrant in a race if the owner tenders the required entrant fee....anytime before pari-mutual wagering of that race. The Marshall may accept up to 16 entrants per race. If more than 16 horses are entered, the Marshall shall select the first 16 horses entered....then the top 16 horses eligible....the rest will not be accepted. The Marshall should keep a list of entrants for each race. It behooves the Marshall to announce the full card of races in advance of the first race. This encourages the players to buy stock and enter the horse(s) as soon as possible...lest they be shut out by a flood of other entrants. Once announced, the Marshall may not change the race...nor lower the purse...etc. The Marshall may increase the purse at any time...before the race. A horse's eligibility is determined by his Class at the beginning of the days races. A horse is restricted to running in only one race per meet. Therefore, owners should try to enter their stock in races in which they have a good chance of winning. There are plenty of horses for sale. Before the start of any race....all debts between the Track and Owners must be settled. No player may owe the Track money. It would be unfair to the other players & owners if one person were extended credit. The game would soon blossom into a credit pool with no money changing hands. There are, however, no restrictions on loans from player to player. There are restrictions however, on the enforce- ment of collection practices......Please consult with your local law enforcement authorities to find out what boundaries exist, if any, in this respect.... 4.- If less than 8 Horses are entered.....the Marshall may round out the field to 8 horses by selecting additional ELIGIBLE horses only, not owned by other players, i.e., whose owner is the TRACK. To accomodate Daily Double betting.....the Marshall MUST round out the field of the second (2nd) race to sixteen (16) horses. If the track does not own enough eligible horses to round out the field.....then the field will be short. 5.- From the TRACK MENU the Marshall selects ....and enters the ID#'s of the Horses entered. Once the Horses are entered....entries are closed and the game proceeds to pari-mutual betting. 6.- Each player writes down his bets on separate piece(s) of paper. For example, on a small piece of paper a betting slip might look as follows: "W" ......type of bet in,

lace, how, cross... $100 ......amount of bet. # 3 ......horse post position. 5-10 ......Race No. - Meet No. JH ......players' initials. This slip is submitted to the marshall along with the funds (chips?). The marshall enters the bets...and signs the betting slip...and returns it to the player. 7.- The Marshall selects for race....and the race is begun. 8.- The players cash in their winning betting slips for payment. 9.- The Marshall distributes the purse. 10.-The system returns to the MEET MENU for the next race. 11.-Purchases and sales of horses, and other activities, may occur between races. 12.-At the end of 10 races...select from the MEET MENU. The game may be returned to at any time. Everything has been saved. With experience, a player will learn how to make money for the track. Œ ---------------------------------------------------------------------------- * HORSE REGISTRY * ---------------------------------------------------------------------------- 1.- ID# (Each horse is assigned an ID#. All activity concerning a Horse is referred to by its ID#). 2.- HORSE NAME (A name is 24 characters or less. The majority of Horses in the Registry are real horses who have campaigned in the past). 3.- SEX Upper case: (H = Horse C = Colt G = Gelding M = Mare F = Filly). Lower case: That animal has been retired. 4.- CLASS (A relative rating with respect to the Horses's overall ability. The higher the Class...the better the Horse. Class has been derived by examing the horse's actual performances in his/her many races on real tracks. On the average a Horse of higher Class will beat rivals of lesser Class. The greater the difference in Class, the more likely the results will adhere to this rule. Traffic and some racing luck will alter this premise... to the same degree that may be found under actual racing conditions. There are no sure things at a race track. Horses that finish in the first half of a field will be up-graded in class....the rest of the field will be down-graded. Down-graded horses will eventually be eligible to run against lesser competition, and eventually will win. All horses who run in any race, will have their `ability` parameters up-graded somewhat, and therefore will improve as a result of having run a race. Experience counts. Theoretically, a very low rated horse, if run enough times, will start winning. Winning Horses become more valuable to their owners.... and may turn a tidy profit at a resale....and/or cash in time). After a period of time, without reset, the horses will take on a profile....that more reflects their performance on the computer track....than it does their real life history. 5.- FRACTIONAL RATINGS SUMMARIZED (To give the player an idea of the Horse's ability and style of running, three sub-ratings have been established...100 = avg) a) st = relative rating for first 1/2 mile b) mid = " " " second " " c) str = " " " stretch Gate Ratings are not shown...but do contribute to the "st" rating. The player may surmize from the past performance how well the Horse leaves the Gate. Take notes! 6.- OWNER 7.- PRICE PAID BY OWNER 8.- DATE OF PURCHASE If the price paid by owner is zero (0)...then date=birthday. 9.- EARNINGS TO DATE 10.-PREVIOUS LAST 5 OUTINGS 11.-RECENT Date of last activity. 12.-LINEAGE Shows parentage/pedigree. First number=Father Second number=Mother e.g., [123+567] = Foal of ID #123(Father) and ID #567(Mother). [ 0+ 0] = Orphan / parentage unknown. ---------------------------------------------------------------------------- * COLORS * ---------------------------------------------------------------------------- Each owner may select the colors of his horse(s). There are many schemes composed of Horse outline, mask & number. Some colors may seem nice...but actually don't look too good during a race. However, each to his own. The colors may be changed by the Marshall between races. Each time ownership of a horse changes, the Marshall should reassign colors to that owner to make sure the new horse is included under those colors. To begin with, the Track owns all horses......and default colors have been assigned. The Marshall may change the colors of the TRACK horses to please an owner who desires such a bland scheme as his own. Some color combinations are not allowed. For instance, Blue Numbers on Blue Mask or a black outline. The system does not respond to spurrious choices. Œ ---------------------------------------------------------------------------- * PROPRIETARY SIMULATION ALGORITHM * ---------------------------------------------------------------------------- Simulations have become an important and integral part of almost all major aero-space and military projects in recent years. They not only save money during the training cycles....but because of their inherent versatility...many situations can be created on a computer which would not otherwise be practical in real life. All airline and military pilots are introduced to new aircraft in simulators....simulators which allow them to practice dangerous manuevers..without the risk to themselves or passengers. So important are simulators, that their performance is now required to be as close to real life as state of the art allows. This game was programmed by people with extensive experience developing simulators for the aero-space industry. This game is a simulator. Is there an analogy?.....You be the judge.....and be sure to let us know. To many this will just be a game. However, because the system is based on sound scientific principles....it will be much more than a game. It is designed to give better horses....a better chance of winning. We know those who keep track of such things, will find that this will be true over the long haul. To keep the game interesting at all times, another dimension has been added. Transparent to the players is a variable known as "desire". In any given race.....how high is a horse's desire to win. This is a random variable. It allows lesser horses to occassionally beat the high class competetion. Define this variable any way you like.....it keeps the game interesting...and makes optimists out of owners. The simulation algorithm drives the horses around the track. This simulation is so accurate, that only a day at the track will prove more exciting. The simulation is based on two sets of ability parameters. 1.- Each horse is assigned `x` units of energy to burn during the course of a race....depending on the competition. Players are never told the energy assignments. And because no two races are the same...the energy assignment is never the same twice. (Remember also, that the results of each race modifies a horses' parameters for the next race. A horse may be better or worse next time out. It is all relative). 2.- Each horse has been rated for every 1/16th of a mile....predicated on the horses actual past performances at real tracks. The differences in tracks and conditions have been reduced to a common denominator by a proprietary program. 3.- For each 1/16th of a mile, the parameters are fed into a system of formulae, which simultaneously solves for the relative moves of all horses in the field.......taking into account the balance of Pace vs Ability vs Desire vs Energy. 4.- The simulation keeps uppermost in mind that the shortest path to the finish line is along the rail. It takes less energy to run along the rail than any other route. Keep this in mind when you decide to be the jockey. Horse movements are timed at intervals of 1 second each move. This is done to heighten anticipation.......and to allow the players to study the situation as the race unfolds. Hold down the [Space Bar]....and the delay will be ignored. The simulation gives the best horse(s)....the best chance to win but does not guarantee victory. It won't be much of a game otherwise. This simulation has proven to be highly accurate in the opinions of those who have played the game. But because the horses have been rated over the lifetime of their careers...and for other reasons...there is still plenty of room for controversy....and isn't that the truth in reality? Besides, we did not have access all the time to all data...and had to fill in some gaps as we went along. Remember this is only a game! Be that as it may, if you want to try and predict the outcome of a real race..........at the suggestion of some users, select a field whose class is analgous to the field going in the race that you are interested in. The only difference is the name of the horse(s). We suggest strongly, that common sense and other handi-capping systems would be do a better job. After all, if we could predict who would win a race, we wouldn't be writing software for a living. Players have been observed to become so engrossed in the mechanics and logistics of the game....that it has become a passion for them. We hope that it becomes a passion for you too. We sincerely hope that you get as much enjoyment out of this game over the years.....as we had developing the concept. Œ ---------------------------------------------------------------------------- * JOCKEYS * ---------------------------------------------------------------------------- Prior to the pari-mutual betting, the computer will ask if you want to be the Jockey. This is an all or nothing proposition. Either every one is a Jockey....or no-one is a Jockey. When a Jockey.....you may simply strike to pass. In this fashion the game is kept moving right along. This function may be keyed on/off during a race as follows: ON ) Depress and hold down <@>...until you hear a beep. OFF) Press ....normal racing will resume. If you decide not to be the jockey, the horses will run in accordance with the rules of the proprietary simulation. Depending on traffic, the simulation has a tendency to put the horse on the rail when possible. This saves ground, but may result in a good horse getting trapped...and deprived of running room....when in fact, the horse has plenty left; and might win if it can get to the outside away from traffic. You can be the jockey only for horses which you are the Owner. The Marshall moves all other horses. If you decide to be the jockey, the simulation will stop before each move and offer, you the jockey, an array of possible moves. Instruct the Marshall which move you desire. Some alternatives are spurrious...and should be ignored. If no feasible alternatives exist, as determined by the simulator, the horse will be moved...without stopping. If you are not sure, or don't care what the next move should be.....strike [Enter].....and the simulation will make the move for you. In any case, the computer will wait only 60 sec for an answer....then make its own move. If you are the jockey, you can decide when to tuck-in on the rail and save ground....and when to stay outside, if you believe your horse is capable of running down the competition. In certain situations, you may chose an `alternative` which will block a horse of better calibre, thereby forcing the rival(s) to go around your mount....and therefore burning up precious ground and energy. (This is handy if you have more than one Horse entered in a Race. It could even be construed by some to be downright criminal.) If you hold a good horse back and not jump at the first opportunity to go wide....you will usually find that he has at least one good move left for the stretch. The longer you hold him/her back........the bigger the move. It's perplexing...go wide or save ground. Know your horse! By studying the horse registry, you can make judgements as to the relative quality of your mount vs the calibre of the competition. In many cases, your decisions will affect the outcome of the race. Strategy counts! If your game version does not have the Horse Register, you will have to derive your conclusions based on the Horse's reputation. For instance, who hasen't heard of Man O'War....or Secretariat....to name a few. Most of these horses have appeared in the Kentucky Derby, the Preakness, and the Belmont. Others have campaigned at various tracks around the country.....were top money earners of their time....and some are thrown in for laughs. Œ ---------------------------------------------------------------------------- * STARTING GATES * ---------------------------------------------------------------------------- There are 5 starting gates from 5 furlongs to 1 1/8th mile. The horses with the lowest "rating", having nothing else going for them, will most probably break from the gate first. Keep this in mind...you may predict the strategy of the race. The shorter the race and the heavier the traffic...the more likely an upset will occur. ---------------------------------------------------------------------------- * WEIGHT * ---------------------------------------------------------------------------- Weight is definitely a factor....most of the time. Weights are assigned by a secret formula.....that tries to make every race come out a "dead heat". However, there is an exception to this rule. If you run the 5th race at 5 furlongs the horses will be equally weighted. Likewise, if you run the 6th race at 6 furlongs......so forth and so on. This allows for variety. ---------------------------------------------------------------------------- * ENERGY LEVEL * ---------------------------------------------------------------------------- How much energy does your horse have left at any particular point in the race? The answer is....you never know!....until you ask the Horse to make a move. Jockeys will tell you the same thing. ---------------------------------------------------------------------------- * EXPERIENCE * ---------------------------------------------------------------------------- Each time a horse is raced, he/she is given credit for experience. And experience counts. Little by little a horse will improve. When it reaches a certain level....its improving performance will flatten out for a while before it starts showing signs of renewed improvement. ---------------------------------------------------------------------------- * SCRATCH * ---------------------------------------------------------------------------- From time to time.....due to poor post position or a need for funds, or because an added purse in a future race seems more attractive, an owner may decide to scratch his/her horse from a particular race. If a horse is scratched, 1/2 of the entry fee is refunded, and 1/2 of the supple- mental fee is refunded. No substitutions may be made. A Horse may not be scratched once a bet is made. The system will not respond to requests for a Scratch....once any bet is down. So make up your mind....before the action heats up. A scratched horse may not be claimed. ---------------------------------------------------------------------------- * RE-SALE * ---------------------------------------------------------------------------- Owners may trade horses and/or buy and sell horses from each other. Any exchange of stock must be recorded by the Marshall....for his usual fee. The computer will do all the figuring.....and tell the Marshall and the players how much to pay...and to whom. ---------------------------------------------------------------------------- * FEED BILL & STALL RENTAL * ---------------------------------------------------------------------------- Each owner must pay the Track $50 per Race per Horse for Feed, Stall rental, security and the general up-keep of the grounds. If you own ten Horses you are assessed $50 x 10 = $500 per Race. Everything cost money nowadays. On the other hand, if you have managed to accumulate a 10 horse stable.....you must be doing alright. It's just like real life. The rich can afford the best of everything for their animals....and all Horses are rated equal in their ability to eat...irregardless of Class...or position of the owner. As a player, consider the fact that each Horse that you own will cost you an additional $500 per meet....if you hold onto him/her for the full meet. Said fees are collected before each race. Retired horses are exempt. ---------------------------------------------------------------------------- * FORCED LIQUDATION * ---------------------------------------------------------------------------- An owner who is indebted to the Track and who cannot pay shall have a Horse repossessed by the Marshall; i.e., the player shall submit a Horse to the Marshall for <$>Cash-in. The Marshall shall satisfy the debt to the Track first....then give the surplus to the player (former owner). The Marshall shall repossess as many Horses as are necessary to satisfy the debt in full. The player may choose the Horse(s) which are to be repossessed. A player who cannot pay.....shall be shot at dawn!....no exeptions. ---------------------------------------------------------------------------- * CLAIMING * ---------------------------------------------------------------------------- At least two races per meet should be Claiming Races. Usually the first two. The claiming price shall be equivalent to the lower limit of elig- ibility times 10. For example, in a Race for Horses of Class 3000 - 2000, a Horse may be Claimed for $20,000. Anytime before a Race is begun a player may submit a Claiming slip and the required claiming price to the Marshall: "CLAIM" "Name of Horse" "Race No. - Meet No." "Post Position" "Claimants initials" The Claiming slip shall remain a secret until the end of the race. At the end of the Race and before the activity for the next race, owner- ship of that horse will change in accordance with the rules for `Re-sale`; except a winning horse may not be claimed. Don't enter a Horse which you like in a Claiming Race...you may lose him. ---------------------------------------------------------------------------- * AUCTION * ---------------------------------------------------------------------------- The Track makes money when stock is bought and sold. It behooves the Track therefore to encourage players to buy Horses. The Marshall must put up for auction any horse requested by a player. The Marshall may take any price for the horse but since the Track is required to buy-back all stock tendered at any time....and since the cash-in value is determined by the horse's performance...it would be foolish to let the horse go at a bargain price. In fact, if the horse runs in a race and finishes in the top half of the field, the value of the horse will increase...and the Track would suffer a loss at cash-in time, if it did not recieve full value from the buyer at auction. Therefore, the Marshall is not required to sell any Horse at Auction at less than the minimum bid. A Horse that does not run...will lose money for its owner....because the Track is required to buy back the Horse at a 5% discount of its value at `cash-in` time. Players are allowed to form partnerships and syndicates to buy a Horse. Keep in mind, that a horse that wins is worth more.......and a horse that loses..........is worth less. The computer automatically keeps track of a horse's value. Œ ---------------------------------------------------------------------------- * SAMPLE PROGRAM * ---------------------------------------------------------------------------- FIRST - The Longacres Sprint 5 furlongs, purse $10,000, claiming price $1000 entry fee $200 eligible class 1000 - 0000 *Horses who have not won in prev 5 outings. ------------------------------------------------------------------------ SECOND - The Santa Anita Derby 6 furlongs, purse $20,000, claiming price $2000 entry fee $400 eligible class 2000 - 0000 *Marshall must round out field to 16 horses. ------------------------------------------------------------------------ THIRD - The Saratoga Special 7 furlongs, purse $40,000, claiming price $20000 entry fee $800, supplemental entry fee + $1200 eligible class 4000 - 2000 ------------------------------------------------------------------------ FOURTH - The Churchill Downs Feature 8 furlongs, purse $80,000, claiming price $40000 entry fee $1600, supplemental entry fee + $2400 eligible class 8000 - 4000 ------------------------------------------------------------------------ FIFTH - The Arlington Memorial Dash 5 furlongs, purse $160,000 entry fee $3200, supplemental entry fee + $4800 eligible class 16000 - 8000 ------------------------------------------------------------------------ SIXTH - The Garden State Mile 8 furlongs, purse $200,000 entry fee $4000, supplemental entry fee + $6000 eligible class 20000 - 16000 ------------------------------------------------------------------------ SEVENTH - The Belmont Stakes 9 furlongs, purse $300,000 entry fee $6000, supplemental entry fee + $9000 eligible class 30000 - 20000 ------------------------------------------------------------------------ EIGHTH - The Data-Plane Classic 8 furlongs, purse $1,000,000 entry fee $20000, supplemental entry fee + $30000 eligible class 30000 or better ------------------------------------------------------------------------ NINETH - The Hialeah Flamingo Invitational 9 furlongs, purse $500,000 entry fee $10000, supplemental entry fee + $15000 eligible class 20000 or better ------------------------------------------------------------------------ TENTH - The Bay Meadows Free-for-All Handicap 8 furlongs, purse $250,000, claiming price $100000 entry fee $5000, supplemental entry fee + $7500 eligible class 10000 or better *Supplemental entry fee(s) goto Winner. ------------------------------------------------------------------------ - END OF PROGRAM - ------------------------------------------------------------------------ Weather is not a factor at this track.....unless you play at an outdoor bar-b-que.....and it rains. ---------------------------------------------------------------------------- * PURSE * ---------------------------------------------------------------------------- The purse is divided up automatically by the computer. You will notice that the more horses entered in a race.....the higher the share to first place. The first five finishers...or the first half of the field are recipients of a share of the purse; whichever is less. The Marshall may add to the purse....any way he sees fit. For instance he may increase the total purse...or offer an added amount to the winner only. In the latter case, the added amount should not be included in the purse, but rather awarded to the winner after the race. This is a strong incentive for players to purchase stock...which makes the Track a profit. Œ ---------------------------------------------------------------------------- * TYPES OF BETS * ---------------------------------------------------------------------------- All bets must be in whole Dollar amounts....no cents. All bets should be $2 or greater..... WIN - Bet a horse to finish first. PLACE - Bet a horse to finish first or second. SHOW - Bet a horse to finish first or second or third. "W" ......type of bet in,

lace, how. $100 ......amount of bet. # 3 ......horse post position. 5-10 ......Race No. - Meet No. JH ......players' initials. ACROSS THE BD - Bet a horse to finish first, second or third. Actually three bets of equal amounts....a Win bet...a Place bet and a Show bet. This bet will be multiplied by 3. For example, $15 Across the Board is........$45 total. "A" ......type of bet cross the Board. $100 ......bet. $300 ......total amount of bet. # 3 ......horse post position. 5-10 ......Race No. - Meet No. JH ......players' initials. EXACTA - Bet the order of finish of the first & second horses in that order only in that race. For example, if the bet is 3 & 7.....and the order of finish is 7 & 3, you lose. "X" ......type of bet acta. $2 ......amount of bet. $2 ......total amount of bet. #3+7 ......horse post positions in exact order of finish. 5-10 ......Race No. - Meet No. JH ......players' initials. - Exacta & Trifect bets may be wheeled. For example, you may select horse post position #4 to finish first..and couple this with all and any other horse(s) to finish second. You would place this type of bet if you felt confident that #4 was going to win....and pay a good Exacta price to make the investment worthwhile. In an eight (8) horse field...the #4 horse wheeled with the rest of the field is actually seven (7) bets. Count them. #4&1...#4&2...#4&3...#4&5...#4&6...#4&7...#4&8. Therefore, the bet is seven times the bet. When enter- ing this type bet, the Marshall shall use the symbol `W` to indicate Wheel and the computer will calculate the total amount for you. Pay the Marshall that amount. Only one position may be wheeled. "X" ......type of bet acta. $2 ......amount of bet. $14 ......total amount of bet. Seven times $2.00 #4+W ......horse post position. `W` means wheel. 5-10 ......Race No. - Meet No. JH ......players' initials. TRIFECTA - Same as Exacta bet....except you must pick the exact order of finish of the first three horses. Usually pays good price....and is hard to pick. This type of bet may be wheeled. "T" ......type of bet rifecta. $2 ......amount of bet. $2 ......total amount of bet. #3+7+4 ......horse post positions in exact order of finish. 5-10 ......Race No. - Meet No. JH ......players' initials. DAILY DOUBLE - This bet picks the winners of the first two races only. This bet may be placed only before the start of the first race. Since this is a game...even if the entries for the second race were known before the start of the first race....it still is not possible to know their post position in the second race....because the system does not assign post position until just before pari-mutual betting of a given race. Therefore you are betting blind on the horse for the second race. For fun.....we have nevertheless included the Daily Double as a possible bet. Players seem to enjoy the practice. This type of bet may be wheeled. "D" ......type of bet aily Double. $2 ......amount of bet. $2 ......total amount of bet. #9+11 ......horse post positions winners of first & second races. 10 ......Meet No.....Always the first two races only. JH ......players' initials. Note: Certain bets are not accepted. For instance, you cannot make a Trifecta or Show bet in a two horse race. The computer will indicate that it has not accepted a bet by flashing.....`NO BET`. Only one position may be wheeled. A blank post position will cancel the bet. For those who play by themselves....and wish a phantom public to make bets, please select a post position of "X" for a in,

lace or how wager. Œ ---------------------------------------------------------------------------- * PARI - MUTUAL * ---------------------------------------------------------------------------- Pari-mutual betting is as close to the track formula as possible. The Track keeps 15% of all losing bets....or if no bet is made on a win- ning horse...the track keeps it all. Odds are based on the amount bet on each horse vs the total bet on all horses....just like at the track. The original odds posted are called the `morning line`...and reflect a measure of the horses ability vs the competition. Bets placed on entries will change the `morning line` to real odds....and are a measure of the public's opinion. Post time odds are the final odds computed prior to the beginning of the race. (Odds of greater than 1000:1 are not accurately shown. Also, a horse with no money bet will not have its odds change. At a real track I've never seen that happen....but it will happen here). At the conclusion of a race, the pari-mutual pay-offs are posted. These are based on a $2.00 bet. If a horse pays $8.00 to Win....then a $100.00 bet pays 50 times that amount.....or $400.00. The computer will assist the Marshall in figuring the pay-offs....for different wagered amounts. The Track occassionally will lose money when a winning Horse is heavily bet on. The minimum payoff is $2.20......which may be more than the computed pay-off. Mistakes cannot be rectified. A Marshall who inadvertenly pushes the wrong button will have to eat the ticket. Without this rule a Marshall might be tempted to try influencing fate. A player does not have to accept a bet which he did not ask for. Hence the requirement for writing down all bets on betting slips. ---------------------------------------------------------------------------- * PARI-MUTUAL MENU * ---------------------------------------------------------------------------- cratch - See section entitled `SCRATCH`. enu - Returns to the MEET MENU. Bet - Strike [Enter] or [Carriage Return]....to place a bet. Enter the bet amount. A [Blank] will automatically default to a $2.00 wager. Select the type of bet from the Betting Menu. Do not enter the total amount. Enter the Bet amount. The computer will figure out the total. If the system does not return to the Pari-Mutual Menu strike . The computer is just trying to give you time to consider the result....on some bets. On others the return to the Menu is immediate. ace - When all bets are in and placed...Load the horses into the starting gate and go! ---------------------------------------------------------------------------- * WINNING TICKET PAYOFFS * ---------------------------------------------------------------------------- To assist the Marshall with payoffs at the conclusion of a race, the Marshall may enter the $2 payoff from the tote board, then the face value of the winning ticket(s). The program will tell the Marshall how much to pay the winner(s). For example: pp WIN PLACE SHOW 7.- 6.40 3.60 2.80 4.- 6.70 3.30 3.- 5.40 to determine the payoff for a $100 PLACE ticket on Horse #4...enter $6.70 as the $2 payoff price...then $100 as the `face value` of the ticket. The payoff shall compute $335 to the winner. (50...$2 tickets). After a while, the Marshall probably will be able to figure out the pays without help from the computer. ---------------------------------------------------------------------------- * TRACK SHARE * ---------------------------------------------------------------------------- Track share as shown on the results board is the net winnings/loses to the track for win, place and show bets only for that race. This total is short of the actual....because the track does not pay back nickels. Net Meet Track Share however, is the total to the track up to the minute for all types of wagers. It too is also a short count. In other words the track actually wins a little more than it shows. Daily Double wagers are included only after the 2nd race. Handle refers only to the totals wagered on win, place & show. As a matter of practice....players have recommended that this overage be added to the purse of the next race. Œ ---------------------------------------------------------------------------- * MEET MENU * ---------------------------------------------------------------------------- - Select at Random horses for next race. (Can be used as short version...i.e., no owners). - The Marshall will key in entrants for next race. (Backspace is not implemented. Use cursors/enter/space/numbers).

- Print the Horse Register. Do this first. Will clarify other print-outs and displays. - Same as

....except scrolled on screen. <1> - Same as ....except displays only data on one (1) horse. - Same as

....except you may chose limits for Class. - Same as ....except scrolled on screen. - Same as

....except you may chose Owners. - Same as ....except scrolled on screen. - Auction. Computes all prices & discounts automatically. - Used whenever stock changes hands between players. <$> - Used whenever a player wants to liquidate his stock. Computes values and discounts automatically. - Select a color combo for a particular owner. - Breed two horses of opposite sex. - Go to Setup Field and rate horses. "Rated Field" message will flash to warn bettors that the field has been doctored. - Rerun last setup field. must have been exercised before. - End of the meet. NOTE - During any long print-out or display... will abort. Œ ---------------------------------------------------------------------------- * FIELD SETUP * ---------------------------------------------------------------------------- This feature will allow you to set-up a field for a race....change a horse's name and sex...and rate the animal for a given distance. The driver for this type race is very consistent and different from the algorithm driving the game. If you are a handicapper....then this section is for you. Press from the Meet Menu and a "Field Menu" will appear. If you want to set-up a new field press <1>. If you only want to modify a field which you have set-up previous press <2>. 1.- Enter Horse ID #'s. Only horses belonging to the TRACK will be accepted for the field. If there aren't enough horses belonging to the TRACK, you will have to Cash-in or Re-sell Horses back to the Track. Retired Horses are eligible for this function.........and retired Horses will be brought out of retirement to race....or breed some Horses which you will only use for this option. Don't worry about class, etc...you will change those. The order of entry will determine the post position. 2.- Change the Name and Sex as desired. 3.- Assign weights to each. 4.- Assign ratings per furlong. Worst = 0 Best = 99. Invariably, serious Handicapping systems reduce a Horses' chances to a percentage. To move from field to field press . To manuever within a field use the cursor and keys. Backspace is not implemented. Once changed, the ID # will now show the new name and sex....and new rating. In effect you have created a new horse, without the bother of breeding. If you elect to ape at the top....nothing will be changed. If you elect to ape at the bottom...the names and sex will be changed........but the ratings will not. If you elect to accept the field.....press at the bottom. The race will begin. If you want to return to this section......press at the Meet Menu and all paramters will be reset. Press at the Meet Menu if you want to repeat the same field without reseting parameters.......or elect if you want various post positions and weight assignments in accordance with the rules of the game. We strongly suggest, that before you arrive at any conclusion(s), that you run the field at least ten (10) times and see which horse(s) consistently place in the money. Sometimes the Horses will all arrive at the wire at the same time...and in some cases it is just a matter of luck who pushes his/her nose over first. ---------------------------------------------------------------------------- * FIELD RATING * ---------------------------------------------------------------------------- This rating system is nebulous, upside-down and inside-out......and probably doesn't work. But it sure is fun! Now we are not sure what works and what does not work when rating a field of horses for a given race. Therefore, we have created a system which allows a great deal of discretion.....and frankly, we expect the players to tell us how to work this system. And if it does work........we're all headed for the track. We suggest the following: Method -1- Assume all horses have a given equal amount of energy for the distance. Enter per furlong the amount of energy you predict the horse will have left at the end of that furlong. Therefore, what he has left at the end of a given furlong, will be assumed to be his reserve for the start of the next. 99% is the max. (No creature has 100% energy for anything......it even takes energy to walk to the starting gate). The total percentages do not have to add up. Consider that a horse may burn up 40% of his energy in the first furlong....cruise the next two and recover some of his energy. The Stretch (str) rating should be considered differently......as we believe some horses can smell the finish. Therefore, this rating should be absolute. How good is this horse, irregardless of competition, when he gets to that last eighth pole. The same may be said for a Horse's ability to accelerate from the Gate. Method -2- Same as Method -1-...except enter relative ratings. For example, 99% is the "best expected pace for this class"....to 0% or not rated. Method -3- In this method, the ratings are fractions or 1/100th of a second off the pace.....with 99 = "best expected time for this class" and 0 = 1 second off the pace. A Horse with zero's across all furlongs should, in your opinion be 8 seconds behind the leader at the finish. A rating of 80= 1/5th of a second off....so forth and so on. Method -n- Skip this section entirely.......! ---------------------------------------------------------------------------- Notes: a) The system looks at the fields in reverse order. Therefore, if this is a 5 furlong race....the system reads the fields to the right. However, since you have created a new Horse and may want to enter him as part of the game at other distances...you should rate the horse across the full 1 1/8th mile. b) Always include a Gate and Stretch rating irregardless of the distance. c) A Horse with zero (0) ratings is running on shear luck. His performance cannot be judged. d) The system rates on a curve, so there is a greater difference between 80-90, than there is between 10-20. The system sorts everything out for you. Œ ---------------------------------------------------------------------------- * SEX * ---------------------------------------------------------------------------- We have tried to be as true to real life as practical. However, Fillies turn into Mares......and Colts turn into Horses.....or Geldings. Kind of confusing to some and crystal clear to others. In any case, Sex has been included in the Horse Registry....and may be used as another dimension in the qualification of a an animal for a race. For instance, you may have a race eligible only to Fillies....so forth and so on. Horses with the sex symbol in lower case have been retired........but not destroyed. ---------------------------------------------------------------------------- * BREED * ---------------------------------------------------------------------------- 0) The Marshall may not breed horses...nor may horses owned by the TRACK participate in this function. 1) Any two horses of opposite sex may be bred. Even Colts & fillies may have a go at it. Retired horses also. 2) Geldings cannot breed. 3) The newborn offspring will be assigned the proper parameters determined by a "conception" formula embedded in the software. The foal may have a little of this....and a little of that. Breeding is by no means certain. However, the formula leans to including some traits from either parent. Therefore, the better the parents...the better the foal....most times. You never know what you'll get. It is possible to get an offspring that is a true champion....or one that is a true deadbeat. But it is cheaper to breed than buy...and if you get a good one....it's a real bargain. The true Class of the foal is masked. Usually it is less than both parents. The true test of the animal is in the pudding. Race he/she to find out what you've got. See the {st mid str} ratings for an indicator of what may lie beneath the blanket. If he/she/it is a champ...his rating will continue to climb. If not you may consider retiring or selling at the earliest possible time. Best to abandon a bad investment. In this manner the breed is improved in time. 4) There is a limit to the number of horses that may be registered. When the limit has been reached the system will reject requests for a breeding slot. 5) Breeding slots are available when the game begins. When that limit has been reached...the next breeding slot will be awarded to an owner who retires a horse. Now strategy in this respect becomes a factor. 6) The owner of the female pays a Stud-fee to the owner of the male horse; equal to the class of the Stud...and ten percent (10%) to the Marshall as a registry fee. For example, if the class of the Stud=12345, the owner of the female pays $12345 to the owner of the Stud; and $1235 to the Marshall. The owner of the female gets legal rights to the foal....except deals may be made whereby a partnership or corporation is formed between the two owners....thereby giving a share to each. When such a deal is made, it usually includes a discount on the Stud fee. Any mutually agreeable arrangement is valid. Please inform the Marshall. 7) A foal is eligible to run in the very next race...as are his parents. In this game the horses have remarkable stamina and ability. 8) The foal is treated as any other horse....immediately & henceforth. 9) The computer will inform the players when it has no breeding slots available. Until that moment is reached....relax! 10)Some horses are better breeders than runners. Experience will indicate to you which ones these are. We'll never tell. ---------------------------------------------------------------------------- * RETIRE * ---------------------------------------------------------------------------- 0) The Marshall may not retire horses...nor may horses owned by the TRACK participate in this function. 1) Once a horse is retired...he will never....ever race again. 2) A retired horse may breed. 3) A retired horse is excused from taxes and all other assssments. 4) A retired horse may be cashed in.....or repossessed. ---------------------------------------------------------------------------- * DESTROY * ---------------------------------------------------------------------------- 1) An unpleasant but necessary process....inevitable in life as well as this game. 2) Only retired horses will be destroyed. 3) A destroyed horse is gone forever. No cash in...no nothing. It is gone! A total loss to the owner. It's part of the game. 4) The computer selects the horse to be done away with. It usually looks to do away with the cheaper nags first. 5) Horses will only be destroyed if no breeding slots are open. Other than that.... NO warning is given. You never know when it's going to strike. ---------------------------------------------------------------------------- * STRATEGY OF BREEDING / RETIRING * ---------------------------------------------------------------------------- Why would anyone want to retire a Horse? Well.... 1) Perhaps the owner can't afford the daily upkeep. 2) Suppose you own a cheap $20 filly....that doesn't look like it is ever going to win. You could cash her in and get your $20 less commissions back.....or you could approach the owner of a great horse like Citation and propose a state sponsored marriage between your filly and his champion. If there are no breeding slots open....something has to give. Either you retire your filly and receive a breeding slot in return...and run the risk of losing her forever....or if you really care for her..you and the owner of Citation might chip in and buy the cheapest horse available from the TRACK or some other owner; and retire it. In return, chances are you have improved your stable. Œ ---------------------------------------------------------------------------- * RESULTS * ---------------------------------------------------------------------------- The results of all races are summarized and saved on disc. Print them out as per instructions, which will appear at the end of each meet, and erase the files if you need the room: d:\>erase *.RCE ---------------------------------------------------------------------------- * INSTANT REPLAY * ---------------------------------------------------------------------------- The entire race may be replayed by selecting from the menu. However, this function is disabled before the first race......and if any function for the next race has been initiated. ---------------------------------------------------------------------------- * MISTAKES * ---------------------------------------------------------------------------- There are no `do-overs` in this game. All moves and bets are final. However, to assuage the damaged party(s)......the Marshall shall pay each player $100 (that means all players)....for each mistake which is clearly the Marshall's error....Push a wrong button....and it could cost the Marshall thousands. (Besides the Marshall can usually afford it). Without this rule....chaos might prevail. A Marshall who makes too many mistakes should be replaced......after the players break his fingers. ---------------------------------------------------------------------------- * RESET * ---------------------------------------------------------------------------- Only hard disc systems can be reset to original conditions. To reset the system back to ground zero...simply reload the diskette and start from the beginning. See above "Installing" ---------------------------------------------------------------------------- * BOTTOM LINE * ---------------------------------------------------------------------------- If you haven't lost money at this track......then you must be doing some- thing wrong!......Keep this in mind when you go to a real track......and Good Luck! The horses will forever have the characteristics assigned to them as a result of their record on the computer track. Who knows......Secretariat may become a `nag`.....and Yugo a great stallion. Keep this in mind when you invite friends over for a game. ---------------------------------------------------------------------------- * SUGGESTIONS * ---------------------------------------------------------------------------- We look foward to hearing from you. If you have good ideas....we might be persuaded to implement them in future versions. By the way, we have tried a version with all horses moving simultaneously and found it to lack the anticipation that we have in the current version. ---------------------------------------------------------------------------- **************************************************************************** HANDICAP-HORSE-RACING, with all of the features discussed above is available for $74.95 + s&h......and may be purchased by calling the toll free number 1-800-323-8063. Credit cards welcome...or send checks to the address below. Prices subject to change without notice. **************************************************************************** First Printing July 1989 Second Printing October 1990 Third Printing April 1991 Fourth Printing September 1991 Printed in U.S.A. by DATA-PLANE INCORPORATED 330 S.W.43rd Street Renton Washington 98055 1-(206) 838-4181 **************************************************************************** end ---