----===================================================================----
     The Wheel of Fortune, v6.0  README! File by Dotoran of Frontiers!
----===================================================================----

What is it?
~~~~~~~~~~~
    The latest version of "The Wheel of Fortune" received MANY, MANY, MANY
enhancements, changes, additions, etc... that should prove to make this the
most POWERFUL version of "WOF" being run on ANY Bulletin Board Software for
ANY Computer Platform! (Really! Honest! hehe)

    You will need the following commands in your C: directory in order to
use this pfile:
                    rename \ These are used for maintaining the three
                    delete / WOF Game Logs(In Ascii, ANSI, & IBM-ANSI)
                    sort   - Is used to keep Players list alphabetized.

How to Install:
~~~~~~~~~~~~~~~
   Follow these steps:

 1: Copy the "WoFortune.Loader" file into your PFILES: directory.

 2: Copy the "WoFortune.Config" file into your PFILES: directory also.

 3: Copy the "WoFortune/" directory into your PFILES: directory as well.

 4: Add this line to your "sys.welcome" file, or somewhere else in your
    bbs's logon sequence:

            {#0pfiles:WoFortune.Loader}
            ^
        Control-Q

 5: Now, add this line to the bottom of Menu # 2, Available Everywhere in
    your "cnet:bbsmenu" file:

        WOF     |   {#0pfiles:WoFortune.Loader}     `??-??
                    ^                               ^
                Control-Q                       Access Groups
                                       (Use `1-23 if v2.63, `1-31 if v3.0)

 6: Use the "AL" (Add List) CNet Command to create a directory in one of your
    PFILE areas where you can ADOPT numerous files.  When it asks you for the
    "unique filename" for directory, use the "pfiles:WoFortune/" directory
    to make it use the included directory.  This will save you from having to
    create another directory, simply to hold CNet's "data/" directory.

 7: Use the "AO" (Adopt Orphans) command to adopt the following files into
    the new directory you created in # 6 above:

        pfiles:WoFortune.Loader     - The WOF Game Progress Indicator, and
                                      Game Loader.

        pfiles:WoFortune/Game.ASC   - The Ascii Game Version (No Color or
                                      IBM Graphics are used.)

        pfiles:WoFortune/Game.ASC   - The Ansi Game Version (Uses Color, but
                                      no IBM Graphics are used.)

        pfiles:WoFortune/Game.ASC   - The IBM Game Version (Uses both Color
                                      and IBM Graphics!)

        pfiles:WoFortune/Config     - The Config Module (Allows SysOp to
                                      define exactly how the Game will act,
                                      feel, and perform!)

        pfiles:WoFortune/Maint      - The Maint Module (Allows SysOp to
                                      weed players, or reset the game.)

        pfiles:WoFortune/SetUp      - The SetUp Module (Sets up Game Files
                                      for the FIRST Time you play the Game.)

    The "WoFortune.Loader" file should be added as a MULTI-Use Arexx Pfile
    that can be run by any users on your bbs, using the same Access Groupings
    you specified in # 5 above.

    The "Game.ASC", "Game.ANS", and "Game.IBM" files should ALL be added as
    EXCLUSIVE-Use Only Arexx Pfiles that can be run by any users on your bbs.
    Use the same Access Groupings as the Loader uses. The "Game" modules do
    NOT have the "play check" routines built in, as the "Loader" does, which
    is why it is VERY important you add these as EXCLUSIVE-Use Only!

    The "Config", "Maint", and "SetUp" files should be added as EXCLUSIVE-Use
    Only Arexx pfiles that only the SYSOP has access to use. It would NOT be
    wise to give your users access to these files!

Setting Up The Game:
~~~~~~~~~~~~~~~~~~~~
    Before the first player uses the game, you will want to configure the
game to run exactly the way YOU wish to run it. The first file you should
use is the CONFIG module. Although the CONFIG Module can be loaded from
within any of the "Game" Modules, it is a good idea to use it externally
the FIRST time you use it.

    The "Config" file allows you to set over 30 variables telling the Loader
and Game Modules how they should perform certain tasks. The "Config" Module
is written in ANSI-ARexx, meaning it is used similarly to the way Cnet's VDE
Editors work. Simply press the appropriate ARROW KEYS to highlight the item
you'd like to edit, then press ENTER or RETURN to edit the item.  When you
are satisfied with the settings, press your ESC key to save them to disk. You
can also press the "V" key to swap between the two different screens(Note the
"V" of the word "View" is both underlined and highlighted to remind you!)

    The current Config Variable Settings are listed below:

    Found on the First Config Screen:

        Path to Game Files
        ~~~~~~~~~~~~~~~~~~
            - This field should contain the full path where the "GameData"
              and other support files can be found. If you decide to NOT
              store these files in the default "pfiles:WoFortune/" directory,
              then it will be necessary to edit this field accordingly.

        ASC Key1
        ASC Key2
        ~~~~~~~~
            - Define what the two "press any key" prompts will look like in
              the Ascii version of the game. The numbers appearing AFTER
              these two fields represent the number of MCI commands you used
              in each prompt(This info is used to keep centering correct!)

        ANS Key1
        ANS Key2
        ~~~~~~~~
            - Define what the two "press any key" prompts will look like in
              the Ansi version of the game. The numbers appearing AFTER these
              two fields represent the number of MCI commands you used in
              each prompt(This info is used to keep centering correct!)

        IBM Key1
        IBM Key2
        ~~~~~~~~
            - Define what the two "press any key" prompts will look like in
              the IBM-Ansi version of the game. The numbers appearing AFTER
              these two fields represent the number of MCI commands you used
              in each prompt(This info is used to keep centering correct!)

        Show OLD Game Log
        Show NEW Game Log
        ~~~~~~~~~~~~~~~~~
            - These fields state whether or not you wish one or both of the
              Game Progress Logs to be shown right before the user PLAYS the
              game for the first time each call. The log(s) will be shown
              only ONCE before they start play. Note that the logs are now
              version specific, meaning there's an ASCII, ANSI, and IBM-ANSI
              log created.

        Show Vanna Picture
        ~~~~~~~~~~~~~~~~~~
            - Some of you had requested that I permanently remove the Vanna
              picture that appears right before Game Play starts. I kinda
              like the picture myself, so decided to create this flag for
              those who wish the picture to be SKIPPED instead.

        Winner 1st Player
        ~~~~~~~~~~~~~~~~~
            - This option allows you to specify whether or not you'd like the
              WINNER of the LAST Game to be able to be the FIRST player of
              the NEW Game.

        Can $0-$100 GUESS
        ~~~~~~~~~~~~~~~~~
            - I thought it kinda unfair that the "real" players of the Game
              could do the majority of the work solving the puzzle, only to
              have a NEW player come in and immediately GUESS the puzzle.
              This option allows you to specify if a player with between $0
              and $100 is eligible to GUESS the puzzle.

        VIEW MORE CONFIG OPTIONS
        ~~~~~~~~~~~~~~~~~~~~~~~~
            - Takes you to the second Config Screen.

        ASC Hide Character
        ANS Hide Character
        IBM Hide Character
        ~~~~~~~~~~~~~~~~~~
            - The "hide" character is the character used in place of any
              UNSOLVED letters. These three fields allow you to specify a
              different character for each module, as some characters are
              easier to read than others. Note, however, that using certain
              characters, like:   - . '   etc. are NOT a good idea, because
              these characters MAY also be included in the actual puzzle.

        Bonus Timer Limit
        ~~~~~~~~~~~~~~~~~
            - This is the amount of time a user has to guess the Bonus Puzzle.
              You may need to adjust this value if you're using a faster cpu
              than I am(most SysOps are!). I've found a value of 250 to be a
              fairly competitive value on an unaccelerated Amiga 500.  Note
              that if you're running a faster CPU, then you will need to make
              this value LARGER, not smaller.

        ANS Wheel Graphics
        IBM Wheel Graphics
        ~~~~~~~~~~~~~~~~~~
            - In the Ansi and IBM-Ansi modules, there are two different types
              of Wheel Graphics: Wedges and Rotating Wheel. These options let
              you select which graphics to use in each version.

        Last Puzzles
        Last Bonuses
        ~~~~~~~~~~~~
            - These values specify the max number of past puzzles to keep on
              file for the "Last ?? Puzzles" commands. Values between 5 and
              20 are reccommended.

        Bonus Length
        ~~~~~~~~~~~~
            - This is the MINIMUM length a puzzle must be to be used in the
              Bonus Round.  This lets you make sure a user isn't given a REAL
              easy(short) puzzle in the Bonus Round. Puzzle lengths range
              from 10 to 50 characters, although I don't reccommend using
              values over 20, unless you're using over 1000 puzzles, because
              you'll see a fast turn-around rate in puzzles.
            - I am told 1000 is a good value to use on 68030 machines. This
              is about 18 to 20 seconds in duration.

    Found on the Second Config Screen:

        The Lowest Port Loaded
        The Highest Port Loaded
        ~~~~~~~~~~~~~~~~~~~~~~~
            - These two fields are used in the Loader to determine what other
              ports are playing WOF(because only ONE port can play at any
              one time). By looking at your CNet Control Window, you can get
              these values easily enough.

        The WOF Quick Command
        ~~~~~~~~~~~~~~~~~~~~~
            - This is the command you added to your BBSMENU file that will
              automatically load the WOF Loader. If you are NOT using a
              command in BBSMENU, then make sure this field is empty. The
              Loader uses this info when telling the user another player is
              playing the game. If no command is given, the user is simply
              told they may play the game "through the pfiles".

        Which CNet Version
        ~~~~~~~~~~~~~~~~~~
            - Use "2.63" if you're running CNet v2.63, however if you're
              using any version LATER than CNet v2.65, then select "3.0p".
              The Loader uses this info to determine how it should get the
              WHERE info from the Control/Who windows.

        Use Which Loader Info
        ~~~~~~~~~~~~~~~~~~~~~
            - The Loader received a bit of attention this version, in that
              it is now possible to select WHICH info is shown to the user
              when the Loader is displayed. There are three areas of info
              that can be displayed: Last Game Winner, Current Game Info,
              and Last Bonus Game Winner. You can choose to show any of the
              following seven(7) combinations of this info:

                    - Last Game Winner Only
                    - Current Game Info Only
                    - Last Bonus Winner Only
                    - Last Game & Current Game Info
                    - Last Game & Last Bonus Winner
                    - Current Game & Last Bonus Winner
                    - ALL THREE (Last Game/Current Game/Bonus Winner)

        Close the ASC Module
        Close the ANS Module
        Close the IBM Module
        ~~~~~~~~~~~~~~~~~~~~
            - These flags allow you to CLOSE one or more of the Game versions
              when loaded from within the Loader. Closing ALL THREE Versions
              will effectively CLOSE the entire game(is it being abused?).
              Note, however, that the CLOSED status is only checked from in
              the LOADER, and NOT from within any of the "Game" Modules.

        Ask to Load DEFAULT Game
        ~~~~~~~~~~~~~~~~~~~~~~~~
            - If this option is enabled, the user's terminal mode will be
              used to determine a "DEFAULT" Game Module to load, and they
              will be asked if they wish to load THIS module. This can be
              a time saver, provided the user has his/her term mode set
              to the proper settings.

        Who Has Maint Access
        ~~~~~~~~~~~~~~~~~~~~
            - Determines who can use the "Config", "Maint" and "SetUp" files
              from within one of the "Game" modules. There are presently
              four(4) settings:

                          ID # 1 - Only the user with ID # 1
                         Group23 - All users with Access Group 23
                         Group31 - All users with Access Group 31
                        MaintAcc - All users with System Operator Flag Set

        Use Play Again Chance
        ~~~~~~~~~~~~~~~~~~~~~
            - Normally, once a user has played out his/her full turn, they
              have to wait until another user has played before they get a
              chance to play again, but if this option is enabled, the user
              has a 1 in 10 chance of being allowed to play again.

        Smart Bonus Letters
        ~~~~~~~~~~~~~~~~~~~
            - When a user starts the Bonus Round, they are given, UP FRONT,
              the letters: R, S, T, N, L, and E.  If this option is enabled,
              the game will NOT allow them to enter one of these letters for
              their additional letters. If this option is disabled, the user
              can type one or more of the above letters for their additional
              letters, perhaps to make the Bonus Round more challenging!

        Allow NEW/GUEST Plays
        ~~~~~~~~~~~~~~~~~~~~~
            - Enable this option if it's ok if NEW user's or GUESTS can play
              your WOF game. Disabled, and they'll have to wait until they
              are validated. This option was included, because I saw this
              as another possible way CHEATING could be done in the game!

        9600 Spinning Delay
        14400 Spinning Delay
        ~~~~~~~~~~~~~~~~~~~~
            - These values specify the wait durations used in the Rotating
              Wheel used in the ANSI and IBM-ANSI versions. Because the
              wheel spins too fast to be seen at the higher baud rates, use
              these options to set wait times between "clicks" of the wheel.
            - I am told 150 is a good value to use on 68030 machines.

        Regular Prize
        Amount
        ~~~~~~~~~~~~~
            - You can choose to give the WINNER of a REGULAR Game one of the
              following five choices:
                    - None  - Don't Give Anything. (Just Congratulate Them!)
                    - Time  - Minutes Added to Time Remaining.
                    - GameP - An Amount of Pfile Game Points.
                    - ByteC - An Amount of Byte Credits.
                    - FileC - A  Number of File Credits.
            - The "Amount" determines the number of minutes, game points,
              byte credits, or file credits to give the user. When "None"
              is used above, this field is moot, however if you're afraid
              the program won't catch the "None" setting, use a "0" value.
            - Also note that checks are NOT done to see if the current user
              has an INFINITE number of the award to begin with, so even
              though they will be given the prize, it will still be meaning-
              less to them, so choose wisely.

        Bonus Prize
        Amount
        ~~~~~~~~~~~
            - You can choose to give the WINNER of a BONUS Game one of the
              following five choices:
                    - None  - Don't Give Anything. (Just Congratulate Them!)
                    - Time  - Minutes Added to Time Remaining.
                    - GameP - An Amount of Pfile Game Points.
                    - ByteC - An Amount of Byte Credits.
                    - FileC - A  Number of File Credits.
            - The "Amount" determines the number of minutes, game points,
              byte credits, or file credits to give the user. When "None"
              is used above, this field is moot, however if you're afraid
              the program won't catch the "None" setting, use a "0" value.
            - Also note that checks are NOT done to see if the current user
              has an INFINITE number of the award to begin with, so even
              though they will be given the prize, it will still be meaning-
              less to them, so choose wisely.

        VIEW PREVIOUS CONFIG OPTIONS
        ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
            - Takes you to the First Config Screen.

Starting the First Game:
~~~~~~~~~~~~~~~~~~~~~~~~
    After you have Configured the game to play the way YOU want it to, all
that's left for you to do is initialize the first game. To do this, you will
need to run the "SetUp" module. You can do this in one of two ways:

    - Run it directly out of your pfiles directory.

    - Run one of the "Game" modules.

    If run directly out of your pfiles, the game will be set up and you will
be deposited back at the same prompt you started it from, but if you select
to run one of the "Game" modules, the game will be set up and you'll be able
to play the game as the first player ever! It's YOUR choice!

    The "SetUp" program doesn't need any input from you, so unless you're
using an 030/040, you can go and catch a cup of coffee, use the bathroom,
etc, while it does its work:

    - All additional game support files are created.
    - The Puzzle file is thoroughly shuffled and cut.
    - The first Game is chosen, encrypted, and saved to disk.

Reading the WHO Displays:
~~~~~~~~~~~~~~~~~~~~~~~~~
    Depending on WHICH WOF6 program is currently loaded, different things
will be printed in the WHO Display and/or Control Window as follows:

"WOF, v6.0 LDR!" ---- The "WoFortune.Loader" Module is loaded.

"WOF, v6.0 ASC!" ---- The "Game.ASC" (ASCII Version) Module is loaded.

"WOF, v6.0 ANS!" ---- The "Game.ANS" (ANSI Version) Module is loaded.

"WOF, v6.0 IBM!" ---- The "Game.IBM" (IBM-ANSI Version) Module is loaded.

"WOF 6.0 BONUS" ----- The "Bonus Round" is being played by a "Game." Module.

"WOF 6.0 CONFIG" ---- The "Config" Module is loaded.

"WOF 6.0 SETUP" ----- The "SetUp"  Module is loaded.

"WOF 6.0 MAINT" ----- The "Maint"  Module is loaded.

"WOF 6.0 GamEDIT" --- The "Game Editor"   (In Registered Versions Only!)

"WOF 6.0 PuzEDIT" --- The "Puzzle Editor" (In Registered Versions Only!)

"WOF 6.0 RegEDIT" --- The "Reg Editor"    (In Registered Versions Only!)

"WOF 6.0 ColEDIT" --- The "Color Editor"  (In Registered Versions Only!)

    The "WoFortune.Loader" file checks to see which, if any, ports have the
first three letters "WOF" as their WHO Display, and if any other ports DO,
then the present port is not allowed to LOAD(Play) Wheel of Fortune, v6.0.
    (Note that v7.0 will allow multiple games, like in Global War!)

Differences In The Versions:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Although great care was taken to make sure the three versions of the
game PLAY alike, there ARE some differences between them you may want to
be aware of:

"Game.ASC"
~~~~~~~~~~
    - This version uses NO ANSI CODES whatsoever. It also does NOT use any
      of the following MCI Commands: \c, \f0, \>, \<, \^, and \!, however
      MCI Color Commands are used when writing to the LOGS.
    - This version also does NOT use ANY IBM Graphic Characters. ALL the
      graphics were accomplished using standard Ascii (Keyboard) graphics.
    - This version does NOT support the "rotating" wheel graphic. Also,
      because of the inability to HOME the cursor WITHOUT clearing the
      screen, the Wedge Graphics that ARE used appear on the screen after
      screen clears, although without MCI's & ANSI's to interpret, this
      pause is fairly negligible.
    - Because of the lack of any color commands, etc., this version of the
      game is VERY fast in it's execution. 300 to 2400 bauders may enjoy
      playing this version over the other two, if COLOR is not an issue...

"Game.ANS"
~~~~~~~~~~
    - All MCI & ANSI Codes were FAIR GAME in this version. The only thing
      missing from this version are IBM Graphic Characters.
    - This version was written with the 8-Color user in mind. High intensity
      colors WERE used within the program, but not in such a way as to be
      invisible if played in 8-Color Mode. I even played it once in 4-Color
      mode, and although not as visually appealing, it IS PLAYABLE.
    - This version is the second fastest version available, next to the
      ASCII version. This is for those users who don't mind NOT having the
      IBM Graphics, but WOULD like some COLOR in the game. These could be
      your 64/128 users, TRS users, etc...

"Game.IBM"
~~~~~~~~~~
    - I spared NOTHING in this version! It has EVERYTHING! Graphics, 16
      Awesome Colors, and rock solid coding, not to mention it's FUN as
      all hell to PLAY! hehe.

Differences Between MY v5.0-v6.0 & Trebor's Previous Versions:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Although I tried to make this game as close to Trebors as possible, I did
make some changes, which I think really make this thing sparkle:

    - This version uses a Wheel format which, with the exception of the
      SURPRISE, is identical to the Board Game & TV Show.
    - Certain "realism" routines were added to the way the wheel spins, for
      example, on the TV show, the wheel must spin around at LEAST once for
      the value to be valid. These "little" kinds of things were added just
      to make the game play more like the TV show.
    - The Wedge Graphics in ALL THREE VERSIONS are completely NEW. Trebors
      were nice looking, but were rather large, and took a while to print
      on the screen, especially at 2400 baud. I also didn't like the idea
      that the screen cleared right after the wheel stopped spinning. Both
      of these concerns were addressed in MY versions.
    - The Game LOGS are COMPLETELY NEW to ANY WOF Game! I got the idea
      from the Paragon Version of Global War(See the NEWS Files)...
    - In previous versions of the game, if a player ENTERED the file, but
      didn't actually PLAY(Either Spin, Buy Vowel, or Guess Puzzle), it
      would STILL mark them as being the Last Player. This version will only
      tag the user as the Last Player if they actually PLAYED the game.
    - I did some spell-checking, editing, weeding, etc of the main listing
      of puzzles, plus added the 100 that were found in the WOF Board Game,
      and also included the 100 Registered Puzzles from the v5.? series.
      (The Registered v6.0 SysOps will be getting OVER 1000 Puzzles!)
    - This version ENCRYPTS the Puzzles file, so even the SYSOP can enjoy
      playing the game, as unless they know Arexx, there won't be an easy
      way to DECRYPT the puzzles.

Other Files Created For The Game:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Within the archive you've unpacked, you have these files:

        - WoFortune.Loader     \
        - WoFortune.Config      \
        - WoFortune Directory/   \
            - Game.ASC            \
            - Game.ANS             > Already discussed above.
            - Game.IBM            /
            - Config             /
            - Maint             /
            - SetUp____________/
            - Docs.ASC         \
            - Docs.ANS          > Graphic Specific Instruction Files.
            - Docs.IBM_________/

            - PuzData ----------- 350 Encrypted Puzzles.
            - WOF6.README! ------ This text file.
            - WOF6.HISTORY! ----- Changes, Additions, etc.
            - WOF6.REGISTER! ---- How & Why You Should Register This Game!
            - Register/ Dir ----- ANSI Screen Shots from the REGISTERED WOF
                                  Utilities (That are already completed!)

    After the game has started, these other files will be created:

            - GameData ----- Holds data for the current game.
            - Stats -------- Holds the Hall of Fame data.
            - Players ------ Holds info on ALL Players of WOF6.
            - LastPlayer --- Holds info on the LAST Player of the Game.
            - Winner ------- Holds data of the last WOF6 Winner.
            - Winners ------ Holds the Last "x" Winner's Data.
            - BWinner ------ Holds data on the last BONUS Winner.
            - BWinners ----- Holds the Last "x" Bonus Winners Data.
            - Log.OLD.ASC \
            - Log.OLD.ANS  > Holds Game Events from LAST Game.
            - Log.OLD.IBM /
            - Log.NEW.ASC \
            - Log.NEW.ANS  > Holds Game Events from CURRENT Game.
            - Log.NEW.IBM /
            - NewPuz ------- Holds puzzles created by user winners.
                             See the REGISTER! file for more info!

Other Things You Might Want To Know About:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Whenever you restart the game(using the "SetUp" Module, or by deleting
the "GameData" file and running one of the "Game" Modules), you'll see some
text files being created, followed by the "Mixing" info. The puzzles are
"shuffled" randomly seven times, in two steps. The "shuffle" mode is when
half the puzzles are randomly rearranged. The "cutting" mode is when the
first half and the last half of the puzzles are swapped. This enables the
next "shuffle" mode to be able to pick puzzles that were on the ENDS of the
range(and most probably weren't randomly selected the first time). I've found
this to be a fairly reliable way of insuring a nice randomity to the shuffle.

    If the users start complaining about an "unsolvable" puzzle, which might
be the result of a spelling error or something of that nature, the SysOp, or
other designated "Maint" user has access to the "C" command off the Main Menu
to CANCEL the current game. A new game will be autogenerated in this event.

    There is one other "hidden" command, but I'll let you figure out WHAT
it is, and WHAT it does. It is also only available to "Maint" users.

    When the LAST Puzzle in the list has been solved, the program will start
again at Puzzle # 1, but it will NOT reshuffle the puzzles. If this is your
intent, please RESET the game by either running "SetUp" or deleting the
"pfiles:WoFortune/GameData" file and running a "Game." file.

    The Bonus Puzzles work in reverse order from the Puzzles, whereas the
Puzzles start at 1, then use 2, then 3, the Bonus Puzzles will start at 350,
then go to 349, 348, etc. This was done so that the puzzle used for the BONUS
Round doesn't also turn out to be the puzzle used in the next regular Game.

    In the WOF6 Logon Display Window, where the Guessed Letters are shown,
an arrow pointing to the LEFT will be shown in FRONT of the letters if too
many letters have been guessed to be shown in this area. Only the most recent
guessed letters will be shown, along with the arrow, like this:

                        Guessed: <---W-R-S-T-A-F-G-I

What About Bugs?
~~~~~~~~~~~~~~~~
    This file has been, by far, one of my more ambitious projects, and
although I've gone to GREAT LENGTHS to insure this file is as bug free as
possible, I'd be kidding myself if I were to guarantee you there are NO bugs
within at least ONE of these files.

    What I WILL guarantee, however, is that if you DO encounter a bug, or
some other quirky nature within any of the command files, please alert me to
the specific details which produced the bug(especially which command file it
was that GAVE you the error), and I will have a fix for you within 24 hours!

    This version has incorporated a "wof.errors" log that will contain any
error messages that were trapped within any of the "Game." files. The first
three characters of the error line will tell you WHICH version of the game
was faulty. If you find a REALLY MAJOR bug in ONE version, but not the others,
then CLOSE just THAT version of the game and get me the specifics ASAP!

    Lastly, this version(minus bug fix updates) WILL be the last UNREGISTERED
version I release. Both the Head to Head Module, as well as v7.0 (with the
multiple games settings) will be available to REGISTERED OWNERS only. This
project has left the scope of being a "fun/for enjoyment only" purposes, and
is turning out to be a hell of a lot of work. I lost command files three
times during this writing, and had to start from scratch for two of them.

    Well, enough soap-boxing. Please ENJOY this work, and if the Registered
files sound appealing, please read the "WOF6.REGISTER!" file for the details
on registering this puppy! Thanks for reading this!

                                                    - Dotoran, David Weeks.
============================================================================
            Written by Dotoran of Frontiers BBS (716)/823-9892!
============================================================================
                     Last Modified: November 26, 1993!

                        Please REGISTER This Game!
                               ~~~~~~~~