@DATABASE "WOF, v6.44 History File"
@Node Main "Welcome to Wheel of Fortune, v6.44's History File!"
             Wheel of Fortune, @{"v6.44" link V644} HISTORY! File by @{"Dotoran" link "pfiles:WoFortune/Guides/REGISTER.GUIDE/DOTORAN"}!
=========================================================================

      @{"-- v6.42 --" link V642}     @{"-- v6.41 --" link V641}     @{"-- v6.40 --" link V640}

      @{"-- v6.39 --" link V639}     @{"-- v6.3c --" link V63C}     @{"-- v6.3b --" link V63B}     @{"-- v6.3a --" link V63A}
      @{"-- v6.3  --" link V63}     @{"-- v6.2d --" link V62D}     @{"-- v6.2c --" link V62C}     @{"-- v6.2b --" link V62B}
      @{"-- v6.2a --" link V62A}     @{"-- v6.2  --" link V62}     @{"-- v6.1a --" link V61A}     @{"-- v6.1  --" link V61}
      @{"-- v6.0c --" link V60C}     @{"-- v6.0b --" link V60B}     @{"-- v6.0a --" link V60A}     @{"-- v6.0  --" link V60}

      @{"-- v5.3b --" link V53B}     @{"-- v5.3a --" link V53A}     @{"-- v5.3  --" link V53}     @{"-- v5.2  --" link V52}
      @{"-- v5.0b --" link V50B}     @{"-- v5.0a --" link V50A}     @{"-- v5.0  --" link V50}

      @{"-- v4.0  --" link V40}     @{"-- v3.0  --" link V30}     @{"-- v2.0  --" link V20}     @{"-- v1.0  --" link V10}
      @{"-- !END! --" link END}     @{"-- WHY?! --" link WHY}
@endnode
@Node V644 "Version 6.44"
-- v6.44 --

- Release Date: May 7, 1996!
- Bug Squashes:
    - CNet 4.11 went back to using the UUCP Name for User Mailboxes, so I
      converted back to that format.
    - I missed a carrier check in a position that would catch if the SysOp
      had the "Ask for Replay" option enabled, where it would continually
      loop back and fourth through the startup routine.
    - It was possible for OLM's to "break in" on you, while you were making
      a new puzzle(or it's clue). I disabled OLM's in these areas.
    - If a user had all "startup" options disabled(no new log, no old log,
      no vanna pic, and no wheel requestor), you'd still be presented with
      a "<<Male Host is Waiting>>" prompt. This has been fixed.
    - I spent some MORE time trying to find a place where the MUFFLING and/
      or MONITORING wasn't being set back to the user's preferences and
      STILL cannot locate where this MIGHT be happening. Every test I've
      tried resets them back to what they were BEFORE the user played the
      game. If someone can reproduce this, PLEASE tell me WHICH module of
      the game you were using(ASC, ANS, or IBM), and EXACTLY WHERE YOU WERE
      when it occurred.
- New Features:
    - I received a lot of feedback from user's who didn't like my idea of
      NOT allowing users with less than $100 to guess the puzzle, so I
      came up with an alternative for these people. If you want to guess
      the puzzle, but < $100, you'll be allowed to spin the Wheel, and if
      you get a FREE SPIN, LOSE TURN, SURPRISE, or BANKRUPT, then the game
      will allow you to attempt to guess the puzzle, but if a DOLLAR AMOUNT
      comes up, you'll have to EXIT the game!

-- v6.43 --

    - No such version. Skipped this, because of the NEW feature in the
      6.44 version.

@endnode
@Node V642 "Version 6.42"
-- v6.42 --

- Release Date: March 15, 1996!
- Bug Squashes:
    - Modified to run on the early CNet, v4.xx versions, where the user's
      mailbox name changed to a hexadecimal format.
@endnode
@Node V641 "Version 6.41"
-- v6.41--

- Release Date: August 6, 1995!
- Bug Squashes:
    - The ANSI Module had a bug that would RESET the game prematurely when
      using the "Banker" mode of resetting the game.
    - The User Config file had a problem reading "unknown" keys that would
      produce an error when a user typed a key that wasn't supported.
    - Forgot to DELETE the NewPuz file if ALL the puzzles had been added by
      the SysOp, which resulted in the game constantly asking if you wanted
      to add puzzles.
    - The name "Pat" was hardcoded once in the Game modules, as well as on
      the graphical Vanna pictures, instead of using the configurable male
      host name.
    - The "?" (question mark) command would not operate in any of the game
      modules(while the / (unshifted question mark) did).
    - The PROGRAMMER's guide file stated incorrect data format strings for
      the Winner, BWinner, and Bwinners files.
    - The Install Script was slightly rewritten to only delete the three
      Game Modules(instead of ALL of them; including the H2H module). It
      also now renames your PuzData file, if it sees the existence of the
      Reg.Key file, so the smaller 350 puzzle file isn't written on top of
      your registered 2000+ file.
- Looking to REPRODUCE this supposed bug:
    - Some of you were saying the MUFFLE/MONITOR status wasn't being set
      back to the user's default upon exiting the game, however I could not
      get this problem to show itself. The only thing I can think of is if
      a user was monitoring/muffling SPECIFIC ports, versus ALL ports, as
      the game will MUFFLE and UNMONITOR ALL ports, then revert to same.
- Anything New This Version:
    - Afraid not. This is a maintenance release only, just to fix the bugs
      that were reported. I also made some small modifications to some of
      the routines, but nothing I can really state as being "new". :-)
@endnode
@Node V640 "Version 6.40"
-- v6.40 --

- Release Date: July 2, 1995!
- Bug Squashes:
    - (Star Gazer) If the SysOp was using a setting of Yes or No for the
      "Last Play Chance", instead of one of the "Wait x Hours" settings,
      the game module would tell the player they could play again in some
      odd number of hours, like -12 hours, etc.
    - (Elderron) My renaming of the loader file confused many of you, and
      as Eldo pointed out, my README file was still referring to the file
      as "WoFortune.Loader", instead of "Loader". I went through the whole
      README file and made sure to refer to the file using it's new name
      and location.
    - (Chuckie) told me about a problem in the ASCII game module if a
      player won the Bonus Round and specified they wished to be the first
      player of the new game. Due to a missing | character, the ASCII game
      would error out when it attempted to reload the game.
    - (The Manager) told me about problems in the Maint file relating to
      trying to delete files that weren't there, so I went in and added
      checks for file exists on ALL files that were to be deleted.
    - (Aunt Bea) alerted me to the fact I wasn't using the designated WOF
      path to create the "Install/" directory in the installation script.
      It now uses the same ENV variable used elsewhere in the script.
    - (Aunt Bea) also alerted me to the fact I forgot to include an ICON
      for the "WOF/" directory, which made trying to launch the install
      program from WorkBench a bit more of a chore. :-(
    - (Aunt Bea) If the user had designated values set for both game logs,
      wedge type and guess formatting AND had it set to VIEW Vanna's pic,
      it would be displayed and erased from the screen with no pauses, so
      I added a check that will put up the << Pat Is Waiting >> prompt if
      it is seen that this problem could occur.
- Changes, Additions, etc. (In the order they were implemented):
    - (Star Gazer) was telling me that on his system, the screen clears
      directly after displaying of the "registered" graphic wedge, which
      made for reading the info on that screen(as well as the new Master
      display) difficult. The << Pat Is Waiting >> key was added here.
    - (Star Gazer) asked me if it would be possible to include a screen
      for use as a NEWS file to help promote game play, so I included a
      cross between the IBM Vanna pic and the IBM Wedge Graphic, along
      with some text taken from the FP-Logo program. It can be ADOPTED
      as a NEWS file now.
    - While updating the Maint module(see above), I decided to hardcode
      a launch string for the new HisEditor(History Editor), instead of
      referring to it as the "5th Registered Editor".
    - I also decided to change the looks of the different WHO displays
      to more effectively describe the action being performed. The SetUp
      program is now the only file using a VERSION number in the WHO
      display, as it's used to initially setup a NEW game of WOF, where
      this info IS of benefit to the display. Additions of launches of
      both the UserConfig and the new Grow file were also included, as
      well as calls to the upcoming History Editor(Registered Owners).
    - (Star Gazer) was asking me why the graphic border used in the Loader
      file was the same color as the background color(making the graphics
      invisible to ANSI and IBM-ANSI users). I told him I did it this way
      so the ASCII users would see some sort of frame around their use of
      the Loader as well, so I decided to alter the color of the graphics
      to make the look of the loader a bit different in this version!
    - (Star Gazer) also told me of another way CHEATING could be done in
      the game. If a pair of users worked together, it was possible for
      them to become Millionaires easily if they each created the next
      puzzle in the game, then told their partner what the puzzle was. I
      also linked this problem with another problem I had noticed dealing
      with the user creating the next puzzle. I'm referring to the player
      creating a puzzle that is clearly NOT an accepted puzzle, like using
      all the same letter, or creating a puzzle that was a message to some
      other player, etc. To combat both of these problems, I now included
      a small file called "Grow" which allows the SysOp to read puzzles
      from the "NewPuz" file, make changes needed for clarity, spelling,
      etc., then directly add them to their PuzData files. Winners of a
      regular WOF game are now told they can create a new puzzle, however
      it will NOT be used as the NEXT puzzle, but may be used at a LATER
      date. This will insure that the puzzle IS an acceptable puzzle,
      however it does put the burden of the task on the appointed Maint
      user. If a specified Maint user enters one of the game modules, and
      it is seen that a "NewPuz" file exists, they'll be asked if they
      wish to process User Created puzzles. You can choose to add them
      all, add only specific puzzles, or stop midway through(so you'd be
      asked about the remaining puzzles the next time you(or another user
      with Maint Access) entered a game module).
@endnode
@Node V639 "Version 6.39 BETA"
-- v6.39 BETA --

- Release Date: June 25, 1995!
- Bug Squashes:
    - A no-carrier miss occurred in the Bonus Round, when it asked the
      player to enter the 2 consonants/1 vowel. Endless loop resulted.
    - Reports of buffer overflow in the Bonus Round if a player ran out
      of time. Their last input caused the "press any key" prompt to be
      activated, thus the player couldn't read the game text that came
      next. Placed BUFFERFLUSH commands where appropriate.
    - Fixed the MORE routines. Previous versions had 2 routines that would
      turn OFF the More? prompt, then return it to the PLAYERS preset
      value(from their accounts). This caused grief in the areas of the
      game where the More? prompt WAS needed, yet the player had it set
      to OFF in their accounts. There are now THREE routines. One to turn
      it ON, another to turn it OFF and a third to reset it to the
      player's account setting.
    - In a previous version of the game, I updated the Error Checking
      Routines used, however I forgot to make them exit properly. This
      would cause a user's MUFFLE and MORE settings to NOT be reset
      properly in the event an error occurred in the game.
    - In the SetUp Module, the "Use Y as a Vowel" setting wasn't being
      used when creating the first game, so if the Y WAS to be used as
      a vowel, the gamedata file was set for it to be used as a conso-
      nant, which created an unsolvable puzzle for the first game on the
      bbs's that used it as a vowel.
    - Found a bug in the new Guess Formatting (Fill-In) sections where the
      port would lock up if the user typed more characters than there were
      in the puzzle they were trying to guess. (Now I'm GLAD I kept ahold
      of this version for awhile! :smile:) Thanks to Phil Steffan for
      spotting this bug(and TELLING me about it! :-) )
- Looking to REPRODUCE this bug:
    - Someone told me that players could REPLAY the game AFTER they had
      "lost" by using the "Y" command, followed by the "P" command to
      play. I've tried this in all three modules, but could not make it
      happen here. If someone can reproduce this, please let me know HOW
      you did it and in WHICH module. (The only time it DID happen here
      was once when the player hits the body guard in the groin!)
- New Additions/Features/Options: (In the order they were implemented)
    - Decided to start completely over where the Millionaires were
      concerned! I've SPLIT the Millionaires into Regular Round and Bonus
      Round Millionaires. The "players" file received an extra value, so
      that each type of millionaire could have it's own "earned" value.
    - Something that appeared in the first 6.40 version(before my crash)
      was something I was calling a Billionaires Listing. This idea was
      slightly changed to form a Bankers Listing of All Time Best WOF
      Players. This listing can be viewed from the Hall of Fame screen.
    - From the Main Menu, the O and N commands(to view Game Logs) were
      combined to form the new V (for VIEW Logs) command.
    - A new S command (SEE Millionaires) was also added to the Main Menu.
    - The request that asked the player if they wished to view the list
      of Millionaires was modified to ask WHICH list they wish to view,
      including the new Bankers listing.
    - The "No One Yet" entry is now REMOVED from the Millionaires files
      once a REAL player has their info added to the file.
    - In the IBM-ANSI module, the picture of VANNA was made EXTERNAL to
      the game file. This allows it to be ABORTED by the user, if they
      don't wish to oogle-eye her! :smirk:
    - The "Spinning" Wheel Graphic in the ANSI and IBM-ANSI Game Modules
      was redrawn, so as to look REALLY GREAT! Two different versions are
      in place(an ANSI version, and an IBM version(which uses the graphic
      characters ANSI users may not be able to see))
    - There is now a THIRD Wheel Graphic available! This one can be found
      in ALL THREE Game Modules. Now the ASCII users have an alternative
      to the Wedge Graphics. Called the "Quick" wheel, it simply flashes
      the wheel spots on top of one another(like you may have seen in
      those one-armed-bandit type games).
    - The SetUp, Maint and Config files were ALL updated to correctly
      use, setup or config the new files, features, values, etc.
    - There is now an EXTERNAL OLM Processor each Game Module can call on
      when sending OLM's. This feature allows the OLM's to be sent to ALL
      ports, without the player being LOCKED until each port can RECEIVE
      the OLM(as when ports are up/downloading, playing MUD, etc). The new
      file "OLM_Proc" simply hangs around in the background until the OLM
      can be sent, then unloads itself from memory.
    - I've also added COLOR to the OLM's(something I removed from the
      game awhile ago, as my knowledge of OLM's wasn't as great as it
      is now! hehe) You need to REMOVE the \@1 command from the END of
      line 920 in your BBSTEXT files if you'll be using the OLMs, else
      you'll SEE the MCI Color Codes, instead of them being interpreted!)
    - Each Module now has the ability to use specific Guess Puzzle formats
      that allow the player to type the ENTIRE puzzle string, or only the
      portions that NEED to be filled in. This is helpful for puzzles that
      contain punctuation a player may forget to type in, hence they'd
      make an incorrect guess. There are five formats to choose from:
        - Regular (Player types in the ENTIRE PUZZLE by hand)
        - Regular (but with On-Screen-Count-Down Timer as well)
        - Fill-In-Knowns (As the player is typing their guess, any
                previously guessed letters will automatically be
                printed to screen as the player comes to them.)
        - Fill-In-Holes (Before the player types their guess, all
                previously guessed letters will be printed to screen,
                then they'll be taken to the first "hole" that needs
                to be filled in, and proceeds accordingly.)
        - Ask Player (The player gets to CHOOSE format from a menu!)
      All four formats are available in the ANSI and IBM-ANSI Games, but
      only the Regular(No Timer) and Fill-In-Knowns formats are available
      in the ASCII Game Module.
    - All Game modules now read their version numbers and creation dates
      directly from the "WoFortune.Config" file. (However, internal
      version numbers are still in place, so you'll know you have the
      right version when updating)
    - The game can now be RESET automatically. This now gives the players
      a goal to work for. The SysOp has the ability to determine HOW the
      game should be reset. Four options available:
        - After a specified number of months(this option disables the
          ability for the players to become the next Master of the
          Game, however it still allows them to see how much they can
          wIN in the given amount of time!)
        - when player wins specified amount of money in REGULAR play.
        - When player wins specified amount of money in BONUS play.
        - When a player wins a specified amount of money in EITHER
          REGULAR or BONUS or BOTH(combined winnings).
    - In addition to the user's being automatically MUFFLED from receiving
      OLM's while in the game, if a user was MONITORING ports before they
      entered the game, monitoring will be DEACTIVATED. When they leave
      the game, their monitoring will be reactivated.
    - In the BONUS Round, before players specify additional letters, they
      will be shown the puzzle with the pre-given R-S-T-N-L-E letters
      already filled in. (This was done to match the way the TV Show does
      it! Makes the player's choice a little easier too!)
    - Also in the BONUS Round, the player can now choose THREE consonants,
      instead of TWO. (Again, just like the way the TV Show does it!)
    - I slightly redrew the Main Menu of the screen to make room for a
      new line telling the player who the current MASTER of the game is.
    - Due to the increased use of the MAYGETCHAR command in the new Guess
      Formatting routines, I had to rewrite the NOCARRIER routine. This
      new routine seems to function a bit better than previous versions.
    - Well, I finally took the time to convert the 20 IBM-ANSI Graphic
      Prizes into ANSI and ASCII versions as well. In addition, I also
      created ANSI and ASCII versions of the Vanna picture, although I
      really do NOT like the looks of the ASCII version.
    - The game now uses a "Prize History", which is viewable from the
      Your Status screen. This history will list Bonus Prize Money, SysOp
      Prize(Minutes/Points/ByteCredits/FileCredits), Smart Bonus Money,
      as well as the Graphic Prize that was won. This history file is
      stored in the user's UUCP Mail Directory, so that if they ever get
      purged from your system, this file will also get purged.
    - To combat the "too many initial questions" complaint, I've written
      a User Config file for the PLAYERS. Each player can now specify
      how they wish 14 separate items to be set concerning the game. Now,
      they'll only be ASKED the questions if THEY want them asked, instead
      how the SysOp happens to have it set up. (There will still be some
      sysOp control as to which options a player CAN and CANNOT edit).
    - I slightly changed the look of the "Reg" graphics for registered WOF
      SysOps to also include the name of the current WOF Master. (This is
      what Pat meant by "immortalizing" their name!) Updated the Reg.Reg
      Editor while I was at it(one less registered file I'll have to worry
      about updating down the line!)
    - Created separate ASC, ANS and IBM versions of graphic screens to let
      the user's know the game is either CLOSED or BUSY.
    - The above graphics, in addition to the three new Vanna Pictures are
      stored in a new directory called Graphics/ inside the main WoFortune
      directory. (This WAS the Prizes/ directory found in the last version
      of the game, so the directory also contains the 60 prize graphic
      screens(20 each of ASC, ANS and IBM)).
    - Expanded upon the "hidden" SysOp-Only command, so it does different
      things in different parts of the bbs. You'll have to play around to
      see if you can discover what it does in various places! (:smirk:)
    - Began to weed out various now-unused variables from the main WOF
      Config file(as they're now stored individually in the user's own
      config file). Getting ready to rewrite the SysOp Config Program this
      weekend. (This should be a major pain in the butt!) :-(
    - New CONFIG file is finished.
    - WOF now uses Commodore's Installer program for installing and/or
      upgrading from previous versions. Took awhile to learn the LISP
      language the Installer interprets, but I think it's worth the wait!
    - All Documentation used in WOF now uses AmigaGuide format, as well
      as the standard text format! These files are now housed in a new
      directory called "Guides/" which resides inside the specified WOF
      storage path. (Hey, what can I say, I learned an AWFUL LOT with this
      version!)
    - Removed the individual CLOSED statuses from the config file. Now,
      only the "Close Wheel of Fortune" option remains, as when I got to
      thinking about it, it was really just ME that used that feature.
    - Romoved usages of the || concat pair wherever I could, as they are
      really not needed, unless under certain circumstances(where they
      were left intact).
    - Added the ability for the last player to play again after either
      6, 12, 18 or 24 hours of non-play by other players. Slightly
      changed the "Play Again Chance" option in CONFIG to allow for the
      new "hourly" wait limits.
    - Added another way to reset the game! It's now possible to reset
      the game whenever a player earns enough money to become the next
      Banker of the game.
    - In the CONFIG file, I changed numerous usages of ANSI-Color coding
      into synonymous MCI coding, as I saw it took fewer keystrokes to
      do it using the MCI's than it did using ANSI's. A similar change
      concerning using the WORD() command, instead of the SUBWORD()
      command was also made. These changes slightly increased the speed
      at which the CONFIG file now loads and runs at.
    - In the loader module, I added checks to make sure a particular
      game module had been installed, before allowing the user to play
      that module.
    - Also in the loader, I added some better support for when the last
      player attempts to play again. They'll be told they were the last
      player and will be given a slightly different load request, which
      will default to NOT loading the game again. Also, if the SysOp is
      using a time-limit between plays, the user will be told how many
      hours until they can play again.
    - Lastly, the loader module has been moved into the designated WOF
      storage path, and has been renamed from "WoFortune.Loader" to
      just "Loader".
@endnode
@Node V63C "Version 6.3c"

-- v6.3c --

- Bug Fixes:
    - In the Bonus Round, it was discovered that when it asked you to
      enter 2 additional consonants, that it was possible to enter one
      or more VOWELS instead. A similar problem existed with the question
      asking for another vowel, as it was possible to enter a CONSONANT
      instead. This bug existed in ALL THREE modules.
    - Thanks to Jason Richards, aka Lynx of Euphoric Connections BBS for
      alerting me to this bug!
- Released as a partial "bug-fix" archive, containing only the 3 updated
  "Game." modules, as well as this updated HISTORY file.
- Release Date: November 5, 1994!

@endnode
@Node V63B "Version 6.3b"

-- v6.3b -- [ Future World Release! ]

- Bug Fixes:
    - The "IBM" module had a bug in the new "Millionaires" section that
      incorrectly stored the data in the "Millionaires" file. This had
      the result of users being listed as "Billionaires" before they
      should have been.
    - The "ASC" module had a bug in the GENERATE routine that would not
      replace the authors names with the selected authors if it happened
      to be a hardcoded "Pat & Vanna" puzzle.
    - The "Smart Bonus Letters" wasn't correctly checking for validity
      in ANY of the files, meaning even if the user chose three different
      letters, if they guessed the Bonus Puzzle correctly, they were also
      given the Smart Bonus Prize, when they shouldn't have been.
    - If a user sent you an OLM while in the game, and you chose to NOT
      muffle all ports, sometimes this OLM would pop up as you were in
      the process of GUESSING the puzzle, which made for trying to type
      in your guess a messy affair. This has been corrected. The OLM will
      interrupt AFTER you have made your guess.
    - Dates appearing in the range 1st through 9th of any month were being
      displayed as 01, 02, etc. in the Loader module. This was fixed.
- New Enhancements/Changes:
    - The Millionaires addition received some slight improvements in
      that the file is now sorted first by those users who earned the
      most money, then by the date in which they did so.
    - I inserted my newest versions of the Error Checking routines into
      all command files. This means the file "wof.errors" is no longer
      being used. (Delete this file, if you see it in your WoFortune/
      directory). The new routines now print COMPLETE information right
      to your "calls" or "ArexxSays" logs.
    - The "E"rrors Log maintenance command was removed from the menu and
      each modules coding, as that file is no longer being used.
    - All occurrances of ANSI-Color Commands in both the ANSI and IBM-
      ANSI Modules were converted to MCI-Color Commands in preparation
      for the newest Registered Utility, which allows you to CHANGE the
      COLORS that are used in those two modules, as well as the Loader.
    - The "Register.Viewer" received an update, as well as the "Register/"
      directory. There are now MANY files to look at to peak your wanting
      to register this game. :-)
- Release Date: September 5, 1994!

@endnode
@Node V63A "Version 6.3a"

-- v6.3a -- [ Future World Release! ]

- Bug Fixes:
    - Some MORE and MUFFLE changes were made to revert back to previous
      settings if the user tried to play the game when someone else was
      already playing. Now the user exits the game with the same settings
      they had when they entered the game.
- New Enhancements/Changes:
    - The CONFIG file now has a few more features:
        - Ability to use the letter "Y" as a VOWEL if you want to.
        - You can now specify the NAMES of the HOSTS of the game, as
          some of you were telling me there were different hosts in
          different parts of the world. You can now specify WHO you
          wish to host the game. ALL REFERENCES to these hosts will
          be changed. The "Key" fields were also given some templates
          which can be used to insert the correct Host names.
        - There is now a "Millionaire's Listing" for those players who
          accumulate more than $1,000,000 dollars in either Regular or
          Bonus Monies. Their accounts will be deducted by $1,000,000
          and their names will be added to the Millionaires Listing. The
          MEG List is hard-coded to be 15 entries long, as this file will
          NOT be changed very often.
        - You can specify whether or not you wish the "MEG List" to be
          shown right after the title screen, but before the Main Menu.
          If you specify NOT to display it upon entry into the game, the
          user can still view the listing from inside the Hall of Fame
          screen.
        - The "Hall of Fame", "Player Status", "Last Puzzles", and "Last
          Bonus Puzzles" screens all received an updated look, so that
          they fit in with the new look given the "Millionaires Listing".
        - The IBM-ANSI version was given a NICE looking IBM-ANSI Vanna!
          It took me awhile, but I'm pretty comfortable with how it looks.
          I may or may not convert it to ANSI and include it in the ANSI
          module sometime down the road. In addition, the "Show Vanna"
          option received 2 age restrictions, so now you have settings
          of: No, Yes, Age14, and Age16 before Vanna is displayed.
        - The IBM-ANSI version also received 20 Color/Graphic Prizes to
          be given in addition to the Bonus Money when a user success-
          fully answers a Bonus Round question.
        - You can now optionally tell the user what the Bonus Puzzle was:
          Never, only if TIME ran out, only if they GUESSED WRONG, or in
          either of these events.
        - The opening puzzle shown on the Title Screen in all three of
          the Game Modules has been changed. For those who weren't able
          to figure out the first one, it was "Robert Redford". See if
          you can figure out what this NEW one is. Also, on the new VANNA
          IBM-ANSI Pic(in the Game.IBM Module), there is yet ANOTHER
          puzzle for you to try and figure out. Have FUN! hehe
        - The proposed THIRD Wheel Layout is still on hold, as I am still
          playing around with the animation of it. [To give you at least
          an idea of what it is, I'm trying to MERGE the "Spinning"
          graphics directly into the main Game Play screen, so that you
          don't have to have all those screen clears every time you go
          to SPIN the wheel. Hopefully, I'll put the finishing touches
          on it soon! :-)  ]
        - Release Date: June 6, 1994!

@endnode
@Node V63 "Version 6.3"

-- v6.3 -- [ Registered Loader Release ]

- The LOADER received changes to allow it to load the Stages area of the
  Registered Head-2-Head module. Nothing else was changed in the Single
  Player game version.
- Release Date: April 30, 1994 REGISTERED SysOps Only!

@endnode
@Node V62D "Version 6.2d"

-- v6.2d -- [ Future World Release! ]

- Bug Fixes:
    - Some reworkings of the MORE? killing have hopefully disabled
      the More? prompt ONLY when NEEDED. (For instance, NOT when
      viewing the Logs, Instructions, etc.)
    - The OLM routine that accompanied the MUFFLING addition of the
      v6.2b needed some work, as I didn't like the idea of the Broad
      Cast OLM's having a "Respond" prompt. I also noticed a BIG, BIG
      problem if WOF tried to send an OLM to a port of a user that
      was doing a file transfer. Now, the program sends Broadcast
      System Messages(without "Respond" prompts), and will SKIP any
      port that is Idle, Offline, or doing a file transfer!
- New Enhancements/Changes:
    - You ever have one of those "enlightening" days where you could
      hit yourself over the head with a 2x4 for not seeing an EASIER
      way to do something? Well, I did, thanks to one of my users:
      The WOF Game no longer uses those ARBITRARY values for the
      timers, which could CHANGE, depending on the CPU being used!
      All "timer" variables now use SECONDS values, instead of odd-
      ball arbitrary values, so if you specify "20" for the Bonus
      Timer(watch this) it means: "Give 20 Seconds to Solve BONUS"!
      Wow, neat, huh?!?! (Jeesh! *POW* Upside the head w/ a 2x4!)
    - The "Spin" delay used for the Spinning Wheel Graphic uses a
      value of 1/50th seconds, where "50" would mean 1 Second between
      each "click" of the wheel! Also, the Spinning graphic will now
      only spin around 2 or 3 times, before hitting, instead of 4 or
      5 times as in previous versions!
    - Broadcast System OLM's are also sent whenever a user Solves
      the Regular Puzzle and the Bonus Puzzle. These OLM's are only
      sent if you have "Send OLM's" in config set to "Yes" or "Ask"
      and the USER states "Yes", so if you DON'T want to use these
      new OLM's, you don't HAVE to.
    - Some final color changes were made to make all areas of the
      Game look and feel the same as in all other areas in the game.
- Public Release: January 8, 1994 (on Future World that is!)

@endnode
@Node V62C "Version 6.2c"

-- v6.2c -- [This version NOT released on Future World; Frontiers ONLY!]
            [Want to make sure the "little" bugs are found/fixed first!]

- Bug Fixes:
    - Due to unexplainable crashes on 040 machines, I have decided
      to change all uses of the {$ } MCI Command into ADDRESS COMMAND
      lines directly. This should put to rest, once and for all, the
      DOS call problems experienced on 040 machines!
- Release Date: December 31, 1993!

@endnode
@Node V62B "Version 6.2b"

-- v6.2b -- [This version NOT released on Future World; Frontiers ONLY!]
            [Want to make sure the "little" bugs are found/fixed first!]

- Bug Fixes:
    - I declared war on the "More?" prompt, and I think I was the
      victor! I had to add two small routines to each file that will
      selectively kill the "More?" prompt as needed.
    - I adjusted the screen positioning of the Error Routine in the
      WOF Config file, so as not to print right on top of the actual
      Config screen(in case there was something you wanted to jot
      down or something)
    - The "Register.Viewer" file wasn't using the "dfile" variable,
      so would crash if you were storing the files somewhere other
      than in "pfiles:WoFortune/".
    - I made some slight modifications to the {$ } commands that
      will hopefully get them running better under the 040's.
- New Enhancements/Changes:
    - I noticed there were a couple places that an OLM could creep
      in on you, while playing the game(like when you were trying to
      guess the puzzle, or play the Bonus Round), so I included a
      routine to MUFFLE all ports, if not already muffled. The new
      routine also has the power to send a Broadcast OLM to everyone
      else online telling them you won't be able to receive their
      OLM's, until after you have finished playing.(Instead of you
      looking like you're impolite or something! hehe) This routine
      is skipped if the user has already muffled everybody out, and
      is configurable as to whether you wish to send the OLM or not.
      It is also a Tri-State variable, allowing the USER to choose
      if they wish to send the OLM themselves.
    - The new [U]se Previous Funds command was moved slightly on the
      screen in anticipation for a new Wheel Layout due in v6.3!
    - It is now possible to use the ? symbol as a HIDE character, as
      I found there were a lot of users who liked being able to use
      the ? symbol. I don't believe this will cause any problems with
      any of the puzzles.
- Release Date: December 31, 1993!

@endnode
@Node V62A "Version 6.2a"

-- v6.2a -- [This version NOT released on Future World; Frontiers ONLY!]
            [Want to make sure the "little" bugs are found/fixed first!]

- Bug Fixes:
    - Well, it turns out there WAS a bug in 6.1 that I wasn't aware
      of until one of you alerted me to it(Thanks to Mike Rudolph!).
      It seems I wasn't checking to make sure that the user who used
      the "M"(Maintenance) command had MAINT ACCESS. In other words,
      it didn't matter HOW you had your "Maint Access" set in the
      WOF Config, ANYONE who pressed "M" would be taken into the Maint
      Menu. How'd THAT one get by us guys?!? Could have been lethal!
- Release Date: December 28, 1993!

@endnode
@Node V62 "Version 6.2"

-- v6.2 -- [This version NOT released on Future World; Frontiers ONLY!]
           [Want to make sure the "little" bugs are found/fixed first!]

- Bug Fixes?
    - There were really no bugs to speak of in the last version,
      except for an incorrect version string in the 6.1 Config
      File. It still said it was 6.0c, yet it contained one more
      line than the actual 6.0c version config.
- Lots more goodies were added, as follows:
    - A lot of people were really mad at me for removing the online
      counter from the Bonus Rounds, so it's back, but this time it's
      part of the Config. If you WANT to use it, enable it through
      the Config Program!
    - Still more people were confused, dismayed, mad, etc. at the
      new Last Player checking I included. I made this a Configurable
      setting as well. Simple checking will only check Handle & SID,
      while Complex checking checks everything. I also reworded the
      Game Text to more fully explain WHY the user can't play again.
    - The "Which CNet Version" question was REMOVED from the Config
      program. It now checks your CNet version itself!
    - The following received "tri-state" logic entries to include a
      setting to "Ask the User". This puts the decision to the USER,
      instead of to the SYSOP:
        - Show OLD Game Log
        - Show NEW Game Log
        - ANS Wheel Graphics
        - IBM Wheel Graphics
        - Smart Bonus Letters
        - Show Bonus Timer
    - You can now specify THREE(3) Custom SURPRISES to appear on the
      Wheel. These 3, along with the 3 hardcoded Surprises allows the
      game to randomly select 1 of 6 different Surprises when that
      spot is hit on the wheel. You can choose to give the user Time,
      Game Points, Byte Credits, File Credits, or specify one of the
      Game's three hardcoded choices: Money, Free Vowel, Free Spin.
      Infinite Amounts are also taken into consideration when issuing
      the Surprises!
    - A "Smart Bonus" Prize setting is included as a BONUS Prize to
      the existing Prize if the user selects at least ONE of the
      GIVEN letters for one of their ADDITIONAL Letters. Since doing
      this makes the Bonus Puzzle tougher to solve, I thought I'd
      include a way to reward those who could solve the puzzle with
      the LEAST amount of help.
    - The "Use Banked $" setting allows you to specify whether or not
      a user can use $300 from their PREVIOUS WINNINGS for the Current
      Game. The user can only take this money ONCE per turn, MUST
      have at least 300 dollars of PREVIOUS WINNINGS, and must have
      LESS than 300 dollars in CURRENT MONEY, before they are allowed
      to "Use" some of their Banked(Previous) Money!
    - An option to close "ALL" the Modules was included both as an
      easier way of shutting the WHOLE program down, as well as a
      way of allowing you to close certain modules down for editing,
      while still keeping others open for play.(You now no longer
      have to remember WHICH Module you closed for editing when you
      decided to close the WHOLE game down for some reason)
    - The 3 Bonus Timer amounts received an extra digit to play
      around with, as some of the 030/040 users were saying 9999
      wasn't quite large enough for their purposes.
    - When editing the Hide Characters, the following characters
      are NOT allowed for use as Hide Characters:

        -    ,    .    !    ?    '    `

      These characters are not allowed as Hide Characters, because
      some of the puzzles use one or more of these characters in
      their texts, which could make it confusing for the player
      trying to solve the puzzle!
    - The Loader Window received a couple small text changes, like
      the inclusion of the Total Number of Puzzles you have, as well
      as some small color changes.
    - When the LOGS are being saved, you are now told WHICH Logs are
      being saved, instead of seeing the same prompt twice on the
      screen, but for two different reasons.
    - Release Date: December 25, 1993!

@endnode
@Node V61A "Version 6.1a"

-- v6.1a --

- Never officially released.

@endnode
@Node V61 "Version 6.1"

-- v6.1 --

- More Bug Fixes:
    - When playing the BONUS Round, after typing your two consonants
      and one vowel, the actual BONUS Round Screen was not displaying
      the correct chosen letters, and it wasn't giving you the vowel
      you asked for if it was found in the puzzle.
    - Some spelling/typo errors corrected.
- Changes/Additions/etc.
    - The CONFIG file was completely rewritten, as I added NUMEROUS things to
      this file, as follows:
        - When editing the "press any key" prompts, the file will now
          show you how the key will look and act, so you can see if it
          does what you want it to.
        - A "LOCAL" slowdown variable was added when using the Spinning
          Wheel Graphics, as some SysOps running 030/040 boards were
          finding that the 14.4 setting was still not enough time for
          THEM to enjoy playing the BONUS Round, but by changing the 14.4
          setting, the REAL 14400 users were being given TOO MUCH TIME.
        - A "cpu" setting is included to help pick the right timing vars.
        - There are now three Bonus Timer settings for slower cpu's,
          faster cpu's and LOCAL Mode cpu's.
        - The PRIZES have received a GREAT enhancement, because you can
          now offer two alternative prizes for each puzzle. These "other"
          prizes are only used if the current winner is found to have an
          infinite amount of the present prize. For instance, if your
          prize was 15 minutes, but the user who won has infinite time,
          then the 2nd alternate prize would be used instead. If the
          user has an infinite amount of the 2nd prize, then the 3rd
          prize is used, but if they also have an infinite amount of the
          3rd prize, then NO PRIZE will be given. You can specify two
          alternate prizes for both Regular AND Bonus Puzzle Winners.
          I believe NOW you have the ability to make sure EVERYBODY can
          win SOMETHING besides a "pat on the back".
    - Due to numerous feedback/mail messages concerning this, I decided to
      completely remove the "on screen" count-down timers used in the ANSI
      and IBM-ANSI versions of the Bonus Round. They now ALL perform as the
      ASCII version has in the past. With the removal of this coding, the
      timer values should be DOUBLED from those you used in the past, because
      now the cpu doesn't have to worry about constantly updating the time
      on screen. If you were one who kind of liked the "on-screen" counters,
      let me know. Who knows, I might add it into the CONFIG later on again.
    - It is now 100% safe to RUN any of the Game files as stand-alone files
      when run on MULTI-LINE Systems. Coding was added to each "Game." Module
      that checks both Open/Closed status, as well as Port Use status. It is
      now IMPOSSIBLE for more than one copy of ANY WOF Game Module to be used
      by MORE THAN ONE PORT.
    - The "Puzzle Shuffle" routine now uses the RANDU() function, instead of
      the RANDOM() function. This insures that if you have over 1000 Puzzles
      on file, that you won't be visited my 'ol Mr. *BOOM*!
    - Release Date: December 12, 1993!

@endnode
@Node V60C "Version 6.0c"

-- v6.0c --

- Never officially released.

@endnode
@Node V60B "Version 6.0b"

-- v6.0b --

- More Bug Fixes:
    - The odd [heart]F1 printing for some of you seems to be caused
      by using the Arexx CLS command. It only appears to those using
      v2.63 I've found, but in any event, all occurances of this CLS
      command were replaced with the "\f1" MCI command directly.
    - There were some instances using the DELETE command to attempt
      to delete a file that didn't exist. Normally, nothing bad would
      be caused by this, but some 040 configurations were choking, so
      I included some checks before an actual DELETE is performed.
    - I tightened up the use of the "dfile" variable, which stores
      the game file directory. This should fix those "unable to lock
      on directory" errors some of you reported.
    - The "?" command to display the MENU was not working in any of
      the main "Game." modules. It now works, as does it's alias
      command, the "/" (A ? without pressing SHIFT).
    - When playing the BONUS ROUND, the first screen that comes up
      asking for the consonants and vowels was not correctly using
      alternate HIDE Characters. (It would always use the @ char)
    - The DOCS files will now only advance when the RETURN/ENTER key
      is pressed, instead of ANY key. The prompt wordings were also
      changed to reflect this.
- The following were ADDED to the "Config" module:
    - There are now two variables that allow you to easily adjust the
      rotating spin speed used in the "Spinning" graphics for users
      of 9600 and 14400+ modem speeds.
    - You can now give PRIZES for solving either a Regular Puzzle,
      or the Bonus Puzzle. This prize can either be Extra Minutes
      of Online Time, Added PFile Game Points, UD Byte Credits, or
      UD File Credits. There is also a "None" setting for those who
      wish NOT to give additional prizes(over Congratulating the
      user).
    - Please refer to the README! file for more info on the newest
      CONFIG options added.
- This looks like it may be the last release for the 6.0 version as far
  as BUG FIXES go. If you know of any bugs which were not caught and
  killed in either 6.0a or 6.0b, please let me know about them. I can
  only fix those I find or know about. The majority of the bug fixes to
  date were caused directly by either the CNet Version running the file,
  or the hardware setup being used.

@endnode
@Node V60A "Version 6.0a"

-- v6.0a --

- God I hate v2.63! Sheesh! hehe
- Bug Fixes(within 2 hours of initial release):
    - The Loader was not using the path file variable when trying to
      load the "Game." modules.
    - The Loader was using a GETWHERE, instead of GETUSER in the
      v2.63 port scan routine, and the CNet Version flags were in
      the wrong order.
    - The Config file was missing a semicolon, which was producing
      an odd [heart]f1 code before the screen was printed.
    - All three "Game." files had their use of the SORT command
      changed from using the MCI {#4 } command to ADDRESS COMMAND,
      because 040 machines like to barf on {#4 }'s.
    - The More? Command is turned OFF in the "Config" file.
    - Note to those who haven't already done this: You need to change your
      OVERSCAN settings(In Prefs) so you're using a 203 line screen, instead
      of a 200 line screen in order to correctly view 23 line ANSI screens.
    - Note that NOW the only PATH hardcoded into ANY of the files is the one
      where the "WoFortune.Config" file is located(in "pfiles:"). You can now
      place the "WoFortune.Loader" file wherever you want to, even inside the
      "WoFortune/" directory, but don't move the "WoFortune.Config" file,
      unless you go through and change all the hard-coded paths in these
      files: Loader, Game.???, SetUp, Maint, and Register.Viewer.

@endnode
@Node V60 "Version 6.0"

-- v6.0 --

- Well, the more I thought about it, the more I began to decide that ALL
  SysOps should be allowed to have the new BONUS ROUND, so here it is!
- There have been so many changes made between August and November that
  I hope I can remember all of them(There was also a complete rewrite of
  the BONUS Round, due to a slight crash I had which lost my only copy
  of the original BONUS Round coding, which is the main reason you're
  reading this file NOW, instead of my previously stated October release
  date). Here are some bugs I was told about, and which were fixed:
    - If either all the vowels had been guessed, or the last vowel
      in the puzzle had been guessed, and the user typed BUY VOWEL,
      they were taken into the BUY VOWEL routine and were LOCKED in
      there, until they dropped carrier. They are now given the same
      reminder they see if they try to guess a consonant when all of
      those have been guessed.
    - Two of you told me about another way your users have found that
      they can CHEAT in the game. If they entered the game and played
      out their turn in full, then used the EU command to change their
      handle, they could then play the game again. Also, if you had
      husband-wife/brother-brother teams on your board, they could
      take turns playing the game through different ports on multi-
      line boards. This problem was taken care of this way:
        - A file containing the following info on the last
          player of the game is created containing:
            - Handle
            - Serial ID Number
            - Street Address
            - Voice Phone Number
            - Data Phone Number
        - When a new player attempts to play the game, a check
          is performed against the above info from the lastplayer
          and the current player. If ANY of the data matches, the
          player is NOT allowed to play again.
        - There is a new feature that gives the last player a 1
          in 10 chance of being able to play again, but this is
          SysOp Definable if you wish to use this or not.
        - Using this technique, I can't see HOW it is possible a
          user can CHEAT in this game anymore!
        - I also noted that NEW users and GUESTS were also allowed to play
          the game, which might also be used as a way to CHEAT in the game,
          so I added an option in the config that would allow you to specify
          whether or not you wished NEW/GUEST user's to play or not.
- The following are changes and additions that were made to the game over
  the past few months:
    - Of course, the BONUS ROUND is now fully integrated in ALL THREE
      modules. It includes:
        - Two New Hall of Fame Entries.
        - A new "Last Bonus Winners" file now exists.
        - The Loader now has the ability to show info on the
          last Bonus Winner, how much they won, etc.
        - An automatic count-down timer.
        - Player is given R,S,T,N,L, and E to start.
        - They supply an additional 2 consonants and 1 vowel.
        - Whether they are allowed to type letters which have
          already been given to them or not is SysOp definable.
        - Ability to specify the MINIMUM length Bonus Puzzles
          can be(instead of simply selecting the next puzzle in
          the list, even if it's only 10 characters long!)
        - User who solves regular puzzle is ASKED if they wish
          to play the Bonus Round, instead of actually HAVING to
          play it if they don't want to.
        - The Bonus Round has a prize amount between 10,000 and
          50,000 dollars, and the user's accumulated Bonus Money
          is kept separate from their regular puzzle winnings.
    - Having to edit variables manually in any of the command files
      is now obsolete. There is now a new command file "Config" that
      allows you to specify over 30 different variables pertaining
      to how the game, and it's loader operates and behaves! See the
      README! file pertaining to the CONFIG for more info!
    - Certain colors, and wordings were changed to better interact
      with the newer features.
    - The unregistered version now includes 350 puzzles, while the
      registered SysOps will receive close to 1400 puzzles. There
      is a new format to the "Puzzles" file, using packed character
      relative type technology, instead of the previous sequential
      type ordering. The puzzles are still encrypted, but they are
      now saved relatively, which makes reading them into the game
      much faster, especially for the registered SysOps, who are using
      over 1000 of them!
    - There is now a common "SetUp" command file that is used by all
      three modules to initially set the game up. Color and IBM chars
      are used in this file, because it is thought that the SysOp will
      be the only one ever using this routine.
    - There is now a SysOp Maintenance command file "Maint" that will
      let the SysOp: Restart a game completely, or partially, delete
      older players from the "Players" file, Configure the game using
      the new "Config" command file, and will load any of the three
      registered utilities(if the game is a registered version)
    - The Wedges used in the ANSI version of the game have been
      COMPLETELY ReDrawn. (I told you I wasn't quite satisfied with
      them!) I think I like this new look enough to want to use them
      over the "rotating" wheel.
    - A little COMMA routine was added to each file that inserts
      commas into large monetary values as needed, so you'd get:
      $27456 into $27,456 and $1286932 into $1,286,932, etc.
      This routine works with values up to: $999,999,999
    - The "List All Players" routine received an update:
        - The current player's stats will always be the FIRST
          entry printed(and will appear again where it normally
          comes in the alphabetized listing)
        - New columns for Number of Bonus Wins, and Amount of
          Bonus Cash were added.
        - The Handle column was widened to allow for the ENTIRE
          handle to be printed, instead of being chopped.
        - you can now ABORT the listing if you press any key
          OTHER than the ENTER key it asks you to press.
    - All Random Numbers are now "truly" random, in that I am now
      using the technique of only seeding the generator ONCE at the
      START of the file, instead of EVERY time a random number was
      needed. This was found to be a MUCH more precise way to make
      random numbers.
    - There is now an "Errors Log" created whenever one of the Game
      Modules experiences an error. This file can be viewed by the
      SysOp from within any of the Game Modules. The error notations
      were also removed from the Game Logs, so as not to "publicize"
      the fact an error occurred(which will stop a user from trying
      to deliberately create the error over and over).
    - The Game Logs are now segragated, as are the Game Docs into the
      ASC, ANS, and IBM interpretations. This makes each module now a
      COMPLETE translation into each terminal emulation.
    - You may have noticed in this version, an attempt was made to
      make this program "modular", whereas only the modules that are
      NEEDED are ever loaded. However, this method is NOT the method
      utilized by Crazy Cad in Empire, where his modules were used
      via the INTERPRET command, these modules need to be loaded in
      as separate pfiles. Although each module is written to be able
      to be run as a stand alone pfile, it IS possible to load them
      through the command file. At the MOST, one port could load up
      to FOUR(4) separate pfiles, as shown below:
        - "WoFortune.Loader"
            - "Game.???"
                - "Maint"
                    - "Config"
      Because of this fact, you will want to be sure to use a setting
      high enough in your "Max Pfiles to Run at Once" in CONFIG. A
      setting of "# of ports" x 3 should be good, so if you had 1
      local port and 3 modem ports, use a value of 12, etc.
- Hopefully, this release is as bug-free as possible. I deliberately kept
  my hands on this file for an extra 2 weeks just to run it under numerous
  different settings in hopes of finding any bugs that may have crept in,
  but as is generally the rule, one or two MAY have slipped past me. You
  know what to do in the event you ever find a stray bug by now!

@endnode
@Node V53B "Version 5.3b"

-- v5.3b --

- A misplaced BUFFERFLUSH command was causing a "no carrier" problem in
  the .IBM and .ANS modules. It was correctly coded in the .ASC module.
- I decided to go through these modules with a fine tooth comb, to hope-
  fully make this the last release version in the 5. series. As far as
  I was able to determine, there are only four places in each module
  where this bug might show itself, and I checked all four places in
  ALL THREE Modules, so NOW I think we've finally solved this problem!
- Release: August 24, 1993

@endnode
@Node V53A "Version 5.3a"

-- v5.3a --

- The new CNet MCI {i } command does not correctly handle Lost Carriers,
  so a slight addition had to be added to each "Game." file to correct
  this problem.
- This bug-fix version was released in two flavors:
    - The "do-it-yourselfer" text file way.
    - The full 60+K archive method.
- Release date: August 18, 1993.

@endnode
@Node V53 "Version 5.3"

-- v5.3 --

- STARTING THIS VERSION: ONLY REGISTERED SYSOPS MAY USE WOF5!
- The "Registered" file is no more. There are now THREE separate files,
  one for each term mode, ASCII, ANSI, and IBM-ANSI.
- A new WOF utility, "RegEditor" was introduced allowing the SysOp to
  modify the COLORS used in the REGISTERED Graphic Files.
- All Command Files(Game.'s, Editor, RegEditor, etc.) were modified to
  work with the new "Reg." Graphic Files.
- The "txt" equivalents to the "Puzzles" files were included with the
  archive. Getting ready for the next utility to Code/Decode "Puzzles"
  files.
- Release Date: August 12, 1993.

@endnode
@Node V52 "Version 5.2"

-- v5.2 --

- Looks like I lied about v5.0b being the last BUG FIX Version!  :-)
- I still missed one "No Carrier" location(in the Winner Creates NEW
  Puzzle routine). HOPEFULLY, that is ALL the possible locations!
- I rewrote the Wedge Graphic SPIN Routines(AGAIN), as I was noticing it
  STILL wasn't acting true to the wheel(I spun 7 FREE SPINS in a ROW!)
  I think I've come up with a good algorythm now, so hopefully things
  will appear more randomly.
- There's a new variable that allows the SysOp to choose which character
  will be used to HIDE any UNSOLVED letters, in case you don't like my
  preference of the @ symbol.
- Another variable allows you to let the WINNER of one game be the FIRST
  player of the NEXT game(provided they Auto-Generated the Puzzle).
- Users now have a 1 in 10 chance of being able to play again if they
  were the LASTPLAYER to play the game.
- The "rotating" wheel graphics were updated to look and act a little
  better than previous versions. Slight delay loops were also added if
  the user was at 9600 or above for their Baud Rate. This slows down the
  spinning effect just a bit, so as to be enjoyable.
- Some "little" typos, spelling mistakes, format oddities, etc. were also
  taken care of in this version. Hopefully, this will be the last version
  you'll have to download for awhile.
- Release Date: August 10, 1993!

@endnode
@Node V50B "Version 5.0b"

-- v5.0b --

- My first attempt at correcting the Loader checker wasn't correctly
  checking for the "Game." files. All four files were given new, updated
  WHO displays so proper checking COULD be done.
- The "Data" file was renamed "GameData". This was done to allow for
  CNet's "data" directory to reside within the "WoFortune/" directory in
  case you wished to add the "Game." files as stand-alone Arexx Pfiles.
- The "shuffle" routine was slightly modified to work correctly with
  "Puzzles" files of greater than 250 puzzles. Now, ALL puzzles will be
  efficiently randomized.
- This SHOULD be the LAST "bug-fix" version, until v6.0.
- Release Date: July 20, 1993

@endnode
@Node V50A "Version 5.0a"

-- v5.0a --

- CNet Amiga, v2.63 has a bug in the Arexx GETWHERE command that does
  NOT correctly respond to what the users on your bbs are doing.
- This "WoFortune.Loader" file is written using the LONG, 7-Digit
  GETUSER OFFSET values to determine what the users are doing, in other
  words, whether or not they're playing the WOF game or not.
- The "WoFortune.Loader3" file is the loader you will use when updating
  to v3.0 CNet Amiga. It reverts back to using the GETWHERE command, a
  more STABLE way of finding out what users are doing on your bbs.

@endnode
@Node V50 "Version 5.0"

-- v5.0 --

- Time for a MAJOR ReWrite of this Game's idea. Too many conversions to
  different formats & BBS programs made the coding very choppy, and in
  some places, downright redundant.
- This version was WRITTEN for the Amiga CNet BBS software, v2.63 &
  beyond, with separate modules for ASCII, ANSI, and IBM-ANSI users.
- Two Graphic Wheels provided: Wedges & a Rotating Wheel.
- Complete LOG is kept for ALL activity done within the game.
- The WOF Logon file was combined with a Game Loader. The window now
  lists who the last player was, as well as how the CURRENT Game is
  coming. It also checks to make sure no other ports are playing!
- High Scores Saved to Disk, as well as ALL Scores.
- The Winner can either WRITE their OWN puzzle, or have the BBS pick
  a new one for them.
- All puzzles are encrypted to disallow cheating on ANYONES part!
- MUCH, MUCH more.... Read the README! and REGISTER! files!
- Release Date: July 13, 1993!

@endnode
@Node V40 "Version 4.0"

-- v4.0 -- approximate version number.

- Trebor (Robert Smith), converted the BB(Baud Bandit) BBS version to
  run under the Amiga CNet BBS.
- Created an ASCII and ANSI version, mentioned a future SKYPIX version,
  but offered no IBM-ANSI version.
- Trebor was the first that I know of to include a WOF Logon file that
  listed who the last winner was, and what the winnings were...
- Was still quite buggy, and the different modules weren't TRUE to those
  term protocols. (The ASCII version was using IBM Graphics, etc.)
- All puzzles were viewable by whoever could get into the programs
  directory.

@endnode
@Node V30 "Version 3.0"

-- v3.0 -- approximate version number.

- Matt English converted the SkyLine BBS version to the Amiga
  BB(Baud Bandit) BBS.
- Started out using scrolling wedges, then went with the rotating
  wheel.
- No separate ANSI / IBM-ANSI modules existed, and the ASCII mode was
  built into the ANSI version, making it operate NO more quickly than
  the ANSI version.

@endnode
@Node V20 "Version 2.0"

-- v2.0 -- approximate version number.

- Nick Brenckle wrote a version for the Amiga SkyLine BBS.
- This is the first AMIGA WOF file that I knew of for ANY AMIGA BBS!
- First version I knew of to utilize the Wedge Graphics.

@endnode
@Node V10 "Version 1.0"

-- v1.0 -- approximate version number.

- Unknown author wrote a version for the Commodore 64/128 CNets.
- Recall this version used a rotating wheel, and allowed for playbacks.

@endnode
@Node END "That's It!"

============================================================================
            Written by Dotoran of @{"Frontiers BBS" link "pfiles:WoFortune/Guides/REGISTER.GUIDE/FRONTIERS"} (716)/823-9892!
============================================================================
                     Last Modified: June 5, 1994

                      Please @{"REGISTER" link "pfiles:WoFortune/Guides/REGISTER.GUIDE/Main"} This Game!
                             ~~~~~~~~
@endnode
@Node WHY "Why make an AmigaGuide version History File?"

What can I say, this was a file that was just MADE for AmigaGuide format!

Besides, it gave me the chance to PRACTICE! (Shoot, it only took me 10
minutes to put together BY HAND! I don't like those "Guide" writers that
are out there!)

Dotoran
@endnode
