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-
- .NULL.
- .NF
- TRIVIA 2000
-
- TAK Theory
-
- .P 0
- .HEADER/{{TRIVIA 2000/(C) TAK Theory/Page#}}/
- .E
- 0.0 CONTENTS
-
- 0.0 CONTENTS Page 2
- 0.1 Acknowledgements.
- 0.2 Dedication.
-
- 1.0 INTRODUCTION Page 5
- 1.1 What is Trivial Pursuit?
- 1.2 What is TRIVIA 2000?
- 1.3 What is "TAK Theory"?
-
- 2.0 START UP Page 9
- 2.1 What you MUST have to begin.
- 2.2 What you SHOULD have to begin.
-
- 3.0 PLAYING Page 12
- 3.1 New or old (frozen) game.
- 3.2 Number of pies needed to win.
- 3.3 Setting the number of players.
- 3.4 Entering player names.
- 3.5 Setting game default values.
- 3.6 The play.
-
- 4.0 CHANGES Page 21
- 4.1 Game value editor.
- 4.11 Spelling errors.
- 4.12 Delay.
- 4.13 Nbr of pies needed to win.
- 4.14 Border color (palette).
- 4.15 Nbr of answer retries.
- 4.16 Sound.
- 4.17 Exit game editor.
- 4.2 Score editor.
- 4.21 Win pies.
- 4.22 Turns.
- 4.23 Player names.
- 4.24 Correct answers.
- 4.25 Retries.
- 4.26 Overrides.
- 4.27 Exit score editor.
- 5.0 QUESTIONS Page 37
- 5.1 Miscellanious
-
- 9.0 FORMS Page xx
-
-
- .E
- 0.1 Acknowledgements
-
- IBM is a trademark of the International
- Business Machine Corporation.
-
- TRIVIAL PURSUIT is a trademark of the Selchow & Righter
- Company.
-
- TRIVIA 2000 is a a copyrighted software product of
- TAK Theory.
-
- .E
- 0.2 Dedication
-
- To Linda Maxwell, wherever she may be.
-
- .E
- 1.0 INTRODUCTION
-
- .E
- 1.1 What is Trivial Pursuit?
-
- Trivial Pursuit is an excellent board game marketed by
- the Selchow & Righter company, the object being to correctly
- answer trivia questions for an accumulation of "pies", or
- points. The game is an exciting one, and it can go on for
- hours depending on the players. It is a "subject" game which
- spans the world geographically, touching almost every country
- and covers time from biblical days to the present. The
- questions are so great in number that there is almose no chance
- of repeating a question during the span of many games. Of
- course this is further intricated by six different catagories
- of subjects per edition. One edition is provided with the
- game, and addition editions can obtained.
-
- The game seems to be enjoyed (or at least, played) the most
- by "Yuppies", though it seems always well played by elderly
- people due to their accumulated experience. And of course
- this is complimented by their ability to recall insignificant
- facts (trivia).
-
- 1.2 What is TRIVIA 2000?
-
- Trivia 2000 is an attempt by TAK Theory to simulate the
- board game of Trivial Pursuit on the IBM Personal Computer
- and compatables.
-
- The idea of Trivial Pursuit on a personnal computer was a
- natural one. Since the game of Trivial Pursuit seems to be
- associated with "Yuppies", and "Yuppies" seem to be associated
- with personnal computers, TRIVIA 2000 was born.
-
- By the way, TAK Theory fully recognizes the inventors, designers,
- the authors and the marketers as being the creators of Trivial
- Pursuit. TAK Theory in no way means to take any credit away from
- these fine folks. TAK Theory only wishes credit for the trans-
- lation and eventual merging of this fine product with the
- computer.
-
- This personal computer simulation variation has all the aspects
- of the original board game, plus enhancements over and above
- its predecessor. Placing the game on a personal computer
- combines high tech with game excitement to put players right
- into the computer age.
-
- Added features are things like the ability to "freeze" games,
- [in case you do not finish one you wish to restart at a later
- date], play with less that 2 players [one player can play
- the game alone], have the ability to make almost any change
- in the middle of the game, and other niceties.
-
- The ability to "freeze" games as mentioned above allows a
- certain mobility. That is, a game may be transfered from one
- computer to another, via a floppy disc. A floppy disc is
- much easier to carry around than the board game! And a game
- may be stopped and restarted after lunch, or after a nights
- sleep, or after the weekend camping trip, or after the next
- full moon, or after...
-
- The ability to play the game with from one to six players
- adds a twist not found in the board game. When one might not
- be able to find a partner to stay up late one night and play,
- that person may play him/herself, as in a game of solitare.
-
- Having the computer keep score and interagate a players answer
- to a question relieves the players of the task. Of course, the
- players can determin things like how many spelling errors to
- allow within an answer and how many retries [if any] to allow
- all the players. And these things can be changed at any time
- during an on-going game or stored in a frozen game.
-
- Having the computer maintain the score eliminates the needed
- for tangable pies [they could get lost, then what would you
- use]? The score and other game statistics can be accesses
- [displayed] when needed and/or saved/retrieved in/from a frozen
- game. The other game statistics are information like how many
- turns, how many answer retries and how many overrides for each
- player. Also things like how many pies needed to win, how
- many spelling errors allow within answers required to get the
- question correct, computer responce time delay and even back-
- ground color are stored along with begin changable and freez-
- able. The computer will notify the players when there is a
- winner, and offer to stop, freeze or continue the game for the
- remaining players.
-
- The players can choose how many retries to allow all players
- in case their answer is wrong. This can be changed at any
- time.
-
- The players can choose to override the computers decision of
- a wrong answer. In fact, an answer may be correct, yet found
- to be wrong by the computer just by nature of how it is keyed
- in.
-
- If the players want to finish the game, but do not have the
- time needed, they may change the number of pies needed to win.
- This number may be from 1 to 6 pies, but never less than the
- number of pies of the leading player.
-
- Other options are discussed later in their appropriate section.
-
- .E
- 1.3 What is "TAK Theory"?
-
- "TAK Theory" is an organization dedicated to the production of
- thought initiating software.
-
- .E
-
- 2.0 START UP
-
- .E
- 2.1 What you MUST have to begin.
-
- You must have an IBM Personal Computer, or compatable with at
- least 1 Double Sided, Double Density [DS/DD] floppy disc drive,
- 64k RAM, a monitor, keyboard, and a minimum of MS-DOS 2.1.
-
- The game was developed on DOS 2.1 and later upgraded to handle
- later versions of DOS. The current version will run on DOS 3.0.
- If you have two floppy disc drives, place your DOS diskette [or
- one containing COMMAND.COM] in drive A:, and the Trivia
- 2000 game diskette in drive B:. TAK Theory requires that
- COMMAND.COM to be available in drive A: when the game terminates
- [regardless of what the default drive is]. Be sure to always
- use a working copy of TRIVIA 2000 instead of the master diskette.
- Should you only have one drive, put a copy of TAK Theory's
- Trivia 2000 and a copy of COMMAND.COM on a single diskette,
- and place in drive A:.
-
- TAK Theory recommends DOS 3.0, and of course any computing is more
- interesting with a color monitor!
-
- Once you are satisfied that you have all of these things, we
- are satisfied too...so after a boot, type B:TRIV2000 and the
- test will begin!
-
- .E
- 2.2 What you SHOULD have to begin.
-
- A legitimate copy of Trivia 2000, both the master copy
- and a working copy for live use.
-
- A complete copy of these instructions.
-
- A general knowledge of personal computers, specifically the
- IBM PC or compatable.
-
- If you have an IBM PC rather than a compatable, you're in luck!
- The game is designed to driven totally by function keys [except
- when actually keying in an answer to a question]. And IBM has
- convienently placed all the function keys on the left side of
- the keyboard, making them all accessable to your left hand
- without having to pick it up. You will notice when the game
- is brought up that the function keys are labelled on the
- screen in the same format as they are layed out on the key-
- board for your convienence. When the player's hand is placed
- on the function keys, he/she may play the game without having
- to continually glance down at the keyboard.
-
- One additional note. TAK Theory recomends that you always set the
- system clock when booting up the machine. This will insure
- a correct date is assigned to your freeze games [should you
- ever have any]. This will cause the computer to keep track
- of when the freeze game was actually frozen, instead of your
- own memory. Also the title block date will be up-to-date.
-
- .E
- 3.0 PLAYING
-
- .E
- 3.1 New or old (frozen) game.
-
- If this is a new game, it is not frozen. A frozen game refers
- to a previous game that was saved to disc prior to shutting
- down the computer. The "NEW" option should be used.
-
- If this, however, is a game that is to be continued from a
- previous day, you should choose the "FROZEN" option. You will
- be prompted for the name of the frozen game, so the game knows
- which one you want to continue. This is the name of a previous
- game that you were prompted for [and the computer assigned] at
- an earlyer date. Of course you can re-freeze this game again
- and again as many times as you wish.
-
- Should you enter a frozen game name that does not reside on
- the diskette, or you mis-type the name, you will be told that
- the frozen game could not be found. Exit the game and enter
- a d>DIR to get a directory of all your frozen games.
-
- The NEW or FROZEN game as discussed above is the first
- prompt prior to game execution. Use the Function keys F1 for
- a new game, or F2 for a frozen game. A new game starts with
- game defaults and all player scores of zero. A frozen game
- starts with the frozen values of the previous game and all
- previous scores (including pie space positioning).
-
- F1 " NEW ". A new game starts with game defaults,
- including all player scores of zero.
-
- F2 " FROZEN ". A frozen game starts with the frozen
- values and scores of that game that was
- frozen.
-
- .E
- 3.2 Number of pies needed to win.
-
- A game can be played with from 1 to six pies needed to win the
- game. Select the Function key of the number of pies you desire.
-
- If you selected the "FROZEN" game option, the number of pies
- has already been decided based on that game. Thus, you will
- not be prompted for the number of pies needed to win.
-
- .E
- 3.3 Setting the number of players.
-
- A game can be played with from 1 to six players. This is the
- next prompt after selecting a 'NEW' game. Select the Function
- key of the number of players you desire.
-
- F1 " 1 ". One player.
-
- F2 " 2 ". Two players.
-
- F3 " 3 ". Three players.
-
- F4 " 4 ". Four players.
-
- F5 " 5 ". Five players.
-
- F6 " 6 ". Six players.
-
- If you selected the "FROZEN" game option, the number of players
- has already been decided based on that game. Thus, you will
- not be prompted for the number of players.
-
- .E
- 3.4 Entering player names.
-
- If this is a new game and you were prompted for the number of
- game players, you will also be asked if you want to enter the
- names of players or not. Use the Function keys to answer yes
- or no to this question.
-
- F1 " yes ". You will be asked to key in the player
- names (however many you selected) at
- the bottom of the screen. These names
- will be remembered throughout the game
- and even frozen if desired. These names
- may be changed using the score editor to
- be discussed in a later section.
-
- F2 " no ". You will not be asked to enter player
- names. The game will assign player
- designators as 'Player 1', 'Player 2',
- etc. Again, these can be changed using
- the score editor to be discussed in a
- later section.
-
- If you selected a "FROZEN" game from 3.X above, you will of
- course not be asked to enter player names. The original game
- names will be restored from that game.
-
- .E
- 3.5 Setting game default values.
-
- At this point all needed information to begin has been entered.
- You will be given the message 'Ready to begin...' in the message
- block (at the bottom of the screen), at which time you have the
- option to begin, or make additional changes to the game config-
- uration. The main Function-key block will be redisplayed and
- you may select one of the following actions you desire.
-
- F1 " Play ". Play the game, starting with player 1.
- See section 3.6.
-
- F2 "Chg Edtn". Change the current edition. The disk
- that the game came on contains one of
- several possible editions. If you have
- aquired a diskette containing another
- edition which you would like to use in
- play, press F2. You then will be asked
- to place the new edition diskette in the
- default drive and press return. All
- game statistics will remain the same,
- except the new edition will be in play.
-
- F3 " Score ". Display the score and other game statis-
- tics. See section 4.2.
-
- F4 " Freeze ". Freeze the current game, as is, and as
- discussed in section X.X.
-
- F5 "New Game". Begin a new game, as if from starting
- a brand new game from scratch. I the
- current game has not been saved (frozen)
- then the game will remind you so, and
- ask to freeze it. A new game may indeed
- be a 'new' game, or a frozen game. In
- the case of a frozen game, see section
- 3.1 for additional information on frozen
- games. You will be advised if the game
- name you enter could not be found on
- disk.
-
- F6 "UnFreeze". Unfreeze an old game. You will be asked
- for the name of a previously frozen game
- on the disk. See section 3.1 for some
- information on frozen games. You will
- be advised if the game name you enter
- could not be found on disk.
-
- F7 "Chg game". Change current game settings, like win
- pies, delay, spelling errors, palette,
- retries, and sound. See section 4.1.
-
- F10 " quit ". End the game. If the game has been
- changed since it was last frozen, you
- will again be asked if the current game
- should be frozen.
-
- .E
- 3.6 The play.
-
- Once desired game settings and and score modifications have been
- made, or a frozen game has been unfrozen, play may begin. Play
- will only begin when the F1 key labeled "play" is depressed,
- beginning a 'round'. A round is the allowing of all players of
- the current game a chance to play. A round cannot be interupted
- until the last player has a chance to play. Game modifications
- and score edits cannot be made in the middle of a round. Each
- time a new round is to begin, the F1 key labeled "play" should
- be pressed. Rounds should continue until there is a winner or
- the game needs to be stopped (or frozen). If there is a winner,
- the game may continue with the remaining players.
-
- When a round begins, the game will display which player is up.
- The computer will simulate a roll of the die. With the number
- it rolls, it will check both forward and backward movement in
- order to place you on a 'pie space' if possible. If it is your
- first roll of the game, you can only move forward. You will be
- notified if you are on a pie space.
-
- Next, based on your position, the computer will determin the
- category of the space you landed on. The computer will in-
- dicate your category by blinking the appropriate category box.
-
- Finally, the computer will randomly select a question from the
- applicable category and display it. You will be asked to key
- in the answer below the question. You may take as long as is
- needed to answer. The computer will analyze the answer you key
- in and inform you if it matches the correct answer. This is
- where the number of spelling errors to allow comes into play.
- Your answer may be correct, but so badly misspelled that the
- computer could not make it out. Generally, punctuation and
- leading/trailing spaces will be overlooked.
-
- If your answer was correct, you will be advised and then given
- another roll. If your answer was correct and you were told that
- you were on a pie space, you will be advised, awarded a pie, and
- given another roll.
-
- If your answer was incorrect, you will be given a chance to
- display the correct answer, override the computers judgement,
- retry the question, or pass it all together. Select the
- function key of your choice.
-
- F1 "display ". Display the correct answer. Once the
- correct answer has been displayed, you
- will again be given a chance to override
- the computers judgement, or continue on.
- Use the function key of your choice.
-
- F2 " retry ". Retry the question. If the game values
- allow multiple question tries, you may
- elect to try the question again. You
- may continue retrying questions until
- you have reached the retry limit. The
- game default retry limit is 3, (for new
- games), but may be changed.
-
- F3 "override". Override the computer's judgement. If
- you know your answer was correct, or
- correct enouph to get credit for, press
- the F3 to override the judgement. Com-
- puters cannot think. If overrides seem
- to be happening frequently, you may wish
- to bump the number of spelling errors to
- allow. An override will cause your
- inputted answer to be correct, and you
- will get another roll. See section
- 4.11.
-
- F4 " pass ". Pass the turn to the next player. If
- you wish to do nothing, you may pass.
-
- Again if your answer was correct, or if it was wrong but you
- have overrided the computer, or you have exhausted your over-
- rides, play will be passed on to the next player. The next
- player will have the all the same options.
-
- If all players have completed the round, the main selection
- screen will be displayed and the F1 "play" key must be pressed
- to begin another round.
-
- .E
- 4.0 CHANGES
-
- .E
- 4.1 Game value editor.
-
- As mention earlier, certain game values may be changed by you.
- When you make changes and later freeze the game for future use,
- the changes you made will remain in effect. The game value
- editor is the tool used to make changes to the number of spell-
- ing errors to allow in an inputted answer, the delay seconds
- between game responces and messages, the number of pies needed
- to win, the border color (palette), the number of answer retries
- to allow each player, and the sound or audible signal when more
- information is needed or there is pertinate information to be
- displayed. Press the Function key of your choice.
-
- F1 "Win Pies". Default is 6. This is the number of
- pies needed to win the game. Pies may
- only be aquired by answering a question
- correctly when located on a 'pie space'.
- See section 4.11.
-
- F2 " Delay ". Default is 1. This is the amount of
- time the computer will pause to allow
- you to read various game messages. Of
- course you will have all the time you
- need to key in an answer. See section
- 4.12.
-
- F3 "Spl Errs". Default is 3. This is the number of
- spelling errors for the computer to
- allow in each players inputted answer.
- You can select from 0 to 8 errors by
- depressing F3, then the Function key
- of how ever many errors to allow.
- See section 4.13.
-
- F4 "Palette ". Default is 0 [or "OFF"]. This is the
- background or border color. Select a
- color [or none] using the respectively
- labeled function keys. When your eyes
- become fatigued, select another, and
- another, and... See section 4.14.
-
- F5 "Retries ". Default is 1. This is the number of
- attempts to answer the question that the
- computer is to allow before updatint the
- score. You can select from 0 to 8 re-
- tries by selecting F5, then the function
- key of how ever many retries to allow.
-
- F6 " Sound ". Default is off. If on, the game will
- beep you when certain information is
- needed or when some critical event has
- occurred that you need to be aware of.
- This is nice, however, it can get some-
- what bothersome after on has become
- familiar with the game.
-
- F10 "exit chg". Exit the change editor. The main menu
- will then be displayed.
-
- .E
- 4.11 Spelling errors.
-
- When you are asked a question by the computer, you may not
- know the answer, in which case you can just press return to
- regester some input. Since this is incorrect, you will be
- given a chance to review the correct answer. See section 3.6.
-
- However, you may know the correct answer, but not know how to
- spell it. By default you are allowed up to three spelling
- errors in an answer. This can be changed with the game editor
- to anywhere from 0 to 8 errors. Make your selection using
- the function keys.
-
- F1 " 1 ". One spelling error.
-
- F2 " 2 ". Two spelling errors.
-
- F3 " 3 ". Three spelling errors.
-
- F4 " 4 ". Four spelling errors.
-
- F5 " 5 ". Five spelling errors.
-
- F6 " 6 ". Six spelling errors.
-
- F7 " 7 ". Seven spelling errors.
-
- F8 " 8 ". Eight spelling errors.
-
- F9 " 0 ". Zero spelling errors.
-
- F10 " exit ". No change.
-
- .E
- 4.12 Delay.
-
- Delay refers to the amount of time the game will wait for a player
- to read a displayed message. A standard delay time if 3 seconds
- is the default. Three seconds is quite slow, and once you
- have played a round or two with a three second delay, you
- will be quick to reset the delay to one. Remember, changes
- via the game editor may not be made during a round. Make
- your selection using the function keys.
-
- This value will be saved and regained whenever a game is frozen
- for play at a later date.
-
- F1 " 1 ". One second delay.
-
- F2 " 2 ". Two second delay.
-
- F3 " 3 ". Three second delay.
-
- .E
- 4.13 Win Pies.
-
- The object of the game is to acquire as many pies as is needed
- to win. Fortunatly, this number may vary both before and during
- a game. This happens in the board version too. When it's found
- that a six player game may take all night to play, the players
- might agree that the first one to three (or any number under 6)
- pies is the winner. This shortens the game, and is perfectly
- acceptable. TAK Theory's Trivia 2000 also has this ability.
-
- When the F1 key is pressed from the game editor, you will be
- prompted to select from 1 to 6 pies to win the game using the
- function keys. The function key number corresponds with the
- number of pies you select. You may also select F10, which is
- no change. Select the function key of your choice.
-
- F1 " 1 ". One pie needed to win.
-
- F2 " 2 ". Two pies needed to win.
-
- F3 " 3 ". Three pies needed to win.
-
- F4 " 4 ". Four pies needed to win.
-
- F5 " 5 ". Five pies needed to win.
-
- F6 " 6 ". Six pies needed to win.
-
- F10 " exit ". No change.
-
-
- .E
- 4.14 Border color (palette).
-
- It is possible to alter the border color of the screen while
- pressing F4 from the game editor. You may select the border
- color of your choice with the function keys.
-
- F1 " blue ". Change to a blue border.
-
- F2 " green ". Change to a green border.
-
- F3 " cyan ". Change to a cyan border.
-
- F4 " red ". Change to a red border.
-
- F5 "magenta ". Change to a magenta border.
-
- F6 " brown ". Change to a brown border.
-
- F7 " yellow ". Change to a yellow border.
-
- F8 " gray ". Change to a gray border.
-
- F9 " Off ". Turn the border off (black border).
-
- F10 " no chg ". No change.
-
- .E
- 4.15 Nbr of answer retries.
-
- Sometimes during the Trivial Pursuit board game, you may
- answer a question and be partially correct. The player hold-
- ing the answer may realize that you are so close that you
- deserve another try. Ok, so you get one, maybe two, etc.
- This retry rule could be decided before the board game begins.
-
- This could also solve the misspell problem discussed earlier.
- This computer version defaults to three retries for a new game.
- A frozen game will be whatever was set up before the game was
- frozen. Pressing F5 from the game editor will allow you to
- change the number of retries. Select the function key of your
- choice.
-
- F1 " 1 ". One retry.
-
- F2 " 2 ". Two retries.
-
- F3 " 3 ". Three retries.
-
- F4 " 4 ". Four retries.
-
- F5 " 5 ". Five retries.
-
- F6 " 6 ". Six retries.
-
- F7 " 7 ". Seven retries.
-
- F8 " 8 ". Eight retries.
-
- F9 " 0 ". Zero retries.
-
- F10 " no chg ". No change.
-
- .E
- 4.16 Sound.
-
- Sometimes you need to be notified of what the computer is
- doing a given time, in which case a message is displayed at
- the bottom of the screen in a message block. Other times,
- the information to be displayed is of a more critical nature,
- or the game needs some input from you.
-
- When the information is critical, the computer can notify you
- with both a message on the screen and an audible signal, but
- only if you have the sound turned on. Sound off is the de-
- fault when starting a new game. Sound can be turned on and
- of by pressing F6 from the game editor. Then depress the
- appropriate function key of your choice.
-
- F1 " On ". Turn the sound on.
-
- F2 " Off ". Turn the sound off.
-
- F10 " no chg ". No change.
-
- .E
- 4.2 Score editor.
-
- The score editor allows you to modify the various score
- attributes. The score attributes include the number of pies
- [of course], the number of turns, the player's name, the number
- of correct answers, the number of retries and the number of
- overrides for each player.
-
- Actually, only the player's name and the number of pies, are
- the only things of any significance to the game. The other
- items of statistical information only. However, any of the
- things can be changed.
-
- To enter the score editor, you must have pressed F4 from the
- main Function-key block [as mentioned in 3.5].
-
- .E
- 4.21 Win Pies.
-
- By selecting F1 from the score function-key block, and selecting
- a player, you can increase or decrease the number of pies any
- given player has accumulated.
-
- F1 "increase". Decrement the amount by 1.
-
- F2 "decrease". Decrement the amount by 1.
-
- F3 " zero ". Reinitialize the amount to zero.
-
- .E
- 4.22 Turns.
-
- By selecting F2 from the score function-key block, and selecting
- a player, you can increase or decrease the number of turns any
- given player has accumulated.
-
- F1 "increase". Decrement the amount by 1.
-
- F2 "decrease". Decrement the amount by 1.
-
- F3 " zero ". Reinitialize the amount to zero.
-
- .E
- 4.24 Correct Answers.
-
- By selecting F5 from the score function-key block, and selecting
- a player, you can increase or decrease the number of correct
- answers a given player has accumulated.
-
- F1 "increase". Decrement the amount by 1.
-
- F2 "decrease". Decrement the amount by 1.
-
- F3 " zero ". Reinitialize the amount to zero.
-
- .E
- 4.25 Retries.
-
- By selecting F7 from the score function-key block, and selecting
- a player, you can increase or decrease the number of retries any
- given player has accumulated.
-
- F1 "increase". Decrement the amount by 1.
-
- F2 "decrease". Decrement the amount by 1.
-
- F3 " zero ". Reinitialize the amount to zero.
-
- .E
- 4.26 Overrides.
-
- By selecting F9 from the score function-key block, and selecting
- a player, you can increase or decrease the number of overrides
- any given player has accumulated.
-
- F1 "increase". Decrement the amount by 1.
-
- F2 "decrease". Decrement the amount by 1.
-
- F3 " zero ". Reinitialize the amount to zero.
-
- .E
- 4.27 Exit score editor.
-
- By selecting F10 from the score function-key block, you can exit
- the score editor.
-
- .E
- 5.0 QUESTIONS
-
- .E
- 5.1 Miscellanious.
-
- .E
- 9.0 FOMRS
-
- BOTTOM
- -key block, you can exit
- the score editor.
-
- .E
- 5.0 QUESTIONS
-
- .E
-