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APPENDIX


Copyright (C) 2005, Michael D. Jenkins
All Rights Reserved



CONTENTS:

APPENDIX A...... INSTALLATION OF PROGRAM

APPENDIX B...... COMPANY NAMES AND STOCK SYMBOLS

APPENDIX C...... HOW CREDIT RATINGS AND LOAN INTEREST RATES ARE DETERMINED

APPENDIX D...... INDUSTRY INFORMATION:

(1) List of industries with typical growth rates and industry ID#'s

(2) Factors affecting demand growth in each non-financial industry

APPENDIX E...... STRATEGY AND TACTICS SUGGESTIONS



APPENDIX A: INSTALLATION OF PROGRAM


NOTE: THE APPENDIX SECTION ON INSTALLATION OF THE PROGRAM HAS BEEN DELETED FROM THIS EDITION OF THE MANUAL. Since Wall $treet Raider now is distributed in a self-installing format, requiring the user only to type and enter the command "INSTALL" to automatically decompress and install the program files, or to unzip a ZIP file containing all the files, this formerly lengthy section of the Manual has become superfluous.

Accordingly, see the brief instructions for installing the program at STEP THREE in Chapter II (entitled "GETTING STARTED") of this Manual, at page II-1.

Also be sure to look for any recent changes in the installation instructions, which will be described briefly in the short "READ.ME" file that comes on every copy of Wall $treet Raider we distribute.

See Part III of this manual, "Getting Started," for instructions on starting a game in the future, after you have initially installed the program.

APPENDIX B: COMPANY NAMES AND STOCK SYMBOLS

When prompted to enter a company's stock symbol in Wall $treet Raider, you may enter either the ticker symbol ("IBM", "GE", etc.) or the company ID #, which can range from #1 to #250. The program will accept either.

This edition of the user handbook and strategy manual no longer contains a listing of the names and stock symbols of the 250 companies that make up the Wall $treet Raider investment universe, now that the program contains a convenient lookup function that allows you to instantly look up the stock symbol for a company any time you need to enter it during play. Since we are constantly changing the program and replacing companies when their real world counterparts go out of business or get merged out of existence, we found that our listing in this manual was always out of date within a couple of weeks after each printing, in any case.

Wall $treet Raider is our hobby (or addiction, our more honest friends would say), and it is almost constantly under revision, as we see things in the financial news that we find interesting, and which we can devise a way to recreate in the program in some fashion that will be realistic and add to the realism and "texture" of the simulation.

APPENDIX C: HOW CREDIT RATINGS AND LOAN
INTEREST RATES ARE DETERMINED

In W$R, a player or company's credit rating and the rate of interest paid on bank loans are both determined by the player or company's ratio of debt to net worth. A player or company whose debt is less than .15 of net worth has the highest credit rating ("AAA") and pays interest at the "Prime Rate." Those with lower credit ratings generally pay rates progressively higher than whatever the current Prime Rate is. The following table shows the relationship between debt-to-equity (or debt-to-net worth) ratios of the borrowers, credit ratings, and rates of interest paid.


DEBT-TO-EQUITY RATIO    CREDIT RATING   INTEREST RATE PAID

  .10 or less                AAA            Prime Rate
  .10 to .25                  AA            Prime + 1/2%
  .25 to .50                   A            Prime + 1%
  .50 to 1.0                 BBB            Prime + 1 1/2%
  1.0 to 1.5                  BB            Prime + 2%
  1.5 to 2.0                   B            Prime + 3%
  2.0 to 3.0                 CCC            Prime + 4%
  3.0 to 5.0                  CC            Prime + 5%
   Over 5.0                    C            Prime + 6%
  Deficit (Corps.)             D            Prime - 3%


APPENDIX D: INDUSTRY INFORMATION:

(1) List of industries, industry ID#'s and typical growth rates.


    INDUSTRY            ID NUMBER          TYPICAL DEMAND
                                             GROWTH RATE

BANKING                          1          NOT APPLICABLE
INSURANCE                        2          NOT APPLICABLE
AUTO MANUFACTURING               3               4%
BIOTECHNOLOGY                    4              22%
HOUSING DEVELOPMENT              5               4%
BUILDING MATERIALS               6               4%
INTEGRATED OIL CO'S              7               4%
OIL SERVICES & EXPLO             8               7%
METALS & MINING                  9               5%
ELECTRONICS                     10              20%
RAILROAD                        11               1%
STEEL                           12               4%
CAPITAL GOODS MFG.              13              10%
AEROSPACE                       14               6%
AGRIBUSINESS                    15               2%
AIR TRANSPORTATION              16               7%
BREWING/DISTILLING              17               4%
RETAILING                       18               5%
TEXTILES                        19              -1%
CHEMICALS                       20               5%
PHARMACEUTICALS                 21              13%
MED. EQUIP/SUPPLIES             22              14%
SHIPPING                        23               3%
COMPUTER                        24              18%
TRUCKING                        25               6%
SOFTWARE                        26              25%
PUBLISHING                      27              10%
PACKAGED GOODS                  28               7%
ENTERTAINMENT/BROADCAST         29               8%
TELECOMMUNICATIONS              30              17%
TOBACCO                         31              -1%
HOUSEHOLD PRODUCTS              32               9%
PAPER & FOREST PROD.            33               5%
BEVERAGE                        34               7%
SEMICONDUCTOR                   35              20%
HOLDING COMPANY                 36        NOT APPLICABLE

(2) Factors affecting demand growth in each non-financial industry:



INDUSTRY                FACTORS AFFECTING DEMAND GROWTH


AUTO MANUFACTURING      Mainly affected by GDP growth;
                        adversely affected by high oil
                        prices.

BIOTECHNOLOGY           GDP growth affects somewhat; growth is
                        usually very rapid and fairly steady,
                        but eventually tapers off in later years.

HOUSING DEVELOPMENT     Affected primarily by number of
                        housing	starts, which are affected
                        by interest rates (adversely) and
                        size of GDP. Extremely cyclical.

BUILDING                Affected by level of housing starts,
                        plus increase in capacity in Housing
                        Development Industry.  Very cyclical.

INTEGRATED OIL CO'S     Affected by level of oil prices (high
                        price is favorable) and GDP growth.

OIL SERVICES & EXPLO    Affected by expansion or contraction
                        of capacity (drilling rigs, etc.) in
                        the Integrated Oil Co.'s Industry.
                        Tends to be very cyclical.

METALS AND MINING       Affected greatly by rate of growth of
                        GDP. Very cyclical.

ELECTRONICS             Affected considerably by changes in
                        rate of GDP growth; rapid but
                        cyclical growth pattern, eventually
                        slowing down.

RAILROADS               Affected by changes in rate of GDP
                        growth.	Fairly cyclical, slow-growing.

STEEL                   Heavily dependent on expansion or
                        contraction in the Auto Industry, and
                        significantly affected by GDP changes.

CAPITAL GOODS MFG.      Very sensitive to changes in GDP growth
                        rate.  Extremely cyclical.

AEROSPACE               Almost entirely dependent upon expansion
                        or contraction of capacity in the Air
                        Transportation Industry (airplanes, etc.)

AGRIBUSINESS            Affected adversely by high oil prices and
                        vice versa.  Slow growing at first, but
                        growth rate tends to increase later.

AIR TRANSPORTATION      Affected considerably by changes in the
                        size of GDP; affected adversely by high
                        oil prices and vice versa. Very cyclical.

BREWING/DISTILLING      Largely unaffected by GDP growth or
                        other economic factors. Slow, steady
                        growth.

RETAILING               Follows GDP growth trends fairly closely.

TEXTILES                Declining industry, but still
                        considerably affected by rate of
                        GDP growth.

CHEMICALS               Affected mainly by GDP growth trends;
                        somewhat cyclical growth pattern.

PHARMACEUTICALS         Rapid, fairly steady growth. Affected
                        only slightly by economic trends.

MED. EQUIP/SUPPLIES     Rapid, fairly steady growth. Affected
                        somewhat by GDP growth rate.

SHIPPING                Affected by changes in GDP growth rate;
                        affected somewhat adversely by high
                        oil prices; very cyclical growth.

COMPUTERS               Rapid, but uneven growth. Affected
                        significantly by GDP growth trends.
                        Rate of growth eventually slows with
                        maturity.

TRUCKING                Affected primarily by levels of
                        expansion and activity in the Auto
                        and Agribusiness industries.

SOFTWARE                Rapid, fairly steady growth, for a
                        number of years, then tapering off.
                        Somewhat affected by GDP growth.

PUBLISHING              Relatively steady, fairly fast
                        growth, only slightly affected by
                        GDP growth rates.

PACKAGED GOODS          Very steady, predictable growth,
                        faster than GDP.

ENTERTAINMENT/BROADCAST Fairly rapid growth, reasonably
                        steady.  Somewhat affected by GDP
                        growth.

TELECOMMUNICATIONS      Rapid, very steady growth, only
                        slightly affected by trends in GDP
                        growth.

TOBACCO                 No growth; a declining industry, but
                        dominated by a few big companies,
                        with little competition, so tends
                        to be a profitable "cash cow."  But
                        susceptible to cancer lawsuit exposure.

HOUSEHOLD PRODUCTS      Fairly high rate of growth, very
                        steady and predictable, almost
                        independent of the overall economy.

PAPER & FOREST PRODUCTS Modest growth rate, very cyclical
                        and very dependent on the overall
                        economy; Tends towards boom or bust.

BEVERAGE                Fairly good rate of growth, very
                        safe and steady; dominated by Coke
                        and Pepsi, with little price
                        competition, resulting in normally
                        high profitability.  Almost immune to
                        economic conditions.

SEMICONDUCTOR           Very high (but extremely volatile)
                        growth industry, populated by
                        exceptionally competitive,
                        cannibalistic companies.  Greatly
                        affected by GDP growth rate changes.



APPENDIX E: STRATEGY AND TACTICS

(1) STRATEGIC GOALS.

In general, your strategic goals in W$R should include the following:

Take the high ground. Seek to obtain control of the strongest company in an industry, in terms of large market share, solid credit rating, and high rate of return on its business assets as compared to other companies in its industry. Try to obtain control without paying a stock price significantly higher than the company's net worth per share, which will tend to limit your downside risk.

Monopolize. Attempt to reduce competition in your company's industry, by taking control of other large, fast-growing or highly profitable competitors. Then use the "GROW" command to reduce their capacity growth rates. But beware of possible antitrust suits that might be brought against your companies by opponents if you control too much of an industry's capacity. Price-fixing, like other forms of fraud, is always an inherently dicey proposition.

Get a bank. Attempt to gain control of a key bank, one that either lends to you or your main company, or to other players (or their main companies). You may be able to leverage your control of one bank into control of several banks, which can put you in a very strong position by freezing your opponents' lines of credit. Often you can get control of a bank by taking control of a company that already controls it, or by getting control of an insurer, since insurance companies will usually have ample funds and borrowing power with which to mount a bank takeover.

Turn around slow growers. As investments, look for slow-growing companies in fast-growing or highly profitable industries to take over. Once you have control, up the company's growth rate (if it is earning a good return on its investment in business assets). After a while, its P/E ratio (and stock price) should go up unless earnings decline, as the market tends to recognize the company's faster growth rate.

Stay liquid. Always try to keep a substantial amount of cash (cash equivalents, such as CDs) on hand, for your companies and for yourself, even if you have to borrow a bit more, unless you have absolute (51%) control of the lender, since you never know when another player might take over the bank you thought you had a large line of credit from, leaving you stuck without either cash or credit.

(2) SNEAKY TACTICS.

There are all kinds of possibilities for doing sneaky, tricky things in Wall Street Raider, as on the real Wall Street. A few of the better ones include the following:

Dump a competitor's stock. If an opponent engages in a takeover battle with you and winds up taking control of a company you have stock in, take a look at the stock's price when it becomes your turn. If you believe it's somewhat overpriced, dump your shares on the market--you'll drive down the value of your opponent's holdings dramatically, perhaps even inducing a margin call. It's a great way to inflict pain, for the truly ruthless.

Unloading stock. If you own a chain of companies, use companies at the bottom of the chain (in which your ultimate percentage of ownership is much diluted) as dumping grounds for stocks you wish to sell. You can have such a subsidiary company buy stock from you without your depressing the market price, as would happen if you had to dump your shares on the open market.

Manipulate the stock price. Or, use such bottom-level subsidiaries to buy stock of your parent company, in order to run up the price to discourage hostile takeovers, or before the parent company uses its stock to do a merger, or makes a "Public Offering." Or before you get ready to sell the garbage at an inflated price.

Hostile takeovers. If you control a company that is grossly overpriced, in your opinion, in light of changing economic or industry conditions, do everything you can (see ideas above) to pump its stock price up a bit more, then do a merger of it into your opponent's main company if possible, so your opponent will be stuck with owning a piece of this soon-to-be loser. Then dump your shares on the market, before your hapless opponent has a chance to sell his or hers. That way, you will (or so you hope) have gotten out of the turkey near the top and will have left it, sitting like a brick, in your competitor's lap.

Use unfair tactics. "Cheat Mode" allows you to do some mean, rotten things to your opponents, not to mention the various ethical choices that you will be presented with from time to time, if you control one or more corporations. Even if you don't, you can use the features on the Cheat Submenu to stomp an opponent who is temporarily down, to make sure he or she doesn't survive. These unkindly tactics include getting control of the other player's lending bank and using the "CALL" command to call in part of his or her loan at a time when doing so will force a distress sale of stocks or bonds.; or using a large, wealthy corporation that can afford to pay a lot of legal fees, to file a nuisance lawsuit, using the "LAWS" command, in order to cripple or bankrupt a small company owned by your opponent; or, even less charitably, start a rumor campaign about a company controlled by your opponent, to drive down its stock price and sometimes hurt its business profitability as well. However, be careful when using the "RUMR" command, since two can play the false rumor game, and your opponent is likely to respond in kind. Similarly, if you file a harassing lawsuit, there is always a chance of getting countersued successfully for instigating a "frivolous" lawsuit, so there are risks in using such dirty tactics.

Of course, if your nasty tactics succeed in bankrupting your opponent before he or she gets a chance to retaliate, then there's no problem, is there? It's a dog-eat-dog financial world, and the winners write the history books....

Hey! No one ever said you had to be nice to succeed on Wall Street, did they....? After all, there is no code of honor among the Money Runners. There's only the Golden Rule -- "He Who has the Gold, Makes the Rules" -- and let the devil take the hindmost....Enjoy...!


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Copyright © 2005 Ronin Software
Last modified: January 5, 2005