FAQ by CallMeSpike

Version: 1.00 | Updated: 05/19/02 | Printable Version

                         STAKES WINNER


Arcade & Neo-Geo
Written By: CallMeSpike
FAQ Version: 1.00
Date written: 19 May 2002
E-Mail: excidium1@hotmail.com

* Please Note: 

If you have any questions or comments about the game or FAQ you are 
more than welcome to email me.  Just make sure you make it clear in 
the subject that its to do with the FAQ because i get so much junk 
mail i tend to just delete EVERYTHING i get without looking.  
Alternatively you can catch me on the GameFAQs message board's 
I check the Stakes Winner Board reguarly to see if anythings up.


1. How To Play
2. Horses
3. Races
4. Special Items
5. Tips
6. Walkthrough
7. Copyright Notice

                   -----1. How To Play-----

Stakes Winner is a horse racing game.  You are the jockey, and
the objective is to get your horse past the winning post before
the 7 other horses in the race.  The camera is set above the track
giving you a sky view of the race (like you would see on television).
There are 12 races altogether, but depending on where you finish,
you may find that you will be competing in either more or less.  
You must finish in the first 3 placings to progress to the next race. 

You will notice on the game screen when your racing some useful 
things to help you win.  On the top right of the screen is a 
map of the track.  On this map is some dots representing each horse
in the race.  The colour of the jockey's cap will donate what colour
dot the horse will be on the map.  The map also shows you where the
finish line is.  Knowing how far there is to go is important, because
you don't want to be making your move too early or too late.

On the bottom left of the screen is a picture of your horse's head,
and a power bar.  You have to keep your eye on the horse's head during
the race.  It gives you an indication of how he is travelling.  If you
use the whip on your horse for a long period of time he will start to
shake his head  This means that if you keep using the whip your horse
is going to suddenly slow down and you will lose a lot of ground.  
The power bar must never get empty.  If it does run out, your horse 
will slow down, and eventually stop.  And thats Game Over for you.

You use the joystick and 2 buttons to control your horse.  If you don't
press any buttons, your horse will travel at a steady pace, and you 
will not use of any power.  The first button controls the reins. 
Pressing this button repeatedly will decrease your power slightly, but 
your horse will gallop at a quick speed.  The second button controls the 
whip.  Using the whip will decrease your power alot quicker, but it
will make your horse really sprint hard.  You can use your whip any
time you like.  Each horse reacts differently to the whip.  Some can
stand being whipped longer than others before they start to refuse it.
Towards the end of the race (usually between the 400-600 metre mark, 
and depending on the horse you chose) you can whip as much as you like 
and your horse will never shake his head, he will keep pressing on hard, 
obviously knowing the finish line is close.

                       ----2. Horses----

There are 8 selectable horses in Stakes Winner.  All have their
own individual abilities and statistics.  So choose wisely.

The horses are...

   1. White Heat
   2. Euro Unicorn
   3. Hot Sand
   4. Asian Hope
   5. Brave Lady
   6. Be Silent
   7. US Fighter
   8. Sky Dancer

White Heat


White Heat's acceleration is huge, but his top speed is quite poor.
He is very quick to begin and he can control most races from the 
front.  However, he hates the whip.  Soon after you start to use 
it he starts to refuse it and will shake his head.  White Heat is 
useful in the early sprint races, but when it comes to the longer 
harder races, he is left wanting.

Euro Unicorn


An OK horse.  He's gate speed is only fair, as is he's ability to 
sprint when called upon with the whip.  You will win plenty of races
with him, but you have to be up on the pace to have any real chance.
He's speed in the straight is not that good and he has difficulty 
catching leaders.

Hot Sand


Hot Sand is by far the best horse of the bunch. He has terrific
gate speed, allowing you to get to the front early and dictate races.
He can also settle just off the pace behind the leaders, or towards 
the rear of the pack, and still give you a top winning chance.  Hot 
Sand's other big advantage is his ability to start sprinting for home
further out from the finish line then most other horses can.  You 
can go for the whip in some races 800 metres out from the winning
post and he will never give in.

Asian Hope


Asian Hope is unlike any other horse.  He has no early gate speed, so
you are often forced to drop to the back of the pack.  He is a hard 
horse to use because by dropping back you are giving the opposition
a head start.  You can also find yourself blocked in behind some 
slower horses when your trying to improve your position towards the 
end of the race.  Asian Hope does have a big finish however.  Like
Hot Sand, he can start sprinting for home a long way out.  And when
he gets going, he really gets going!

Brave Lady


Brave Lady is a quick horse.  You must take advantage of her early
gate speed by getting to the front of the field.  Don't go to hard
out in front, because in the longer races you will find yourself short
on power.  You can sit behind the leaders with her if that makes you
feel more comfortable.  But you have to be thereabouts at the end 
because her finish isn't too flash.

Be Silent


Be Silent is a good horse for beginners.  He has some good all-round
stats.  Very reliable and will win you plenty of races.  His gate 
speed is pretty good and so is his finish.  However he does finds 
some races a bit to tough for him.

US Fighter


This horse is an absolute bolter.  No horse is quicker than US Fighter.
However, despite his quick speed, he also gets tired of being whipped
very quickly.  If your not paying attention to your horse when he's 
shaking his head, he will suddenly slow right down and your lead
will be all but gone, and it will happen when you least expect it...
towards the finish line!  The early sprint races will be fairly easy,
but tackling the longer staying trips like 2500 metres and 3000 metres
is a nightmare.  Most of the time you will find yourself stumbling over
the line as your power bar will have emptied a long way out.  

Sky Dancer


Sky Dancer is another good horse for beginners.  His stats are nicely
evened out so you can pretty much race as you please.  There is nothing
to special about him, but he is honest.

                     ----3. Races----

Race 1: Maiden   - 1000m - Sapporo
Race 2: Juvenile - 1200m - Sapporo
Race 3: Juvenile - 1600m - Nakayama
Race 4: Guiness  - 2000m - Nakayama
Race 5: Derby    - 2400m - Tokyo
Race 6: St Leger - 3000m - Kyoto
Race 7: Japan Grand Prix   - 2500m - Nakayama
Race 8: Emperor Spring Cup - 3200m - Kyoto
Race 9: Champion Stakes    - 2200m - Hanshin
Race 10: Emperor Autumn Cup - 2000m - Tokyo
Race 11: Japan Cup          - 2400m - Tokyo
Race 12: Japan Grand Prix   - 2500m - Nakayama

Special Races

*Breeder's Cup Classic - 2000m - Churchill Downs

If you come first in Race 5 (Derby) and/or Race 9 (Champion Stakes),
you will be given the option of competing in the Breeder's Cup.

*Prix de le Arc de Triumphe - 2400m - Longchamp

If you come first in Race 12 (Grand Prix), you will be taken to 
France to compete against the worlds best in the Arc de Triumphe.

                   ----4. Special Items----

During the races, you will notice some items lying around the track.  
These items can be the difference between you winning and losing.

Get these...

White Wings:    Speed Boost
Orange Carrot:  Increases Power

Avoid these...

Brown Hole:    Loss of speed for about 2 seconds
Green Bottle:  Loss of speed and control for about 5 seconds

And theres also...

Blue Question Mark:       You could get any of the above 4
Yellow Exclamation Mark:  ??? {Email me if you know}

                    ----5. Tips----

1. This is the most important thing to know, so listen up.
   Your best weapon in this game is the bumping technique. 
   Tapping forward twice will cause your horse to bump every 
   other horse around you and severely slow them down.  It 
   costs you one power to use, so dont overdo it. Just use it 
   if you think you won't be able to get past the leader, or 
   if you look like getting passed at the finish.  Take note 
   that you can only do this technique racing horizontely. 

2. There is no such thing as protesting in this game. So by all
   means play as dirty as you like.  See a horse trying to 
   squeeze up on your inside? Shove him into the rail.  He will 
   almost always be stopped in his tracks.

3. The Kyoto race track has an unusual final turn.  The inside
   rail ends and leaves an opening for you to cut a corner.  As
   you turn, hold "down/left" and you can sneak past the field
   and save yourself a massive amount of time, as the other 
   horses tend to go wide around it.

4. As you near the finish line, you will notice the music will
   change.  Its a good indication that you should be starting to 
   get a move or you will find yourself in trouble.

5. Conserve your power in races over 2000 metres and longer! You 
   will need it. You have to have patience. Dont go using your      
   whip for the first 400 metres just so your the first horse       
   around the first turn.  Other horses will go with you to keep    
   the pressure on, and you'll find yourself with practically no    
   lead, and hardly any power left for the finish.  Trust me, it 
   will never work.  You can't rely on picking up power up's and 
   speed boosts (that may not even come) throughout the race to 
   keep you going. It's not worth the risk.

6. In the Special Races, there are no special items on the track.

7. Keep your eye on the small picture of your horse's head at 
   the bottom left of the screen.  It tells you how the horse is
   travelling. When you use the whip he will grit his teeth and
   close his eyes.  If you keep using it he will begin to shake
   his head furiously.  So stop using it or he will just 
   completely slow down.  

                  -----6. Walkthrough-----

=-Race 1: Maiden-= 

Distance:  1000m
Track:     Sapporo
Prize:     59,000
Direction: Clockwise

Special Items (1):

-200 metre mark

Very easy race to get you started.  If your horse has good speed, take 
advantage of it.  There's 400 metres to the first turn so if you have 
drawn an outside barrier, get to the front and cross to the fence.  if 
your horse doesnt have much gate speed, then just drop back to the rear 
and cross to the fence.  Then you can start pressing forward through 
the field without getting caught wide around the turn. Just keep using 
that whip because you will never run out of power.  Also remember that 
when your horse starts shaking his head (at the bottom left of the 
screen) it means he has had enough and will dramatically lose speed (and 
possibly lose you the race) if you keep using it.  So take it easy.  
Just make sure you keep to the inside rail and you shouldn't have a 
problem.  Holding the joystick in the direction you're going is also 
useful and will save you from running over extra ground.  There is a 
speed boost (wings) at the 200 metre mark if you're really in rouble, 
but you should be able to win easily with a comfortable 3 length 
victory.  If by some chance you do happen to come second or third, you 
will race in this maiden event again.

=-Race 2: Juvenile-= 

Distance:  1200m
Track:     Sapporo
Prize:     320,000
Direction: Clockwise

Special Items (1):  

-200 metre mark

Similar to race 1.  You race around the same track, except this time 
there's an extra 200 metres till the first turn.  Take note that unlike 
the first race, the special items at the 200 metre mark will be 
different every time you play.  The short distance of this sprint race 
once again means that you can use the whip and an even rate and still 
have plenty of power to get over the line.  You should easily blitz this 
weak field with a 3 length win.

=-Race 3: Juvenile-= 

Distance:  1600m
Track:     Nakayama
Prize:     540,000
Direction: Clockwise

Special Items (2):

-600 metre mark
-250 metre mark

The start to this race is tricky.  The track turns into a bottleneck 
almost immediately.  Outside barriers are at a disadvantage, and 
everyone has some pretty good speed so you will probably have to settle 
mid-field.  99% of the time one horse will go out to a 2-3 length lead.  
You can work your way up to second place and sit there until you get to 
the 600 metre mark.  Then when the music changes go for the whip.  You 
should catch the leader, he usually gets tired and slows down around the 
final turn, meaning you can cruise to the winning post.  If he doesnt 
get tired, then you've got a battle on your hands.  If you dont think 
your going to get past him, you can resort to some dirty tactics like 
using the bumping technique.  If you're still too far behind him to do 
that, then start praying that there's a speed boost at the 250 metre 
mark, otherwise you'll just have to settle for a place.


Training gives you the opportunity to boost up your stats.  You are 
presented with 3 choices to increase your stats with.  Speed, stamina, 
and strength.  Boost up the stats that you have less of.  If you 
complete the course within the time limit, you get an extra point added 
to that ability that you chose.

The course is also divided up into three sections.  These three sections 
represent Speed, Strength, and Stamina.  If you pass a particular 
section quick enough, you get point added to that ability.

To finish within the time limit, and to complete each section 
successfully, you are required to tap BOTH buttons repeatedly.

Of course to make it that extra bit harder for you, there are mole holes 
throughout the course.  Run over one and you will lose speed, and will 
almost certainly cost you from getting a bonus point.  So just stay 
aware and keep on your toes. 

=-Race 4: Guiness-= 

Distance:  2000m
Track:     Nakayama
Prize:     970,000
Direction: Clockwise

Special Items (3):  

-1900 metre mark
-Left Side
-600 metre mark

Now you are starting to compete in the longer distance races.  Whats
important is that you dont use your whip the entire journey, or else you 
will run out of power and fail to finish.  Just use it to improve your 
position.  Im not saying dont use it at all, just keep in mind the 
amount of power you have.  Keep pressing the reigns button to keep your 
horse going at an even pace.  Once again you might find one horse going 
out to a early lead.  But this time he may not get tired, so dont give 
him to much breathing space if you can help it.  

After you go around the second last turn to come down the screen, stay 
off the fence!  STAY OFF THE FENCE. i cant stress that enough.  If you 
are racing on the fence and you have a horse on your outside blocking 
you in, it could cost you the race. Why? Because at the 600 metre mark 
are some special items, one of them is positioned on the fence, so if 
its a brown hole, or a green bottle, you will NOT be able to avoid it, 
and you can probably kiss the race good-bye.  If you are running about 2 
or 3 horses wide off the fence you are giving yourself a chance.  Then 
if its wings or carrots there, you can move in a take it, and if is 
something bad you can miss it.

=-Race 5: Derby-= 

Distance:  2400m
Track:     Tokyo
Prize:     130,000
Direction: Anti-Clockwise

Special Items (4):

-150 metre mark 
-Right side
-Left side
-150 metre mark

Very similar race to the previous.  An extra 400 metres this time.  At 
the start if you drew a wide barrier dont try to beat the other horses 
out and cross in front of them, it wont work.  You'll just waste power.  
Drop back to the rear, get to the fence, then move forward.  If you are 
racing from an inside barrier however, then you can use the reigns 
(maybe the whip) and get into a position where you feel comfortable.  
You can start to sprint home at about the 600 metre mark, and when you 
approach the home turn keep to the inside.  If you're struggling to pass 
horses don't forget to use the bumping technique.

If you win this race you are invited to race in the Breeder's Cup 
Classic. It is one tough race, and if you don't finish in the first 
three its game over, so you dont have to accept the invitation if you 
dont want to.  If you dont accept you head to Kyoto to compete in the 
St. Leger.  However if you do accept, compete, and finish in the first 
three, you will skip the St. Leger.

=-Race 6: St Leger-= 

Distance:  3000m
Track:     Kyoto
Prize:     1,110,000
Direction: Clockwise

Special Items (5):  

-Right Side
-200 metre mark
-Left Side
-Right Side
-200 metre mark

If you came 2nd or 3rd in the previous race, or declined the offer to
race in the Breeder's Cup Classic, you will be here, the St. Leger.
It is a very long race.  One and a half laps.  As soon as the race 
starts just do NOTHING.  Don't whip or use the reigns.  Just let 
everyone run past and allow yourself to be last.  Go up the hill, then 
around the first turn and you will start to come down the right side of 
the track.  Now you can start to gently use the reigns to catch up to 
the other tail-enders.  There are some special items down this side and 
its usually wings.  Get them and you will move up to mid-field.  
Remember what i said in the tips section about the awkward turn? well, 
its coming up so get to the inside, and hold down/left when you go 
around it.  You might find yourself with the leaders now, and you still 
haven't spent a cent of power.  When the other horses see you making a 
move past them, they will try to go with you, and the pace will quicken, 
dont get carried away and try to bolt away from them, just relax and let 
them go around you.  Keep using the reigns as you go up the left side 
and the back straight, getting any good special items you come across.  
When you get to the hill in the back straight its nearly time to make a 
move, use the whip a LITTLE bit to start getting your horse to run a bit 
faster.  Then as you turn and come down the right side really start to 
go for home.  Cut the corner on the final turn and you should be in 
front.  Just keep sprinting hard and you will cross the line in first 
place.  If somehow your power is almost depleted, and there are horses 
around you, use the last bit of power you have to do the bumping 
technique.  It will slow down the other horses, and you can just walk 
over the line.


Once again you are given the opportunity to increase your stats.
Boost up the ones that you have least of.

=-Race 7: Japan Grand Prix-= 

Distance:  2500m
Track:     Nakayama
Prize:     1,300,000
Direction: Clockwise

Special Items (4): 

600 metre mark
300 metre mark
Left Side
300 metre mark

At the start of the race, get to the inside rail.  Most of the horses
will travel down the centre of the track.  A perfect opportunity for 
you to sneak through on the inside and save ground at the same time.  
Just sit behind the leaders and stick to the inside rail and you will 
give yourself every chance to win.  Keep on your guard towards the 
finish line because they will be coming home fast from everywhere.

=-Race 8: Emperor Spring Stakes-= 

Distance:  3200m
Track:     Kyoto
Prize:     1,300,000
Direction: Clockwise

Special Items (5): 

-Right Side
-200 metre mark
-Left Side
-Right Side
-200 metre mark

This race is the same as the St. Leger in Race 6, except with and 
added 200 metres at the start of the race.  Just use the same 
tactics as you did before and you will have no trouble defeating 
this field.

=-Race 9: Champion Stakes-= 

Distance:  2200m
Track:     Hanshin
Prize:     1,300,000
Direction: Clockwise

Special Items (4):  

-200 metre mark
-Left Side
-Right Side
-200 metre mark

This is one tough race.  The tricky part is the back straight, it runs 
on an angle and you can get caught on the fence and will get shuffled 
back in the field.  When the race begins get to the fence and settle 
mid-field.  When you turn the corner to enter the back straight, try and 
position yourself 2-3 horses wide of the rail.  Keep using the reigns 
with a whip every now and again.  Be sure to be holding up/right as you 
travel along too, it will make you go slightly faster.  As you leave the 
back straight and turn the corner to come down the right side, start 
getting a real move on.  You cannot afford to let the leaders get away 
from you.  Sprint hard down the inside and really hug the rail as you 
turn into the final straight.  Use the bump technique if necessary and 
go for home.

If you win this race, you get an invitation to the Breeder's Cup Classic 
again.  If you accept, compete, and finish in the first three, you will 
not have to compete in the Emperor Autumn Cup in Race 10.  Instead you 
will train, then head to the Japan Cup in Race 11.


Last chance to get your stats up.  If you'd completed the last 2
courses successfully and within the time limit, then a successful
completion of this course will see your stats maxed out.

=-Race 10: Emperor Autumn Cup-= 

Distance:  2000m
Track:     Tokyo
Prize:     1,300,000
Direction: Anti-Clockwise

Special Items (3):

-Back Straight
-700 metre mark
-150 metre mark

Hard race.  All horses go hard.  The only chance you've got is to be 
right up there on the pace.  Even holding the inside rail doesn't prove 
to be much of an advantage.  If you do find yourself in the lead, just 
try and slow down the pace and bump any horses who do try to get past.  
This race always develops into an absolute sprint to the finish line,
so make sure you've got plenty of power in the tank to give yourself 
every chance to win.

=-Race 11: Japan Cup-= 

Distance:  2400m
Track:     Tokyo
Prize:     1,300,000
Direction: Anti-Clockwise 

Special Items (3):

-200 metre mark
-Right Side
-200 metre mark

Another fast run race.  At the start, dont go hard and sprint with the 
rest of the horses, settle back and get yourself into a position on the 
fence, then begin to improve your position and move forward.  Don't go 
nuts with the whip trying to get in front of everybody so you can 
dictate the race.  Just do enough so that you can sit behind the 
leaders.   Then when you come out of the back straight and down 
the left side make your move.  Sprint hard whilest trying to keep to the 
inside rail.  You should be right on the heels of the leaders.  Then get 
right up on their inside around the final turn and push them out.  You 
have to be on the inside rail or you will not win.  Once again if the 
other horses are kicking back and look like passing you in the final 
straight, use the bumping technique to put them back into their place.

=-Race 12: Japan Grand Prix-= 

Distance:  2500m
Track:     Nakayama
Prize:     1,300,000
Direction: Clockwise

Special Items (3):  

-600 metre mark
-300 metre mark
-left side

This is it, the penultimate race.  Win this and its off to France to 
compete against the worlds best.  Lose, and its back to the paddock for 
you.  This is the same race as the Japan Grand Prix in Race 7.  Same 
distance, same track.  So if you won the first time, chances are good 
you're going to win again!  Just use the same tactics as you did then 
and you should win and head for the big time.

If you do win, you will be invited to compete in the Prix de le Arc de 
Triumphe in Longchamp.  Unlike the Breeder's Cup races, you dont get a 
choice, so you're off to France whether you like it or not.  Don't 
worry, it's easy.

=-Special Race: Breeder's Cup Classic-= 

Distance:  2000m
Track:     Churchill Downs
Prize:     1,560,000
Direction: Anti-Clockwise

Special Items (NONE) 

This is the hardest race to win out of them all.  Every horse you are up 
against has an enormous amount of speed.  The pace is hot and if you are 
out the back you have no chance.  There aren't any special items to 
replenish your power and to give you a speed boost.

The best horse to win this race is Hot Sand, and this is how to win it.
From the very start of the race, no matter what barrier you come out of, 
sprint HARD.  You MUST be leading when you get to the back straight.  If 
you come from an inside barrier your task will be easier, because by 
sticking to the rails you will save a lot of ground.  ITS VERY IMPORTANT 
to stay to the rails.  If you are coming out of an outside barrier, 
already the odds are against you.  There will be horses on the inside 
sprinting faster than you and if they slip away all is lost.  Try your 
hardest to be up with the leaders going around the first corner.  When 
you go around the first corner use the reigns and the whip, and remember 
to keep to the inside.  When going around the second corner, hold 
up/left to save ground.  Then as soon as you enter the back straight use 
the bumping technique!  Hopefully you knocked every horse around you, 
and you will hit the lead.  Im sure by the half way mark you power bar 
is half empty, thats alright, because now you are controlling the race.  
Slow the pace right down by not even pressing the reigns button.  You 
want the speed to be a walking pace.  Horses will be trying to get past 
you, so get yourself in a position close to them so that you can bump 
them again.  Bumping does cost you one part of your power bar remember, 
so dont over do it.  When you reach the end of the back straight, bump 
again, then start to pick up speed.  Scoot around the third turn keeping 
to the inside.  You should open up a bit of a break from the field of 
about 2-3 lengths.  That's the hard part out of the way.  Stay OFF the 
inside rail coming around the last turn because its actually slower 
there.  Vary betwen using the whip and the reign in the home straight, 
and if anyone looks like passing you just bump them.  

=-Special Race: Prix de le Arc de Triumphe-= 

Distance:  2400m
Track:     Longchamp
Prize:     900,000
Direction: Clockwise

Special Items (NONE)

For the final race, this one is actually pretty easy.  Its an awkward 
track because you race in a very long diagonal line for about 1000 
metres, then its almost like a u-turn at the end and you come back to 
the finish line diagonally.

The start is frustrating, because theres not much room to move, so the 
entire field just plods along up to the turn.  Just go with them and 
don't try anything fancy, your chance will come later.  Go around the 
turn at the end of the diagonal section and start to pick up speed.  
When you come back towards the finish in the second diagonal section, 
hold down/left.  You MUST hold down/left.  For some reason, your horse 
will go twice as fast and absolutely fly past all the horses.  And if 
you are on the inside rail, you are laughing.  If your not on the 
inside, then you could run into trouble.  Because you go so fast you 
might find yourself running into the back of another horse, which will 
block your run.  You cant avoid it because if you let go of the 
joystick, you wont have the speed to get past everyone.  But even so, i 
would't be to worried about it because it's just such an easy race to 
win.  Then the diagonal section turns into a final straight where you 
can just sail past the winning post and salute to the crowd because you 
are the world champion. 


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