============ Winter Games ============ Document created by rstuart@ukonline.co.uk on 28th Nov 99 for World of Spectrum: http://www.void.demon.nl/spectrum.html Taken from the US Gold compilation 'Solid Gold'. Winter Games ------------ When released went straight to No. 1 and has since proved an all time classic. "An entertaining and challenging sports simulation" Crash awarded a Crash Smash. "Winter Games was expected to be brilliant and it has certainly come close to perfection, all the thrills of Winter Games without broken limbs." Amtix. Loading Instructions -------------------- Commodore 64 Cassette Press SHIFT and RUN/STOP keys together. Press PLAY on the cassette recorder. Commodore 64 Disk Type LOAD "*",8,1 and press RETURN. Commodore 128 Play in 64 mode. Spectrum Cassette Type LOAD "" and press ENTER. Press PLAY on your cassette recorder. Spectrum +3 Turn on your computer. Insert selected side of disk into drive and press ENTER. Follow screen prompts where required. Amstrad Cassette Press CTRL and SMALL ENTER and then press PLAY on your cassette recorder. Amstrad Disk Type "RUN" DISK and press ENTER. Game will load automatically. Important: Please read this instruction sheet carefully before commencing game play. Winter Games ============ Moment Of Truth --------------- You're an athlete at the 1988 Winter Games at Calgary, Alberta, Canada. You're about to move across snow and ice with as much speed, strength, endurance and grace as you can muster in the blustery cold. This is the winter portion of the world's formost amateur sports competition. You'll match your skills against the top athletes from a hundred countries. Objectives ---------- WINTER GAMES challenges your competitive skills with a series of athletic contents for one to eight players (one to four Spectrum and Amstrad version). You can compete in seven challenging winter events - Ski Jump, Bobsled, Figure Skating, Freestyle Skating, Hot Dog Aerials, Speed Skating and Biathlon (cross-country skiing and rifle shooting). Practice each event first to hone your skills. Then choose from the 18 countries you can represent in the competition, and go for the gold! WINTER GAMES provides judges, keeps scores, and awards medals to the winners - the Gold for first, the Silver for second, and the Bronze for third place. If you break a "World Record", WINTER GAMES will save your name and display it on a special World Record screen. Get ready to give it your best - and remember the motto of the ancient Greek athletes: Citius - Altius - Fortius "Faster - Higher - Stronger Starting Play (C64 Version) --------------------------- Opening Ceremony A spectacular opening seremony welcomes you to WINTER GAMES. An athlete bearing the flaming torch mounts the steps to light the sacred fire that burns night and day throughout the WINTER GAMES. White doves are released over the stadium, to symbolise peace on earth. Let the games begin! How to Play Once the opening ceremony concludes, a menu screen offers you a choice of six options. To make a selection, use your joystick to move the cursor to your choice, then press the FIRE BUTTON. Option 1: Compete In All Events Compete in all seven events: Ski Jump, Figure Skating, Hot Dog Aerials, Freestyle Skating, Speed Skating, and Biathlon. The computer keeps a running tally of medals awarded to each player. * To enter your name type your name on the keyboard and press RETURN. * To choose your country, use the joystick or the cursor keys to move to the flag of your choice, then press the FIRE BUTTON to select that country. (To listen to the country's anthem, type S.) * Repeat name and country selection for each additional player (up to eight). When all players' names and countries are entered, press RETURN. * A verification screen appears. If all names and countries are correct, select YES with the joystick and press the FIRE BUTTON, or type Y. To delete names and start again, select No or type N. Option 2: Compete In One Event Only (Disk Only) Similar to OPTION 1, but you only compete in the event you select. * Use the joystick to choose the event, then press the FIRE BUTTON. (or type the key matching the event number) Option 3: Practise One Event (Disk Only) No scores are kept during practise rounds. * Move the joystick to choose the event, then press the FIRE BUTTON. (Or type the key matching the event number). Option 4: Number of Joysticks For one player: plug your joystick into Port #2 and select 1. For two players: plug both joysticks in and select 2. * Select 1 or 2 by pressing the FIRE BUTTON (Or type 1 or 2). Option 5: See World Records Displays the highest score recorded in all events, with the name and country of the player who achieved each world record. * Press the FIRE BUTTON to return to the menu. Option 6: Opening Ceremonies (Disk Only) Repeat the opening ceremonies Starting Play (Spectrum Version) -------------------------------- A menu screen offers you a choice of options. To make a selection, use the SPACE KEY to move the cursor to your choice, then press the ENTER button. Option 1: Compete In All Events The computer keeps a running tally of medals awarded to each player. To enter your name, type your name on the keyboard and press ENTER. Repeat name selection for each additional player (up to four). When all players' names are entered, press ENTER. Option 2: Compete In One Event Similar to OPTION 1, but you only compete in the event you select. Use the SPACE KEY to choose the event, then press ENTER. Option 3: Practice One Event No scores are kept during practice rounds. Move the SPACE KEY to choose the event, then press ENTER. Option 4: Joysticks If a one player game is selected the player may use any joystick. If two or more players wish to play then they cannot select the same joystick interface. Each player must select a different interface. Any number of players can select to use the keyboard. Option 5: See World Records Displays the highest scores recorded in all events, with the name of the player who achieved each world record. Press the FIRE BUTTON to return to the menu. Starting Play (Amstrad Version) ------------------------------- Opening Ceremonies (Disk version only) A spectacular opening ceremony welcomes you to WINTER GAMES. An athlete bearing the flaming torch mounts the steps to light the sacred fire that burns night and day throughout the WINTER OLYMPICS. White doves are released over the stadium, to symbolize peace on earth. Let the games begin! Press the SPACE BAR to continue. How to Play Once the opening ceremony concludes, a menu screen offers you a choice of six options. To make a selection, press the SPACE BAR to run down the menu and then press ENTER or simply press the number on the keyboard corresponding with your choice. Option 1: Compete In All Events Compete in all seven events (disk): Ski Jump, Bobsleigh, Figure Skating, Hotdog, Free Skating, Speed Skating, and Biathlon. The computer keeps a running tally of medals awarded to each player. * To enter your name, type your name on the keyboard and press ENTER. * Repeat entering names for each additional player (up to 4). Option 2: Compete In One Event Similar to OPTION 1, but you only compete in the event you select. * To choose which event you wish to compete in, press the SPACE BAR until your event is highlighted and then press ENTER. Option 3: Practice One Event No scores are kept during practice rounds. * To choose the event you wish to practice in, press SPACE BAR until your event is highlighted and then press ENTER. Option 4: Select Number of Players (X) To select a number of players, press the SPACE BAR to option 4 and press ENTER. This will increment the number of players and displays it in brackets at the far right of option four. If the number four is in the brackets and this option is chosen, the number of players will go back to one. Option 5: Change Game Controls Select this option if you do not wish to play with the joystick. You will be prompted to enter the keys you wish to use for LEFT, RIGHT, UP, DOWN and FIRE. If more than one player is competing in Winter Games you will be asked to define a second set of keys. Players 1 and 3 will use the keys selected for Player 1 and Players 2 and 4 will use the keys selected for Player 2. Initially the controls are set for joystick, if you should select the Keyboard Control and then decide to use a joystick simply select Option 5 and push the joystick LEFT, RIGHT, etc. in response to the prompts. Important: If there is more than one competitor it is important to select different controls for each player since problems will arise if the same controls are used for the speed skating where players can competa against one another. Option 6: See World Records This displays the highest score recorded in all events, with the name of the player who achieved each world record. Option 7: See Opening Ceremonies (Disk Only) Repeats the opening ceremonies. The Games --------- Figure Skating -------------- Figure Skating (Short Program) is a one-minute, timed exercise of seven compulsory movements: Camel Spin, Sit Spin, Double Axel Jump, Tripel Axel Jump, Double Lutz Jump, Triple Lutz Jump, and Camel into Sit Spin. You can perform the seven movements in any order you choose. It's the grace and form of your skating that count! * Press the FIRE BUTTON to start Figure Skating. * To begin a movement, point the joystick in the direction of the movement you want to make and press the FIRE BUTTON. * To COMPLETE a movement, center the joystick and press the FIRE BUTTON. * To SKATE BACKWARD, center the joystick and press the FIRE BUTTON. These are the key figure skating movements, in their relative joystick positions: Joystick Controls: Figure Skating and Free Skating DOUBLE CAMEL DOUBLE LUTZ JUMP SPIN AXEL JUMP \ | / \ | / \ | / SKATE SKATE SKATE BACKWARD -------BACKWARD------- FORWARDS / | \ / | \ / | \ TRIPLE SIT TRIPLE LUTZ JUMP SPIN AXEL JUMP Figure Skating Tips: -------------------- AWKWARD: A movement will be judged as elegant or awkward depending on when you press the FIRE BUTTON. If you're skating forwards and "trigger" a jump when the skater's legs are in open stride, the jump will be perfect. If the skater's legs are closed, the jump will be awkward. The opposite is true if your skating backwards: trigger the jump when the skater's legs are closed and the jump will be perfect. Practice makes perfect, so keep trying! FORWARD SKATING performers can do a Double or Triple Axel Jump or turn around and begin skating backwards. Remember: Be skating forwards when time runs out - it you're skating backwards you'll fall down! BACKWARD SKATING athletes can do a Double or Triple Lutz Jump, a Camel or Sit Spin, or turn around and begin skating forward. When you do SPINS, try to make six rotations. If you turn fewer than six times, your exit will be awkward; more than six turns will make you so dizzy that you'll fall down. DON'T FALL DOWN! You'll fall down if you try to move directly from a jump to a spin, a spin to a jump, a jump to another jump, or a Sit Spin to a Camel Spin, Skate backwards in between movements; skate forwards before you do an Axel Jump. CAMEL INTO SIT SPIN: You can move directly from a Camel Spin to a Sit Spin - a very elegant combination worth 1.2 points! FIGURE SKATING SCORES You begin with a score of 0.0. The best score is 6 points. All scores are displayed in tenths. And don't worry - your score can't go below 0. After you successfully complete each Figure Skating Movement, your score is added like this: MOVEMENT POINTS Camel Spin .7 Sit Spin .7 Double Axel Jump .6 Triple Axel Jump 1.1 Double Lutz .6 Triple Lutz 1.1 Camel into Sit Spin 1.2 Total 6.0 * Total Score Penalties .7 Point penalty for each fall. .2 Point penalty for each awkward movement. Free Skating ------------ In Free Skating competition, you choose the jumps and spins, inventing your own choreography to music. You have two minutes to complete the program. In Free Skating, you try to make three successful attempts of the seven Figure Skating movements: Camel Spin, Sit Spin, Double and Triple Axel, Double and Triple Lutz and Camel into Sit Spin. The Judges will watch you closely in this event and calculate your maximum score based upon the number of falls and awkward movements in your routine. A smart performer will complete three attempts of as many difficult movements as possible within the two minute limit, to get the highest possible score. You begin with 0.0 points. The maximum score (ceiling) you can get is 6.0 - no matter how high your total score. Note: If you successfully compete a fourth attempt at a movement the Judges will not credit your score. Free Skating Scores MOVEMENT POINTS EACH ATTEMPT Camel Spin .3 Sit Spin .3 (1.8 points maximum) Camel into Sit Spin .5 (1.5 points maximum) Double Lutz Jump .2 Double Axel Jump .2 (1.2 points maximum) Triple Axel Jump .4 Triple Lutz Jump .4 (2.4 points maximum) Total 6.9 (6.0 Maximum Ceiling) * Total and Maximum Score Penalties PENALTY TOTAL MAXIMUM Fall -.5 -.2 Awkward -.2 -.05 Note: No penalty for failing to attempt all seven movements. EXAMPLE: Your Total Score 6.9 Maximum: 6.0 1 Fall -.5 -.2 2 Awkwards -.4 -.1 Your Final Total 6.0 Score 5.7 CREDITS: Only the movements completed within the two minutes are scored. Movement attempts will be added to your score only if they're successfully completed. Speed Skating ------------- Speed Skaters can move at 30 miles per hour - much faster than athletic track runners. In fact, Speed Skating champions are the fastest self-propelled human beings over level earth! In Speed Skating, two racers skate side-by-side, in separate lanes, as fast as they can go! * When PRESS YOUR BUTTON appears on either half of the screen, the player whose name appears on that half of the screen must press the joystick FIRE BUTTON. The next player does the same. This begins the countdown. * When the count down reaches "GO" begin skating by moving the joystick to the LEFT and RIGHT to move your skater's legs. The trick is to make the skater's legs move back and fourth in rhythm as in real skating. * Continue skating by moving the joystick back and fourth in rhythmic strokes to move your racer's legs. Build your natural skating rhythm faster to get up to speed - and GO FOR IT! * The skater with the fastest time wins the race. * When the race is over, press the FIRE BUTTON to begin the next event. Hot Dog Aerials --------------- This demonstration sport tests your guts, grace and precision on skis. Strive for a performance of athletic artistry as you flip through the air in a dazzling series of daredevil moves. * Push the FIRE BUTTON to start a jump. * Push the joystick in one of these six directions to begin a movement: Daffy Back Scratch \ / \ / \ / \ / Back Flip ---------Land--------- Forward Flip / \ / \ / \ Mule Kick Swan * To do one movement after another, move the joystick when the Hot Dog Skier is in mid-air - timing is crucial. * To get out of a move or begin another move push the joystick to the centre (LAND) position. * Hold each movement (except the Flips) until you choose a different move. * Get into the landing position before you hit the ground, or you'll fall. SCORES The score is based on both style and difficulty, and is displayed after you land. The maximum is 10 points. DIFFICULTY is judged by the number of different manoeuvres performed in mid- air. Any combination of movements can be mixed together for a total maximum score of 10. Combinations of different movements count for the most points. Points will be deducted for awkward movements. Watch your landing! If you fall, you won't recieve a score. STUNTS POINTS 1 Stunt 6.3 1 Flip 7.2 2 Stunts (Same) 8.7 2 Flips (Same) 9.2 2 Stunts (Different) 9.6 1 Stunt and 1 Flip 10.0 2 Flips (Different) 10.0 * 1.4 point penalty for each awkward movement. CREDITS: Only the first attempt of each movement completed within the one minute is scored. Ski Jump -------- Every gust of wind chills your body as you look down from the top of the jump tower to the runaway far below. The judges and spectators look like insects from this height. GO! Your coiled body lurches forward and suddenly you're into another world! You crouch down low, in a tuck position, to accumulate as much speed as possible. At the take-off, you leap out, push out, and lean forward, over the edge of your skis, to reduce wind resistance and increase the length of your jump. * Press the FIRE BUTTON to begin your approach. * When you reach the take off point, press the FIRE BUTTON. * In the air, watch the upper right-hand corner of the screen for faults. Correct faults quickly to get maximum style points and distance. * If your knees are BENT move the joystick UP to correct. * If you're TOO FAR FORWARD move joystick LEFT. * TOO FAR BACK move joystick RIGHT. * SKIS CROSSED move joystick DOWN. * If you don't correct your faults in time, your Ski Jumper's wild antics will cause wind resistance and you will lose style points. Ski Jump scores are based on distance and form: DISTANCE: is based on the timing of the takeoff, and the aerodynamics of the jumper in the air. STYLE: You'll get more points if you recover quickly from faults and don't fall. SCORES Your maximum is tallied by multiplying your DISTANCE 3(x)STYLE POINTS. A respectable Ski Jump score would be a flight of 60 meters and 20 style points for a total of 200 points. Biathlon -------- Race over a cross-country track on skies with a .22 calibre rifle slung over your shoulder. You have only a few cartridges to fire at the required targets, so steady your sights and develop an eagle eye before you fire away! * Press the FIRE BUTTON to start cross-country skiing. * Move your joystick LEFT and RIGHT to move your skier's legs in steady, rhythmic kicks and glides. * On LEVEL GROUND, keep up a steady pace by moving your joystick back and fourth. * For UPHILL terrain, move the joystick faster to increase speed. * DOWNHILL stretches go fastest if you use the double-pole technique. Pull the joystick down when the skier's hands are in front, to get the maximum push down the slope. * SHOOTING: You are issued five cartridges to shoot at five targets, and every miss is a 5-second penalty. The gun must be loaded and the shell ejected after each shot. Pull the joystick BACK to open the gun chamber. Push the joystick FORWARD to load the shell. Push the FIRE BUTTON to shoot. Repeat for the next shot. The skier's heart rate affects accuracy - so cool down, and take careful aim before you fire! * The winner or high score is the skier with the fastest total time. Bobsled ------- Prepare to career down a track of solid ice - while you crouch in a precision-built machine of steel and aluminium. You'll fly around hair-raising turns, then plummet down the bumpy straightways at speeds exceeding 90 miles per hour! * Press the FIRE BUTTON to begin the race. * Move the joystick left and right to guide your sled. HINTS: Steer hard! To avoid capsizing at the turns, try to anticipate the pull of centrifugal force, and steer hard in the opposite direction. Watch your speed! The power bar at the bottom of the screen shows how fast you're going. The faster you go, the harder you have to steer to keep plummetting toward the finish. Learn the course! An intimate knowledge of the course is important, so you must learn the best position to take at each corner. * The winning bobsled's score is based upon the fastest time through the tracks. Scoring ------- Awards Ceremony --------------- After every event, the names, countries and scores of all competitors are listed in the order they placed. The name of the Gold Medal winner appears at the top of the screen, and his or her country's national anthem is played. Champion Ceremony ----------------- If players compete in all WINTER GAMES events, a Grad Champion of the games is selected based on the number of points awarded. Gold Medal - 5 points Silver Medal - 3 points Bronze Medal - 1 point The points are totalled after all events have been completed, and the player with the most points is honoured as the Grand Champion. The ceremony takes place aftter the Awards Ceremony for the final event. World Records ------------- If a world record is achieved in any event, the name of the record-breaking player is saved by the WINTER GAMES program. The records are displayed on the World Records screen. If a new record is set for an event, the previous record is erased and the new information appears in its place. How Did Winter Sports Begin? ---------------------------- Skiing, skating and sledding began centuries ago as fun and practical ways for people to move across snow and ice. Skiing ------ The earliest skis may have existed about 4,000 or 5,000 years ago in Scandanavia. Ski bindings were invented in the 1860's by Sondre Nordheim, of Mordegal, Norway. Once skiers could slip the toes of their boots into iron pieces, then fasten their heels with straps or springs, they gained much more control of their long wooden slats - and they could move with breathtaking speed. Norwegian emigrants pioneered the sport all over the world. Skating ------- Skating began about 1000 B.C. Before the Iron Age, Nordic people make skates from elk, ox and reindeer bones. In fact, anthropologists have discovered bone skates they believe to be at least 20 centuries old! Since the Middle Ages, people have skated on canals in Holland. Ice skating was a very fashionable recreation in the French court in the 1770's, when Marie Antoinette was an avid enthusiast. Sledding -------- Primative sleds were used for transportation before 3,000 B.C. in Northern Europe. The American Indians tied poles together with thongs to carry loads over snow. The thrill of riding a speeding sled down a steep hill caught on in the 1500's in Germany, when people rode toboggans over showy hillsides. Sledding became a real sport when a British and American tourest started racing sled down snowbound mountain roads in the European Alps, in the middle of the 19th Century. Bobsled raced developed into the 1880's in Switzerland. (c) 1984 Epyx Inc. This compilation (c) 1987. Manufactured in the U.K. under liscence by U.S. Gold Limited, Units 2/3 Holford Way, Holford, Birmingham B6 7AX. Copyright subsists on these titles. All rights of the producer reserved.